xsorusb14_ESO wrote: »You only get the 50% bonus damage from poison when you are in werewolf form, same with fighters guild abilities in you
Darkonflare15 wrote: »Why this ultimate should be just like this ultimate. Reasoning for comparing two ultimates duh because they are ultimates even though they do completely two different things. I have ultimate that does burst damage. I have one that boost my defense. The one ultimate that boost my defense sucks because It does not do damage like my character even though it can still be helpful to somebody else build.
We players are such fickle and complex beings.
While you might be right that no one would take you into a group based on if you are using WW or not, that doesn't mean they are correct (people will isolate other builds that they fear might under perform even if they don't).
Anyone tried if a pack of wolfs can feed on the same corpse? if that doesnt work then i foresee another big issue..
(snip)While you might be right that no one would take you into a group based on if you are using WW or not, that doesn't mean they are correct (people will isolate other builds that they fear might under perform even if they don't).
What i wanted to show is that the comparsion of the min/max dps isnt a option for testing the playability of the werewolves out. The dps is normally tested in a sandbox environment, however on the wolf you have to consider so much more (the devour time, the usability on group encounters, the ability to do melee dps on a boss which is often more dangerous then range and of pvp we dont even speak yet). Even if you come up with higher DPS numbers then some other builds its likely that still no one will use the werewolf because of all the other problems. I wouldnt compare a werewolf with a continuously available human build which even in often cases is a range one too. I would say the werewolf itself is a build which needs to be able to be used in group play and pvp somewhat at least.
If you treat the WW like an all available build, its in truth currently just is a 30 sec dps buff "like" a potion, but by far not so easy to use and a far longer downtime as you start with 0 ultimate while other already got it during the use. But overall it should not feel like a buff button for 30 secs, it should feel more like a build, where the player fits his character, items and skills and especially the skill use (in our case the 5 ww skills) for the Werewolf and therefor should also come the damage from it(intelligent use of it, not only by pressing the button).
What the changes needs to be is to make it naturally fitting into groups/playerbuilds more permanent without stressing the group or the player. I would even say even if the werewolf would be "just" in the higher third of the "best" dps builds it would be brought into groups as long as it would be able to be used in them without bringing a large complexity with it and a more durable, longer working option in a group where you pick your fight as a werewolf and stay it throughout this fight. .
I do strongly suggest that it should be overthought the condition where and how you actually can use the werewolf - and where players will want to use a werewolf - before bringing 1.5 live.
According to the live stream ZOS is doing, werewolves are slated to receive more damage buffs instead of a time increase in 1.52. How do you guys feel about this?
Hypertionb14_ESO wrote: »OK, i am having more fun on Live thanks to the longer base duration than i am on PTS with Werewolf..
the duration reduction was way too severe... and honestly feels like it renders all of the other changes pointless.
According to the live stream ZOS is doing, werewolves are slated to receive more damage buffs instead of a time increase in 1.52. How do you guys feel about this?
Kind of knew this was going to happen when people complain about the werewolf having less dps than their human build and that the werewolf was not a good ultimate. So they are improving the damage of WW so it can be more like an ultimate which is the reason why they lowered the timer. I have notice when people complain about multiple things Eso tends to optimize one thing and lower another thing. So we get a powerful WW ultimate instead of role playing sub type WW.Hypertionb14_ESO wrote: »Hypertionb14_ESO wrote: »OK, i am having more fun on Live thanks to the longer base duration than i am on PTS with Werewolf..
the duration reduction was way too severe... and honestly feels like it renders all of the other changes pointless.According to the live stream ZOS is doing, werewolves are slated to receive more damage buffs instead of a time increase in 1.52. How do you guys feel about this?
depending on the level, if even 30 seconds of overall 30-50% greater possible damage is possible it can then be considered a Ultimate, instead of a secondary form..
but at the same time i liked having it as a secondary form... the self heal offers better survial capability than my base NB has on its own..
it all comes down to if its fun or not....
omy_mkeb17_ESO wrote: »What about the ultimate points reset when returning to human form? Still no word on that?
On an unrelated note, I've heard someone talking about how they've been interrupted during the transformation process on the PTS; has anyone here had that happen to them? If so it was promised to us that we would be immune to interrupts during our transformation after 1.5 and we need to let ZOS know that it is bugged.
Thejollygreenone wrote: »
ryu40010b14_ESO wrote: »After extensive testing ive come to an epiphany, 1 thing can make WW more viable and make many people happy.
Give WW one active ability as a human, "Raging Barrage" a stamina based ability that allows you to increase atk speed by 15-25% for 5-10 secs and each hit grants 5-10 ultimate.
it would allow you to effectively recharge your WW in PvP and PvE boss battles
nicedragon wrote: »Instead calling it Werewolf timer they could change it to rage meter. Works almost the same as timer mixed with ultimate: Every hit (from enemy or to enemy) increase it and every second decrease. With correct values that could solve long PvE fights without very heavy changes to timer mechanic (I think it requires to edit only 1 passive ability) and Devour would be still usefully (eg. when player want travel in that form).
Yet still don't solve Werewolf identity problem. Because right now (and since ESO launch) you could rename Werewolf to Weregorilla or Werealit and whole skill line will suit too (skills behaviour, not the names :P ) In fact animations and sounds are not very bestial too. Four legs running is huge improvement for me in that matter but not the only one problem. @ZOS_GinaBruno
I'm not a big fan of the whole idea of a meter that decreases by hits.