@draeganb16_ESO I assure you that Pack Leader gives 2 sec to WW timer if you hit with hawy attak! If you hawe 2 PL in 10m radius you will hawe +4 sec for ich hit! (i used it with my Gild mate and its worked (only Pack leader))
P.S. I dont need "ABCs for barbarians" I'm an Old grouping Orc!
bbqwolf13b14_ESO1 wrote: »So since after the release of 1.5.2, what real fixes have I seen to the 23 point Ultimate called Werewolf? Really nothing. For a 23 point Ultimate, I should slaughter 11 characters since a 2 point ultimate can kill one person. When they told us they would give us more time in WW form, they lowered it. Did I miss where lower means increase. They cheered and said how great all the fixes to WW are in ESO live. Where are these fixes? nerf time, changed damage from stam to weapon damage (Why was this changed? could of had a real use for stam users but they blew that one), change pursuit into a Worthless passive ( really if you use max hit you get all stam back over run speed and attack speed, come on DEVS wake up.), so I guess they fixed the WW by still having them as a joke in pvp. I really don't care about PVE my NB kills faster. They cant make a toggle? What is the sorc ability overload? Looks like a toggle. They could of made while in werewolf use ultimate but if attacking no loss but if not attacking you start to lose ultimate. there is your timer. Devour would be another way to keep it up. With ALL the great ideas to fix this Ultimate what did they fix?
I personally have been enjoying the changes to WW despite my timing on hitting the Ult messing up constantly. {I need to just hit the Ult button once! I have a tendency to button smash it 2-3 times in those panicked attempts at a hail mary transformation (when you need it most) and end up canceling my transformation which still eats up all my Ult gain so I have to start accumulating it over again, lol.}
For Rp, I feel like WW & Vamp both fail, mainly because of the timer on both. Having an optional RP version of each Ultimate might make for a nice fix without changing it too much. The rp version can be non-combat and includes the transformations (without a timer limitation) and some of the neat animations of the skill line without actually causing damage (for visuals only).
Werewolf is better now, but still far from viable. For those of you asking for more passive effects, it isn't explicitly stated but werewolf now does give you extra stamina regen in human form and werewolf form. (I think it is about an 18 point boost to the stat, so about 9 stam/second.)
The biggest issues are, for me, the short duration of the timer and the loss of all ultimate accrued while in werewolf form. Having maxed out all the active skills, it does feel like an actual ultimate now, but certainly not a good one and certainly not worth over twenty skill points and the ridiculous amount of time it takes to level up all the active skills and their respective morphs.
The changes to the werewolf have essentially upgraded it from "absolutely awful" to "bad." I'm hoping ZOS decides to actually make it viable, but I can say I am rather pessimistic in this regard.
Honestly I think lycanthropy HAS to go the way of being a toggle. When you ask players what they're most disappointed about in regards to werewolves, you'll almost always hear "the timer". When people make their characters werewolves, they usually want to play primarily in that form.
I have an idea for implementing this on the technical side. Make the werewolf transformation be activated by equipping or weapon-swapping to a totem/fetish item that goes in your weapon slot. (Non-werewolf skills would still be disabled in the transformed state.) This would achieve two things.
One, you would give players the freedom that they so badly crave to play in the form they want.
Two, you would open up more balancing and customization options for them. Let the "style" of the totem determine the werewolf skin that the player gets. Make higher level totems come with effects on them to enhance a specific skill or aspect of the form, on the scale of a skill morph. This would help ensure that each werewolf wouldn't feel exactly the same as his packmates.
It's a simple idea, but I feel it would go a long way towards making people happier with their werewolf.
bbqwolf13b14_ESO1 wrote: »Been open since August and still no real response from the Devs. Are they looking into any of our ideas that can be used in the game? I have yet to see one message saying they did a great job at fixing werewolf. So to make sure this post doesn't die off from lack of dev responses, I had to type something.
How about giving the werewolf a way of targeting a player near the shrine so we can bite instead of dancing arround for half hour trying to find the right spot .. i have seen players just plain give up on biting someone else