"Attorneyatlawl wrote: »I like the changes outlined, but I also would say the transform animation needs to be MUCH shorter than its current incarnation, because stunning yourself for 2.5 seconds is not a good idea in PVP .
Still no Feedback, no "we are looing in to it"?
I mean... could at least the mod of this thread bring this to the developers?
I know, you dont want to many open construction sites. Your main priority is console release.
But please... throw us a bone. Say something, even if it is a clear "no". I would appriciate it more, than no answer at all.
I know, this is difficult, because the change of some things have ripple effects.
So... are you watching us?
I'd like to throw out a few ideas for WW that I would still like to see implemented.
Werewolf Toggle:
There is, essentially, no reason for werewolf NOT to be a toggle. You can get your werewolf up fairly quickly now, which is great, but still everything is a race to keep your timer up. Devour and other abilities that increase your time only increase to a set amount of time and don't stack on top of that. So at any time I'm sitting only on 15 or 30 or so seconds of werewolf and I can hardly pause to say something in group chat or glance in my bags because I have to keep eating.
In dungeons, a werewolf feels compelled to jump into the next group of mobs just to keep the timer going, or risk having to transform back to human form. In PvP, a werewolf will have a hard time fighting anyone because after one kill you're looking for other players to eat and probably will either die if you go into a group or lose your timer because you have no bones to chew on. In RP, you can't even be in werewolf form for any amount of time.
Please, PLEASE make werewolf a toggle. There's nothing really OP about a toggle, but it does increase the fun of playing a werewolf. If nothing else, this would make me endlessly happy as a werewolf.
Feral Pounce: Taunt:
After making WW a toggle, why not change feral pounce into a taunt? A werewolf with more options than 'DPS' would be pretty cool, and tanky werewolves seem logically viable. It's a big hulking beast leaping at you, who wouldn't focus their attention on bringing it down first? Their hide is tough, they can take it.
Devour: When you devour something, you gain a small amount of health back, instead of an increase to the now nonexistent werewolf timer.
Blood Rage: While in Werewolf form, every time you're hit you gain a small amount of stamina back, instead of an increase to the the now nonexistent werewolf timer.
Call of the Pack: Increases the attack speed/health regen/something of nearby werewolves instead of increasing the duration.
As far as the werewolf being an ultimate goes, I have two suggestions for that:
Option 1: All Ultimate is Drained While a Werewolf:
Basically you turn into a werewolf and don't build any ultimate until you toggle out of werewolf. So if you want to use another class's ultimate ability, you have to get the ultimate back in human form.
Option 2: The Savage Beast:
With this option, the werewolf ultimate would now cost more, and you earn it the normal way. Werewolf IS a toggle: you can toggle it at any time to remove and reduce your ultimate gain. However, when you hit the max of your ultimate, you are forced to transform for 30 seconds. With this method, you must manage your ultimate gain; you must hunt and kill as a werewolf to reduce your ultimate, or risk losing control altogether and becoming the beast. This is why the ultimate cost would be increased.
In this method, my personal favorite, you would only get the perks (and weaknesses) of being a werewolf if you have the werewolf ultimate on your bar. This isn't another little skill line to get your stamina bonus in. You're a beast, you have to hunt and kill as the beast. You can turn at any time, but if you avoid it for too long, Hircine gives you no choice but to give in to the beast.
I'd like to throw out a few ideas for WW that I would still like to see implemented.
Werewolf Toggle:
There is, essentially, no reason for werewolf NOT to be a toggle. You can get your werewolf up fairly quickly now, which is great, but still everything is a race to keep your timer up. Devour and other abilities that increase your time only increase to a set amount of time and don't stack on top of that. So at any time I'm sitting only on 15 or 30 or so seconds of werewolf and I can hardly pause to say something in group chat or glance in my bags because I have to keep eating.
In dungeons, a werewolf feels compelled to jump into the next group of mobs just to keep the timer going, or risk having to transform back to human form. In PvP, a werewolf will have a hard time fighting anyone because after one kill you're looking for other players to eat and probably will either die if you go into a group or lose your timer because you have no bones to chew on. In RP, you can't even be in werewolf form for any amount of time.
Please, PLEASE make werewolf a toggle. There's nothing really OP about a toggle, but it does increase the fun of playing a werewolf. If nothing else, this would make me endlessly happy as a werewolf.
Feral Pounce: Taunt:
After making WW a toggle, why not change feral pounce into a taunt? A werewolf with more options than 'DPS' would be pretty cool, and tanky werewolves seem logically viable. It's a big hulking beast leaping at you, who wouldn't focus their attention on bringing it down first? Their hide is tough, they can take it.
Devour: When you devour something, you gain a small amount of health back, instead of an increase to the now nonexistent werewolf timer.
Blood Rage: While in Werewolf form, every time you're hit you gain a small amount of stamina back, instead of an increase to the the now nonexistent werewolf timer.
Call of the Pack: Increases the attack speed/health regen/something of nearby werewolves instead of increasing the duration.
As far as the werewolf being an ultimate goes, I have two suggestions for that:
Option 1: All Ultimate is Drained While a Werewolf:
Basically you turn into a werewolf and don't build any ultimate until you toggle out of werewolf. So if you want to use another class's ultimate ability, you have to get the ultimate back in human form.
Option 2: The Savage Beast:
With this option, the werewolf ultimate would now cost more, and you earn it the normal way. Werewolf IS a toggle: you can toggle it at any time to remove and reduce your ultimate gain. However, when you hit the max of your ultimate, you are forced to transform for 30 seconds. With this method, you must manage your ultimate gain; you must hunt and kill as a werewolf to reduce your ultimate, or risk losing control altogether and becoming the beast. This is why the ultimate cost would be increased.
In this method, my personal favorite, you would only get the perks (and weaknesses) of being a werewolf if you have the werewolf ultimate on your bar. This isn't another little skill line to get your stamina bonus in. You're a beast, you have to hunt and kill as the beast. You can turn at any time, but if you avoid it for too long, Hircine gives you no choice but to give in to the beast.
Korah_Eaglecry wrote: »its gotta be the most underwhelming world classes ever.
Korah_Eaglecry wrote: »its gotta be the most underwhelming world classes ever.
I disagree. It requires a group to support efficiant WW usage..a pack...which is very much the theme of Werwolves, right? A single WW sucks, you're right about that. But there are SO raid groups with dedicated Werwolves, able to get ~25k DPS each at the Manticora for example while maintaining the WW form for the whole fight.
I agree it has to be tweaked/buffed but it's way better than many people give the WW credit for.