Update 5 Testing Suggestions and Feedback Wanted

  • phraetor
    phraetor
    Soul Shriven
    So I think instead of gathering dwemer metals off of dead automatons and smiting it down why not make it like the rest of crafting and have dynamo cores as the item used for style. Since to get the motif is already hard enough. Plus you have Dwarven ore.
  • DDuke
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    danovic wrote: »
    Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.

    ^ This
    I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.

    So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)

    What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game? :smiley:

    The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.
  • Gilvoth
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    indeed, and yes by all means i do agree with you that dwemer armor should be rare and special.
  • Darkonflare15
    Darkonflare15
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    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.
    DDuke wrote: »
    danovic wrote: »
    Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.

    ^ This
    I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.

    So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)

    What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game? :smiley:

    The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.

    Umm... I guess you have not tried it yet have you. The Dwarven metal scraps are not the class materials for the motif they are like the parts you need to get the class materials for the motif. You have find the scrap metals than refined them to able to make dwemer items.

    You also have to find purple motifs that gives a chapter of 1 item in order for you to make only 1 piece of armor or weapon.Like finding the motif for dwarven armor chapter shield. There is even small chance to get the full book which is gold. Your not going to get the Dwemer armor on your doorstep when it going to take you forever to get the complete book in order .
    I had no problem having to find the chapter motifs but I did not know it was also going to be a grind fest just to get the style materials which is in two parts instead one part like the other styles. I never said I want it to be easy I just think the drop rate should be a little better.
    Edited by Darkonflare15 on October 16, 2014 1:11AM
  • DDuke
    DDuke
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    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.
    DDuke wrote: »
    danovic wrote: »
    Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.

    ^ This
    I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.

    So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)

    What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game? :smiley:

    The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.

    @dwemer_paleologist Umm... I guess you have not tried it yet have you. The Dwarven metal scraps are not the class materials for the motif they are like the parts you need to get the class materials for the motif. You have find the scrap metals than refined them to able to make dwemer items.

    You also have to find purple motifs that gives a chapter of 1 item in order for you to make only 1 piece of armor or weapon.Like finding the motif for dwarven armor chapter shield. There is even small chance to get the full book which is gold. Your not going to get the Dwemer armor on your doorstep when it going to take you forever to get the complete book in order .
    I had no problem having to find the chapter motifs but I did not know it was also going to be a grind fest just to get the style materials which is in two parts instead one part like the other styles. I never said I want it to be easy I just think the drop rate should be a little better.

    Yes, it takes 10 scrap metals to make one style material. Getting around 8-10 scrap metals/hour, it'd take you 7-8 hours to get a full set of dwemer armour. Hardly a grind fest. Them being in 2 parts actually makes things refreshing (or would you rather have them be 10x more rare?)

    However, if you still feel like it's a "grind fest", you are welcome to buy them off from other players (since they are BoE).


    I'd rather have them require some effort to get (thus perhaps maintaining a market price), than having to delete them because they take bank space and no one buys them (like all other style materials currently in the game).


    As for the chapters & motif book, I believe those are also (can't confirm) BoE, so no "grind fest" required if you just buy them. Alternatively, you can get a friend to craft you dwemer armour.
  • phraetor
    phraetor
    Soul Shriven
    They can still make it rare, just make dynamo cores unbuy able and extremely rare. If it takes some people 200 kills to get 6 cores that would still make it hard to get.
  • Darkonflare15
    Darkonflare15
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    Zed wrote: »
    I wanted to try out being a werewolf but could not because I could not find a person that could turn me or there is no infectious werewolves out. I wish you could make it easier to test vampires and werewolves on the PTS server.
    The veteran City of Ash template comes with werewolf. Give that a try if you'd like to test it out.

    Thanks. I tried it out and loving feel of it. It takes some getting use to the moves but it is awesome it feels little bit better than the werewolves from skyrim but the kill moves of the werewolves in skyrim are always the best.
    DDuke wrote: »
    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.
    DDuke wrote: »
    danovic wrote: »
    Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.

    ^ This
    I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.

    So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)

    What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game? :smiley:

    The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.

    @dwemer_paleologist Umm... I guess you have not tried it yet have you. The Dwarven metal scraps are not the class materials for the motif they are like the parts you need to get the class materials for the motif. You have find the scrap metals than refined them to able to make dwemer items.

    You also have to find purple motifs that gives a chapter of 1 item in order for you to make only 1 piece of armor or weapon.Like finding the motif for dwarven armor chapter shield. There is even small chance to get the full book which is gold. Your not going to get the Dwemer armor on your doorstep when it going to take you forever to get the complete book in order .
    I had no problem having to find the chapter motifs but I did not know it was also going to be a grind fest just to get the style materials which is in two parts instead one part like the other styles. I never said I want it to be easy I just think the drop rate should be a little better.

    Yes, it takes 10 scrap metals to make one style material. Getting around 8-10 scrap metals/hour, it'd take you 7-8 hours to get a full set of dwemer armour. Hardly a grind fest. Them being in 2 parts actually makes things refreshing (or would you rather have them be 10x more rare?)

    However, if you still feel like it's a "grind fest", you are welcome to buy them off from other players (since they are BoE).


    I'd rather have them require some effort to get (thus perhaps maintaining a market price), than having to delete them because they take bank space and no one buys them (like all other style materials currently in the game).


    As for the chapters & motif book, I believe those are also (can't confirm) BoE, so no "grind fest" required if you just buy them. Alternatively, you can get a friend to craft you dwemer armour.

    What is BoE? I will not be buying anyway.I was talking about on the Pts to test the item. I just find my stuff over time when update 5 comes out on the main game. I not in a hurry. To me this motif is just like daedric and the other rare motifs not worth my time.
  • AngryNord
    AngryNord
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    Maotti_Nor wrote: »
    AngryNord wrote: »
    Maotti_Nor wrote: »
    @ZOS_GinaBruno‌, i made a new VR14 character on the PTS and how can i test the God of Schemes quest when i don't even have the wayshrine to Coldharbour so i can do the required quests there?

    Isn't there a template that starts you in Coldharbour outside the Hollow City?

    That's a lvl 45 one, not interested in that.

    I thought you said you wanted to try the Molag Bal fight? Oh well
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.

    That may be so, but that is a morph. a skill should perform a specific function at base and evolve from there while still performing its primary function. It starts as a single target and the other morph is single target. Its also not the same type of full aoe that needs to get added as it needs a target. whirlwind and impulse don't require targets.

    I also disagree with the flying blade morph that turns it into a cone attack for that reason. They also didn't give that morph any love, its not that good.
    Edited by demonlkojipub19_ESO on October 16, 2014 11:12AM
  • nightwalkerrobin_ESO
    Werewolf Testing

    Had posted this in the wrong spot, so I moved it here.

    The bleed damage tick, as others have posted, is almost never happening as you are doing light attacks fast enough to never see a tick. The bleed should be applied the first light attack that hits, then run till it's timer expires. Then reapply if target is still alive and a light attack hits.

    Sprint run animation: Does not work, at least on my Pack Leader morph. Always still run upright. Changed transformation morph to Berserker, no change. Never run on all fours, always standing.

    Transformation as an Ultimate and ultimate gain while in WW form: Ok, either change the transformation to toggle and NOT an Ultimate or let us keep the ultimate points gained when we shift back to racial form. It is utterly stupid to gain a full amount of ultimate points while in WW form just to flush them when you transform back to racial form. And it still leaves the WW without a combat ultimate like every other class has. Making transformation a toggle will also make it better for players to do dungeons (if they wish) in WW form or RP in WW form. If being in the city is a problem, well we can already do that. So that is not an issue. but this issue can be fixed when the Justice System comes out. if we transform while in a city, we are marked as KOS by guards and enforcers.

    Devour: Thanks for really lowering the cooldown on this and making more corpse types usable, makes it much better. But we should be able to devour each corpse. I think there is a 5 sec timer, but where I was testing the bodies would despawn too fast for me to devour one then try to test on another. If there is a cool down, just remove it completely and set so we can only devour each corpse one time. This would make it even better.

    Pack Leader Morph of Transformation: Ok in PTS the White WW looks terrible, and yes it is different than what is on live. This needs to be fixed. The muzzle is hairless and it looks almost undead.The Berserker morph look terrible also.

    Infectious Claws: The animation is very clunky and slow. You hit the button to use it, then wait for the animation. Should be as fast as the light attack animation. DOT could be a bit more, but then as far as I see all DOTs seem low to me.

    Piercing Howl: Clunky animation and the timing is way off. You hit the button to use the attack, the target falls down, then you see the howl animation. But at least it works. And is should be a AOE cone in front of you, why would it only affect one target if two or three are standing closely together.

    Passive Stamina Regen: This is not working correctly. Comparing my character in live and on PTS, both are same stats. My live character has a stamina regen of 86, on PTS it is 96. Adding 15% to 86 is roughly 98.9. Where did the 2.9 points of regen go? Did some more looking at this. these are my current numbers. I am wondering if maybe the WW passive is being applied to the base Stamina Regen before any other skill buffs are applied? I am a Templar do have Repentance. With it removed, my live stamina regen is 76 and PTS stamina regen is 86, with it slotted, live is 86 and PTS is 96. But the math is still wrong, there are points missing.
    Edited by nightwalkerrobin_ESO on October 16, 2014 4:12PM
  • Thejollygreenone
    Thejollygreenone
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    Werewolf Testing

    Sprint run animation: Does not work, at least on my Pack Leader morph. Always still run upright. Changed transformation morph to Berserker, no change. Never run on all fours, always standing.

    [snip]...

    This is just a matter of perception, fellow wolf. The reason you are running upright is because, just like in human form, we use a different animation in ww form for when our weapon(s) (claws) are at the ready, or when they are at rest (sheathed).

    There is a hotkeye to toggle this function from sheathed to unsheathed, I'm sure it's pretty common knowledge to be the 'Z' key by default. So the problem here, is that when your claws are at the ready ('unsheathed') by default, you will use the animation that one would when you are in combat, i.e. running upright.

    As soon as you hit 'Z' and 'sheath' your claws, then you will run on all fours so long as you aren't in combat and get your claws automatically put at the ready again, i.e. 'unsheathed' causing you to be unable to sprint on all fours until leaving combat and 'sheathing' your claws.

    Hope this clears things up.
    Edited by Thejollygreenone on October 16, 2014 4:47PM
  • Khivas_Carrick
    Khivas_Carrick
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    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Seriously, why haven't you hired this man yet.

    I agree with @demonlkojipub19_ESO‌ when it comes to the weapon skills, every single thing minus the 5 more abilities per line, or at least not right now. That's something I see happening way later on for an Expansion Pack or something.

    You guys are trying to make gradual changes, I get that, but you also have to realize that giant gaps in differences between skills are not going to be fixed by baby steps, not when you need to leap to close the distance.


    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khipu
    Khipu
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    @ZOS_GinaBruno admin
    October 14 edited October 14 in Public Test Server Staff Post
    Since Update 5 is so large, we'd like to offer you a bit of direction as to what we suggest you test, in addition to specific feedback that would help our team.

    TESTING SUGGESTIONS

    Check out the new facial animations, and use /bug in-game to record any desyncs with the audio and mouth movements, or any missing animations.
    Please be sure to include the NPC’s name, location, and line when submitting a /bug.

    NPC: Millenith, Davon's Watch, the New NPC for Certifying WW/BS/Clothier
    I went through everything you can do with her. There are several lines so someone just needs to give her a lookover, maybe.

    I looked over many more in the area. Absolutely fantastic job! I did find it much easier to pay attention to what the Npc was saying with the facial animations matching what was being said.
    Thank you :)
    Edited by Khipu on October 16, 2014 5:50PM
    Sejreia-Efeliel-Olympias-Emerald Ire-Asifi Kare-Skips~on~Starfire-Everbloom-Sugrahdun-Elsreia-Ceruval
    PC NA
    MMORPG:2004-2019
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty. - @Cundu_Ertur
    “Keep your face always toward the sunshine - and shadows will fall behind you.” ― Walt Whitman
  • Milf_Hero
    Milf_Hero
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    Werewolf Changes

    I already talked about the werewolf and what I think about it. I put it in a different forum here >>>
    forums.elderscrollsonline.com/discussion/135688/pts-patch-notes-v1-5/p9

    Ill try summarize it though...

    Piercing howl
    I don't like piercing howl. The job of this skill is done better by either two light attacks (which are faster and do more damage then the use of this skill.), roar and a heavy attack, or roar and pounce. I think werewolves need a different skill than piercing howl. An attack that can be used on large or exceptionally strong enemies that can not be stunned. I know we have infectious claws but other we need something else. Some ideas: piercing howl could shred the armor of the target, it could bring back the berserker's attack speed buff, or it could be changed all together to a bite. The bite could act as executioner in the handed skill tree or do high single target damage. When I say high damage im talking 450-700 with the chance to crit on top of that. We were promised btw that piercing howl would be a high single target stun. I used it on the pts and my light attacks do 204 dam, that's with out the first tick of disease that should be applied on hit, and my piercing howl said it does 294 on the tool tip. That isn't high damage at all. Plus with the clunky animations don't help piercing howl at all either. click to use and you seriously could have done more damage from continuing to light attack every one. I also do not like the other morph which relies on your allies to hit the button to synergize. Which the synergy is really not much either. It hideous really.

    Werewolf timer

    You give us healing abilities for sustain, you lower the cool down on devour so that its possible to stay in form forever with enough bodies, and increase the ww timer slightly... Why do these things and still keep the timer on our change? its not like we are OP vampires with no timer on their OPness. If we had no timer, we would not be as strong as.. actually any player. So why not just take the timer off. If you don't want us to do that zenimax, I have a suggestion. Make it act like trying to get on your horse after combat.... but in reverse. What I mean by this is when in combat we have a paused timer or no timer. When we leave combat the timer ticks down till we eat the corpses we made from the battle we were in, we find other bodies, or enter combat again. This would be useful for long battles that player would like to stay in werewolf form to fight. I have had countless boss battles and fights with large groups of enemies that I have turned back in the middle of. Using devour on a body in the middle of a fight is just not safe at all. So either makes it safe for devouring in combat or use my idea. I think I speak for all werewolves when I say that if it were possible, id love to get my ultimate and use it and not worry about timers at all. No time limit in ww form would open doors for Werewolf combat for werewolf pve/ pvp guilds, and werewolf RolePlayers. Just think about it. They coud hold a meeting with their pack. Every one in form. It would be beautiful... Update 20.. you'll implement the ability to change the color of your own wolfs fur. So their isn't just brown and white.

    Werewolf Ultimate and passive buffs in human form

    Ill try to put these two together. You said you would lower the cost again zenimax. Make it a 100-200 ult. Preferably closer to100. Like 150. you would need to change the medium armor werewolf set that lowers the ult by 30% or so. What if I was a Werewolf that wears Heavy armor. Don't you pigeon hole me to were Medium armor as a ww to get my ult down. Hmph.

    Passive Buffs in human form.
    I nod to you giving us 15% bonus stamina regen. Though I think we need one more bonus. I think we need bonus health regen as well. We are supernatural beings. I believe The vampire not only gets bonus regen to his magicka and stamina but also gets health regen. Why does a vampire get health regen when really a vampire is already a dead thing. I don't even care if you give us 1% extra health regen. I would be happy to know that you are helping to get us higher on the food chain when it comes to being a SUPERNATERAL CREATURE.
    You name it, and ill kill it.
  • Darkonflare15
    Darkonflare15
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    ***_Hero wrote: »
    Werewolf Changes

    I already talked about the werewolf and what I think about it. I put it in a different forum here >>>
    forums.elderscrollsonline.com/discussion/135688/pts-patch-notes-v1-5/p9

    Ill try summarize it though...

    Piercing howl
    I don't like piercing howl. The job of this skill is done better by either two light attacks (which are faster and do more damage then the use of this skill.), roar and a heavy attack, or roar and pounce. I think werewolves need a different skill than piercing howl. An attack that can be used on large or exceptionally strong enemies that can not be stunned. I know we have infectious claws but other we need something else. Some ideas: piercing howl could shred the armor of the target, it could bring back the berserker's attack speed buff, or it could be changed all together to a bite. The bite could act as executioner in the handed skill tree or do high single target damage. When I say high damage im talking 450-700 with the chance to crit on top of that. We were promised btw that piercing howl would be a high single target stun. I used it on the pts and my light attacks do 204 dam, that's with out the first tick of disease that should be applied on hit, and my piercing howl said it does 294 on the tool tip. That isn't high damage at all. Plus with the clunky animations don't help piercing howl at all either. click to use and you seriously could have done more damage from continuing to light attack every one. I also do not like the other morph which relies on your allies to hit the button to synergize. Which the synergy is really not much either. It hideous really.

    Werewolf timer

    You give us healing abilities for sustain, you lower the cool down on devour so that its possible to stay in form forever with enough bodies, and increase the ww timer slightly... Why do these things and still keep the timer on our change? its not like we are OP vampires with no timer on their OPness. If we had no timer, we would not be as strong as.. actually any player. So why not just take the timer off. If you don't want us to do that zenimax, I have a suggestion. Make it act like trying to get on your horse after combat.... but in reverse. What I mean by this is when in combat we have a paused timer or no timer. When we leave combat the timer ticks down till we eat the corpses we made from the battle we were in, we find other bodies, or enter combat again. This would be useful for long battles that player would like to stay in werewolf form to fight. I have had countless boss battles and fights with large groups of enemies that I have turned back in the middle of. Using devour on a body in the middle of a fight is just not safe at all. So either makes it safe for devouring in combat or use my idea. I think I speak for all werewolves when I say that if it were possible, id love to get my ultimate and use it and not worry about timers at all. No time limit in ww form would open doors for Werewolf combat for werewolf pve/ pvp guilds, and werewolf RolePlayers. Just think about it. They coud hold a meeting with their pack. Every one in form. It would be beautiful... Update 20.. you'll implement the ability to change the color of your own wolfs fur. So their isn't just brown and white.

    Werewolf Ultimate and passive buffs in human form

    Ill try to put these two together. You said you would lower the cost again zenimax. Make it a 100-200 ult. Preferably closer to100. Like 150. you would need to change the medium armor werewolf set that lowers the ult by 30% or so. What if I was a Werewolf that wears Heavy armor. Don't you pigeon hole me to were Medium armor as a ww to get my ult down. Hmph.

    Passive Buffs in human form.
    I nod to you giving us 15% bonus stamina regen. Though I think we need one more bonus. I think we need bonus health regen as well. We are supernatural beings. I believe The vampire not only gets bonus regen to his magicka and stamina but also gets health regen. Why does a vampire get health regen when really a vampire is already a dead thing. I don't even care if you give us 1% extra health regen. I would be happy to know that you are helping to get us higher on the food chain when it comes to being a SUPERNATERAL CREATURE.

    Piercing howl

    I like piercing howl if you use this skill with the other howl is actually useful and fun. Make you enemies fear you with regular howl then use a piercing howl to knock them down which there is a morph that lets you do more damage when they are feared. Then you can pounce on them this combination for me is fun instead of the boring just attacking. I think being a werewolf should be fun and not bland.

    Werewolf timer
    So far werewolf feels strong and carry more abilities now and these abilities appear on a completely new bar. There is not other skill line like this. This right is advantage because you get to enjoy all of these skills with having to sacrifice much. Only 1 ultimate and some skill points but there are plenty in the game anyway. You cannot do this with vampire who only have two skills and a ultimate and these skills are not that powerful. Plus these skills take over your skill bar when I played all I use was the drain and the ultimate but I would of rather have better skills on them. The werewolf timer to me is just right you use it to take plenty enemies you feed you move on. I would not want fight a boss as a werewolf anyway that is called strategy because do not to go into berserker mode if you cannot survive the battle.

    Werewolf Ultimate and passive buffs in human form

    I believe that 400 ultimate is enough. There is plenty of ways generate enough ultimate fast to be able to use the werewolf ability. Plus there is armor set that will lower this ultimate even further. So if you want less ultimate go find or buy this armor set. If you do not want the set you really do not want less ultimate. Now I agree werewolf should have another passive buffs for human form. It makes sense to raise health or health regen for werewolfs in human form because they naturally have high vitality and they heals fast. Vampires do not have a buff in health regen. They have a debuff in health regen but later on their debuff lessens but it still less than normal people.
  • Nightreaver
    Nightreaver
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    Destruction Staff

    --Impulse change feedback--

    This one is first because you missed this patch note change in-game.

    "Impulse: Reduced the radius of this ability to 6 meters from 8 meters."

    However, Impulse in-game:


    Notice it still says 8 meters on it. This was the only actual skill change in the destruction staff line that wasn't meant as a bug fix, but it didn't seem to get done.

    It appears to just be a typo in the tooltip window under abilities. When placed on the active ability the tooltip reads 6 Meters. I think they are under contractual obligation to nerf Bolt and/or Impulse in every new update/patch.

    New Dwemer Motif.
    The people who are complaining about the low drop rate of scraps now are going to be wishing they got close to that when this goes live and those few dungeons are filled with people competing for those drops. It's going to be a grief fest.
    I don't know of any Dwemer dungeons in AD. Are there any? If not then that will be an issue for the AD alliance.

    Suggestion:
    Make a repeatable or at least a daily quest intended as a TWO person instanced Dwemer dungeon that scales to level. The Elites will of course solo it giving them something new to brag about while the LTEs (Less Than Elite) such as Classes, Builds and people unable to solo a dungeon will still be able to complete. Having these drops available in an instanced zone should reduce much of the griefing. Have a boss at end of dungeon drop a chest with an increased chance of including a frame or motif chapter.
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • LonePirate
    LonePirate
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    New Dwemer Motif.
    The people who are complaining about the low drop rate of scraps now are going to be wishing they got close to that when this goes live and those few dungeons are filled with people competing for those drops. It's going to be a grief fest.
    I don't know of any Dwemer dungeons in AD. Are there any? If not then that will be an issue for the AD alliance.

    Suggestion:
    Make a repeatable or at least a daily quest intended as a TWO person instanced Dwemer dungeon that scales to level. The Elites will of course solo it giving them something new to brag about while the LTEs (Less Than Elite) such as Classes, Builds and people unable to solo a dungeon will still be able to complete. Having these drops available in an instanced zone should reduce much of the griefing. Have a boss at end of dungeon drop a chest with an increased chance of including a frame or motif chapter.

    Yeah, non-VR players for AD are hosed because there are no Dwemer ruins in the AD zones. There is the Vile Laboratory in Coldharbour but that is it.

    I don't think the camping of the Dwemer ruins will be too bad. Only the non-VR players for DC and EP could be impacted and they are subject to the same outlevelled content rules as VR players when it comes to their home alliance. DC may have it worst of all given that they need to complete Cadwell's Silver before they can reach the Dwemer ruins in the EP zones.

    The instanced delves in Craglorn will probably see a spike in visits, with some people setting foot in them for the first time ever (myself included).
    Edited by LonePirate on October 16, 2014 8:05PM
  • danovic
    danovic
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    LonePirate wrote: »
    New Dwemer Motif.
    The people who are complaining about the low drop rate of scraps now are going to be wishing they got close to that when this goes live and those few dungeons are filled with people competing for those drops. It's going to be a grief fest.
    I don't know of any Dwemer dungeons in AD. Are there any? If not then that will be an issue for the AD alliance.

    Suggestion:
    Make a repeatable or at least a daily quest intended as a TWO person instanced Dwemer dungeon that scales to level. The Elites will of course solo it giving them something new to brag about while the LTEs (Less Than Elite) such as Classes, Builds and people unable to solo a dungeon will still be able to complete. Having these drops available in an instanced zone should reduce much of the griefing. Have a boss at end of dungeon drop a chest with an increased chance of including a frame or motif chapter.

    Yeah, non-VR players for AD are hosed because there are no Dwemer ruins in the AD zones. There is the Vile Laboratory in Coldharbour but that is it.

    I don't think the camping of the Dwemer ruins will be too bad. Only the non-VR players for DC and EP could be impacted and they are subject to the same outlevelled content rules as VR players when it comes to their home alliance. DC may have it worst of all given that they need to complete Cadwell's Silver before they can reach the Dwemer ruins in the EP zones.

    The instanced delves in Craglorn will probably see a spike in visits, with some people setting foot in them for the first time ever (myself included).

    These are purple crafting recipes you shouldn't be able to get them until veteran levels anyway then you can go were you want.
  • James-Wayne
    James-Wayne
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    My PTS answers after 5 hours a day, each day since Update 5 launched. Character is Templar VR14, max level crafting in everything, playing on DC.

    Dwemer Motifs
    If you were able to collect 10 dwemer scrap metal items, how did the frequency of the drops feel? Did it feel like they were too rare, not rare enough, or just right?

    I tested this out for around 3 hours one day, visited a number of the locations, killed everything, searched everything and found not a single dwemer scrap piece! Are they dropping? Or did I just get really unlucky? Same with the motif and the pages, found nothing!

    Did the entire process of getting 10 drops and refining them feel too tedious or difficult?
    When you find zero of anything I'm really not going to waste my time. I have a job and a family so do not have 20+ hours to grind like most people would so to sit there for hours and find nothing is not something I'm prepared to do. I understand the drop rate is low to increase how rare these things are BUT for the casual/after work player, there is nothing in it for me and I really wish there was.

    Crafting Tutorials
    How did the tutorial feel? Was it easy to follow?

    Great tutorials, really easy to get into, perfect for the new player, would have been great to have this at launch.

    Were you able to find and complete the certifications with ease? Did you find anything confusing or problematic with them?
    Certifications are really easy no issues at all.

    Crafting Writs
    What did you think about the writs? Did everything make sense? Was it fun?

    Everything made sense 100% and I think for players just getting started on crafting its great! At level 50 it isn't fun. The crafting jobs are very much the same eg Blacksmithing, craft 2, 3 and 3 of a single voidstone item, deliver, done. Can we say make it so the crafting gear must be a certain style, with traits or a crafting set piece? Really make us hunt and craft that awesome gear at this level. Even perhaps throw in some rare motif stuff for extra rare rewards if your character has acquired those books, because since I've acquired mine I really haven't used them so give them a purpose in the game which in turn will make people want to get these items again.

    What did you think about the survey reports?
    Survey reports are great and the map is really easy to understand, at least the ones I got HOWEVER at VR14, Level 50 crafting all locations are based in Craglorn. Now I don't know about you but my Templar CAN NOT solo this area and the grouping in Craglorn is non existence due to the fact all people want to do is grind there way through the levels so if Crafting Writs is a solo exercise PLEASE do not put the caches near mobs of monster. Every time I run in to mine (which is a slow animation in itself) I get attacked by massive mobs, die, use a soulgem, repeat. Yeah not fun and not rewarding.

    Did you feel the frequency in receiving the survey reports was adequate?
    Frequency is fine, no issues here. Can only do writs one a day so haven't really tested that well right now.

    Were you able to easily locate the cache of harvest nodes? Did it feel like a significant payload of resources when you did?
    As I said above, easy to find especially if you've mapped out the entire area already. I feel there is enough there not sure I want to mine Dwarven ore and Voidstone ore together thou, I have no use for Dwarven ore at VR14 and certainly not risking my life for Dwarven ore BUT the chance to pick up a ton of nirncrux at these locations was very much a BIG reward for me seeing the price on the live servers for this stuff is stupid!

    Overall pretty good but try and add in some content for higher level players please and adjust where the drops are so I don't need to spend hours trying to find a group to clear the mobs just to mine the stuff in Craglorn! :smile:

    Let me add in this:

    Veteran XP
    How does the speed feel for gaining ranks?

    This is great for players actually questing and playing the game!

    Is there anywhere you played that did not give XP, or that gave too much XP?
    Unless you nerf the grinding spots in Craglorn this adjustment makes it very easy to max out characters very quickly, surely there is a system you can create for players who wish to grind? Unless grinding is apart of the ESO ecosystem then leave as is.
    Edited by James-Wayne on October 16, 2014 10:48PM
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  • Darkonflare15
    Darkonflare15
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    Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.

    That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.

    I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.

    Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.


    I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.

    Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.

    That may be so, but that is a morph. a skill should perform a specific function at base and evolve from there while still performing its primary function. It starts as a single target and the other morph is single target. Its also not the same type of full aoe that needs to get added as it needs a target. whirlwind and impulse don't require targets.

    I also disagree with the flying blade morph that turns it into a cone attack for that reason. They also didn't give that morph any love, its not that good.

    Yeah but the point is it is still aoe just because it is a morph does not mean it cannot get the job done. As you said a skill should perform a specific function and evolve while still performing its primary function. Its primary function was a stamina finisher and evolve to become a finisher that can kill multiple enemies. Just because a attack range of skill increases does not mean it loses its purpose it evolve like suppose to.

    I am fine with just cleave as aoe. We really do not need another aoe for two handed line because it would b redundant and just because it is not circular does not mean its not a good aoe. It never made sense to run into the middle of a group enemies. I just make sure the enemies were in front of me and take care of them. I was soloing pub dungeons with the morph brawler and never had problems taking down multiple enemies better than what I did with whirlwind and impulse. Whirlwind is cool but it like a waste of stamina and Impulse was just waste magicka. This always had nice amount stamina usage to get the job down.
    Flying blade just makes sense to start of as single target and then morph into multiple targets. Just because the skill not doing enough damage is because they are not doing anything about not because it was turn into an aoe skill. It still has its purpose of slowing people down.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    It doesn't sound like you pvp or care about it. There are major imbalances because of how these skills function. Do you know its moronic to expect the cone morph of flying blade to aid you in pvp at all? it does less damage, has reduced range, and costs more stamina than its counterparts. Its an example of a bad morph that has no place in pvp because its a liability.

    Theres a reason there exists semi-exploitive builds that have the same setups. Many skills rarely surface only by those who don't know any better or just don't give a damn, which is how you sound now. But, you'll find yourself at the losing end all day long, if you ever enter cyrodil and do something there.

    Cleave is at the losing end, brawler is the lesser morph for cyrodil. So is flying blade fan morph and whirlwind. They don't work because of damage vs cost. "execute" attacks have little meaning on players because of low health value is really low and can be taken out by other skills quite easily. Impulse, tho you say its "a waste of magicka" is the most use skill in cyrodil.
  • Nightreaver
    Nightreaver
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    DDuke wrote: »
    So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)

    What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game? :smiley:
    What is wrong is your estimate.Try replacing hours with months and I think you will have a closer, more realistic estimate. Getting the scraps is the easy part, the market will be flooded with those. Having a full set of motifs is going to take a lot of time, money or both. There are currently 4 purple motifs available on Live. How long would it take you to find all 4? Try multiplying that by lets say 20 to find all chapters. Unless of course you have 10s of millions of gold laying around to spend on the new motifs. Based on the total number of motifs found so far on PTS which is what? Zero? I would guess those pieces won't be that common.
    LonePirate wrote: »
    Yeah, non-VR players for AD are hosed because there are no Dwemer ruins in the AD zones. There is the Vile Laboratory in Coldharbour but that is it.

    I don't think the camping of the Dwemer ruins will be too bad. Only the non-VR players for DC and EP could be impacted and they are subject to the same outlevelled content rules as VR players when it comes to their home alliance. DC may have it worst of all given that they need to complete Cadwell's Silver before they can reach the Dwemer ruins in the EP zones.
    I would disagree and say non-VR players from the AD alliance have it the worst of all since they would be the only players that the motif would not be available to.

    danovic wrote: »
    These are purple crafting recipes you shouldn't be able to get them until veteran levels anyway then you can go were you want.
    Purple Provisioning recipes already drop on Live for non-VR players. If there is to be a level requirement to attain the Dwemer motif it would be real nice to know so people who aren't eligible aren't wasting their time.





    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Elsonso
    Elsonso
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    Dwemer Scrap

    I managed to get 8 of them in a single run through a place in Eastmarch. I had to go everywhere in the place and kill everything. It took a while longer to get the other two since I had to find respawns.

    I had a couple thoughts. First is that I do think that lower level creatures should drop scrap. This is mostly to spread out the farmers.

    Given the drop rate, I suspect that these will be farmed. Sites will have to be cleared a couple times to collect enough for a single frame. If there are a limited number of places to go due to level restrictions, this is gonna get boring.

    Given the drop rate of gears, at 7gp each, people farming scraps will make a fortune by the time they get enough scrap to make a full set.

    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Darkonflare15
    Darkonflare15
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    It doesn't sound like you pvp or care about it. There are major imbalances because of how these skills function. Do you know its moronic to expect the cone morph of flying blade to aid you in pvp at all? it does less damage, has reduced range, and costs more stamina than its counterparts. Its an example of a bad morph that has no place in pvp because its a liability.

    Theres a reason there exists semi-exploitive builds that have the same setups. Many skills rarely surface only by those who don't know any better or just don't give a damn, which is how you sound now. But, you'll find yourself at the losing end all day long, if you ever enter cyrodil and do something there.

    Cleave is at the losing end, brawler is the lesser morph for cyrodil. So is flying blade fan morph and whirlwind. They don't work because of damage vs cost. "execute" attacks have little meaning on players because of low health value is really low and can be taken out by other skills quite easily. Impulse, tho you say its "a waste of magicka" is the most use skill in cyrodil.

    No I do not. Does it really matter. All I keep hearing pvp whining about something then something gets buff and then somebody else is complaining. It seems there should be a complete set of skills just for pvp and another set of skills for pve. You really did not state this was pvp or pve because in general nothing really wrong with the skill line. The more I hear about pvp the more I do want to go to pvp.
  • Elsonso
    Elsonso
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    Where are people spending time on PTS? I played for a couple hours today. If anyone wants a solo experience, I highly recommend PTS.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Ysne58
    Ysne58
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    I just finished the crafting certifications for a brand new ep character. I noticed she got a small amount of exp along with inspiration, my vr1 character only got inspiration. will double check that with a template vr
  • Ysne58
    Ysne58
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    Also, the map arrows to the runes in the enchanting certification for Davon's Watch (EP) are more than a little confusing.
  • Ysne58
    Ysne58
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    Ok, I was wrong, vets do get exp, just a really small amount.
  • Milf_Hero
    Milf_Hero
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    ***_Hero wrote: »
    Werewolf Changes

    I already talked about the werewolf and what I think about it. I put it in a different forum here >>>
    forums.elderscrollsonline.com/discussion/135688/pts-patch-notes-v1-5/p9

    Ill try summarize it though...

    Piercing howl
    I don't like piercing howl. The job of this skill is done better by either two light attacks (which are faster and do more damage then the use of this skill.), roar and a heavy attack, or roar and pounce. I think werewolves need a different skill than piercing howl. An attack that can be used on large or exceptionally strong enemies that can not be stunned. I know we have infectious claws but other we need something else. Some ideas: piercing howl could shred the armor of the target, it could bring back the berserker's attack speed buff, or it could be changed all together to a bite. The bite could act as executioner in the handed skill tree or do high single target damage. When I say high damage im talking 450-700 with the chance to crit on top of that. We were promised btw that piercing howl would be a high single target stun. I used it on the pts and my light attacks do 204 dam, that's with out the first tick of disease that should be applied on hit, and my piercing howl said it does 294 on the tool tip. That isn't high damage at all. Plus with the clunky animations don't help piercing howl at all either. click to use and you seriously could have done more damage from continuing to light attack every one. I also do not like the other morph which relies on your allies to hit the button to synergize. Which the synergy is really not much either. It hideous really.

    Werewolf timer

    You give us healing abilities for sustain, you lower the cool down on devour so that its possible to stay in form forever with enough bodies, and increase the ww timer slightly... Why do these things and still keep the timer on our change? its not like we are OP vampires with no timer on their OPness. If we had no timer, we would not be as strong as.. actually any player. So why not just take the timer off. If you don't want us to do that zenimax, I have a suggestion. Make it act like trying to get on your horse after combat.... but in reverse. What I mean by this is when in combat we have a paused timer or no timer. When we leave combat the timer ticks down till we eat the corpses we made from the battle we were in, we find other bodies, or enter combat again. This would be useful for long battles that player would like to stay in werewolf form to fight. I have had countless boss battles and fights with large groups of enemies that I have turned back in the middle of. Using devour on a body in the middle of a fight is just not safe at all. So either makes it safe for devouring in combat or use my idea. I think I speak for all werewolves when I say that if it were possible, id love to get my ultimate and use it and not worry about timers at all. No time limit in ww form would open doors for Werewolf combat for werewolf pve/ pvp guilds, and werewolf RolePlayers. Just think about it. They coud hold a meeting with their pack. Every one in form. It would be beautiful... Update 20.. you'll implement the ability to change the color of your own wolfs fur. So their isn't just brown and white.

    Werewolf Ultimate and passive buffs in human form

    Ill try to put these two together. You said you would lower the cost again zenimax. Make it a 100-200 ult. Preferably closer to100. Like 150. you would need to change the medium armor werewolf set that lowers the ult by 30% or so. What if I was a Werewolf that wears Heavy armor. Don't you pigeon hole me to were Medium armor as a ww to get my ult down. Hmph.

    Passive Buffs in human form.
    I nod to you giving us 15% bonus stamina regen. Though I think we need one more bonus. I think we need bonus health regen as well. We are supernatural beings. I believe The vampire not only gets bonus regen to his magicka and stamina but also gets health regen. Why does a vampire get health regen when really a vampire is already a dead thing. I don't even care if you give us 1% extra health regen. I would be happy to know that you are helping to get us higher on the food chain when it comes to being a SUPERNATERAL CREATURE.

    Piercing howl

    I like piercing howl if you use this skill with the other howl is actually useful and fun. Make you enemies fear you with regular howl then use a piercing howl to knock them down which there is a morph that lets you do more damage when they are feared. Then you can pounce on them this combination for me is fun instead of the boring just attacking. I think being a werewolf should be fun and not bland.

    Werewolf timer
    So far werewolf feels strong and carry more abilities now and these abilities appear on a completely new bar. There is not other skill line like this. This right is advantage because you get to enjoy all of these skills with having to sacrifice much. Only 1 ultimate and some skill points but there are plenty in the game anyway. You cannot do this with vampire who only have two skills and a ultimate and these skills are not that powerful. Plus these skills take over your skill bar when I played all I use was the drain and the ultimate but I would of rather have better skills on them. The werewolf timer to me is just right you use it to take plenty enemies you feed you move on. I would not want fight a boss as a werewolf anyway that is called strategy because do not to go into berserker mode if you cannot survive the battle.

    Werewolf Ultimate and passive buffs in human form

    I believe that 400 ultimate is enough. There is plenty of ways generate enough ultimate fast to be able to use the werewolf ability. Plus there is armor set that will lower this ultimate even further. So if you want less ultimate go find or buy this armor set. If you do not want the set you really do not want less ultimate. Now I agree werewolf should have another passive buffs for human form. It makes sense to raise health or health regen for werewolfs in human form because they naturally have high vitality and they heals fast. Vampires do not have a buff in health regen. They have a debuff in health regen but later on their debuff lessens but it still less than normal people.


    You say you want the werewolf to be fun. You say you want the werewolf to not be bland. Piercing howl is boring. Roar and pounce is enough combo. I need a different skill. All the werewolf does is howl and roar at things???? He should use his mouth to bite the target as well, hints the execute or high single target ability I think would b much better than just another howl or roar. Keep in mind howl and roar have no use against target that cant be stunned. So guess what your back to doing? auto attacking. = bland. Also, use roar, piercing howl, and pounce, and you will have no stamina.

    You say that the werewolf feels strong but cant take on a boss.. ok. I never said My werewolf couldn't survive the boss, just that I did not have enough time to kill him. All werewolf players want to be free. We have things like a silly timer, and high ult cost, limits the total possible enjoyment. Seriously... just think about it. No timer, change when we want to/lower ult cost in the 100-200 range, and not having to change our entire gear set for it.. Admit it, it would be beautiful. Can you think of what Role-players would do with this? What entire guilds and communities would do with more freedom?? The depth of this game would expand tremendously. And if you think otherwise, your just insane. And probably a masochist. Also about the medium armor set you suggested, I don't wear medium armor. I don't want to wear it. I don't want to be forced to wear it. I love Heavy armor even though heavy armor is really only for pve tanking. Simple as that. The medium armor set event existed because the werewolf ultimate was unrealistically and ridiculously high. You know that. Why do I have to conform my item set and build for a lower ultimate cost? It would just make more since to throw out that set of armor and lower the ultimate cost. That would bring out more variety and freedom. Which is my friend... the spice of life.

    Werewolves want freedom, if you don't, your either tamed or just not a werewolf.
    Edited by Milf_Hero on October 17, 2014 3:59PM
    You name it, and ill kill it.
  • Milf_Hero
    Milf_Hero
    ✭✭✭
    You don't have to agree with me I guess.. but don't hinder my feedback by disagreeing with it because when im asking for more, You who are satisfied with less, would not be effected at all by a little bit more on your plate.

    'please sir, may I have some more?" :wink:
    Edited by Milf_Hero on October 17, 2014 4:02PM
    You name it, and ill kill it.
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