Call of the Pack: Allows allies to ramain in Werewolf form for 3%/5% longer. Affects up to five targets and stacks up to five times
Savage strength: Increase max stamina by 3%/5% for each kill. Effect stacks up to five times.
Blood Rage (With Werewolf transform ultimate slotted) Generates 2/5 Ultimate every 3 seconds by taking damage. Player must be in humanoid form.
Pursuit (While in werewolf Form): Increases Stamina by 10%/20%
Devour: (While in Werewolf Form): Can devour humanoid corpses to earn more time in werewolf form
Gina, Gina, Gina...come back to us Gina....tell us you've read the twenty-odd pages (as I have) and "may" incorporate some of our suggestions in your planned update.
We werewolves appreciate the attention and development we have asked for since pre-launch. We do. The forums are not full of posts about OP werewolves for a reason. It's vamp this and vamp that. Finally having parity, or a semblance of equality has been one hope that kept me furry. I cannot give my free bite to anyone in zone at this point. I get laughed at in chat, and no takers. We are a joke to many that play and that, unfortunately, is the result of bad game mechanics.
Your "proposed" changes that I assume are already a done deal do NOT address the real, or operational, problems encountered while either in Ww form or transforming from it, nor the lack of meaningful passives.After reading all these pages and being a WW since launch please allow me to post the Cliff's Notes version:* Transformation takes too long.Both into & out of. * Transform into human leaves said human extremely vulnerable, during it. Extremely. * Transform into human removes all Ultimate gained whilst in Ww form. Bad.Very bad. * Ww form is too short in duration. Even with Devour and all passives. * Passives are not meaningful or useable in group, PvP or mob battles.No stun, no AoE, no self-heal, little synergy for others. (Noted: self-heal is planned). * Requested possible Passives that prolong while human are- increased stamina or attributes, increased regen, increased detection (hello! Sniffing dog here!), armor buff, strength buff as in increased damage or crit chance. Vamps have a postive passive/Ww have only a negative passive. * Active abilities requested are- increased run speed, detection, stun on Pounce, Fear doing damage over time, Adding strength to group (synergy), Stamina and Heath or regen increased.(noted: proposed change to scale damage to equipment used, not spell power)
I have found that the Class/Ability of Werewolf suffers from a lack of direction and vision. To make one relevant is to address the needs of those that play a Ww and also those that purchased the game in hopes of doing so. Regular "we hear you" assurances and inclusion in future patches will greatly assure your Ww player base. Please consider an incremental patch to address the most egregious problems/bugs. Thanks for reading and making a fun product!
You are reading this right?
demonlkojipub19_ESO wrote: »Gina, Gina, Gina...come back to us Gina....tell us you've read the twenty-odd pages (as I have) and "may" incorporate some of our suggestions in your planned update.
We werewolves appreciate the attention and development we have asked for since pre-launch. We do. The forums are not full of posts about OP werewolves for a reason. It's vamp this and vamp that. Finally having parity, or a semblance of equality has been one hope that kept me furry. I cannot give my free bite to anyone in zone at this point. I get laughed at in chat, and no takers. We are a joke to many that play and that, unfortunately, is the result of bad game mechanics.
Your "proposed" changes that I assume are already a done deal do NOT address the real, or operational, problems encountered while either in Ww form or transforming from it, nor the lack of meaningful passives.After reading all these pages and being a WW since launch please allow me to post the Cliff's Notes version:* Transformation takes too long.Both into & out of. * Transform into human leaves said human extremely vulnerable, during it. Extremely. * Transform into human removes all Ultimate gained whilst in Ww form. Bad.Very bad. * Ww form is too short in duration. Even with Devour and all passives. * Passives are not meaningful or useable in group, PvP or mob battles.No stun, no AoE, no self-heal, little synergy for others. (Noted: self-heal is planned). * Requested possible Passives that prolong while human are- increased stamina or attributes, increased regen, increased detection (hello! Sniffing dog here!), armor buff, strength buff as in increased damage or crit chance. Vamps have a postive passive/Ww have only a negative passive. * Active abilities requested are- increased run speed, detection, stun on Pounce, Fear doing damage over time, Adding strength to group (synergy), Stamina and Heath or regen increased.(noted: proposed change to scale damage to equipment used, not spell power)
I have found that the Class/Ability of Werewolf suffers from a lack of direction and vision. To make one relevant is to address the needs of those that play a Ww and also those that purchased the game in hopes of doing so. Regular "we hear you" assurances and inclusion in future patches will greatly assure your Ww player base. Please consider an incremental patch to address the most egregious problems/bugs. Thanks for reading and making a fun product!
You are reading this right?
Yes, the "proposed" changes are as "proposed" as the provisioning revamp "suggestions" and out of all the feedback given in that thread, all they had to say was "we are going to go ahead with the revamp as planned"
They'll do the same for this. Werewolf will still be whatever as long as werewolves cant just be werewolves without the crappy time restriction.
They're reading it tho, they read everything..
Asia_Skyly wrote: »One of the big drawbacks I don't see resolved here is the fact that you are affected by the Werewolf trait while in your race form, but you are not granted any of the benefits. You can be dealth with using silver shards and you are impacted by poison, but you do not get a great stamina regeneration on your native race form. I understand how this is logical, to a point, and how it makes it different from vampirism, but this gives vampirism a huge advantage. Finally, you have to resolve the issue of losing your ultimate when you lose your transformation, that was a huge drawback. It is possible that the lower cost will make for it, but personally I would have liked an answer to the two issues I listed here.
timidobserver wrote: »Just a thought.
Werewolves, even in human form, should innately excel at detecting and tracking hidden enemies, as the person above me outlined in more detail.
I think a passive that would make more sense would be a slightly increased run speed. Like "Hircine's Flight" which gives you a minor increase to run speed (2/4/6?) given wolves being generally swift. Or even an increase to stamina or stamina regen.I think the passives on the vampire are extremely powerful compared to the ultimate generation on werewolf. It is still pretty lackluster.
Personally, I love werewolf lore in almost every culture it is mentioned in and especially those which also involve vampires. There is 1 aspect of a wolf that I have not seen made mention and I think it would solve most of the balance issues between Vamp and WW. Since vampires receive the sneak passive bonuses, why shouldn't the werewolf have a passive bonus that would counter it? A passive which is active as long as Werewolf is the active ultimate slot AND while in form would be the easiest and makes the most sense to me. My idea for this passive is:
Heightened Senses - While slotted in and in humanoid form stealth detection is increased by 1.5 yards. Also, reduces the damage taken from a stealthed enemy by 15%. While in werewolf form however, these bonuses should at the very least be doubled. I say they should double at least due to the short amount of time we have while actually in form.
Thanks for your time.
here's a question, will these new abilities be able to be used outside of WW form and will any passives be available around the clock, not just in WW form? you know like it is for vampires?
Werewolf ulti, call a bunch of wolf spirit what bites and fears enemies. that would be fun
stewie_801 wrote: »Only issue i have with these changes is the ability to deal damage with voice.
Whether it`s a howling or a warcry or a shout or a scream, it simply doesn`t make any sense to be able to deal damage with one`s voice.
It`s unrealistic and even in the name of balance , i will never support such idea.
I can understand that a warcry could offer a small bonus to attack speed of nearby allies . Kind of like a boost to the morale of the troops making them more willing to fight and making them fight more fearlessly.
But dealing damage to an ennemy by simply roaring or howling is ridiculous , it doesn`t matter if you`re a mudcrab or a werewolf or even a dragon. Dealing damage with your voice, no matter how small the damage is , means that you could use that howl to finish off a fleeing ennemy from a distance simply by screaming at it ? In what world does that make sense?
Draxuul
Cut the quote down to show what part of it I am talking about. 185-200 db is considered the range in which sound can kill you. Just wanted to put this out there to help those feel it is realistic that sound can do damage/kill if it is loud enough. Sounds at around that around can cause your lungs to burst among several other possibilities.
Now how realistic you feel that a werewolf can do this without causing damage to themselves is debatable, but we are playing a fantasy MMO. So I think we can stretch that part of the imagination a bit and assume the sound goes out in a directional or cone away from us werewolves.
Here is a link that talks about sound and the range that can kill you. There are several other websites that also show up if you do a google search about sound killing you. http://www.realclearscience.com/video/2014/06/21/how_sound_can_kill_you.html
Yeah i'm aware of what a sonic boom can do and stuff like that but there isn't a creature alive that can deal damage with voice. In a fantasy world , there is only one creature that can do that and is known to do that and it's a Banshee. Their scream is so loud and so high pitched that it can drop even the strongest creatures to their knees in agony and kill the weakest ones.
Werewolves are scary and their roar is scary and i'm totally OK with giving them a fear ability associated with their roar but not damage . Werewolves are transformed humans , not a creature in itself, it's a human before it's a werewolf and even though they gain numerous bonuses such as strengh , speed etc... I'm not willing to accept that their howls or roars can achieve sonic boom potential.
Draxuul