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Ideas for Werewolf Ultimate when in Werewolf form

aco5712
aco5712
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Right now, in WW form, you dont gain ultimate and you dont have a ultimate. What i propose is these ideas;

1. WW stages - Everytime you get up to the 200 ultimate mark while in WW form you get to activate it and advance to the next stage of WW. Each stage increases your resistances and healing received. So simply put, you get tankier and tankier as you stay longer and longer in WW. Stage 4 would be max kinda like vampire.

2. The WW ultimate in WW form turns into a toggle. Each second it takes 10 ultimate or so, but while up, you gain increased recovery or reduced cost or increased resistance or something.

3. Stages system but each stage increases the blood rage passive. Blood rage is the passive that adds 3 seconds to your werewolf timer every time you get hit (cooldown of 3 seconds). Each stage could add 2 or 3 seconds to that so that you can extend your time in werewolf easier and be a werewolf for longer

Opinions?
Edited by aco5712 on October 9, 2015 2:45AM
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Ideas for Werewolf Ultimate when in Werewolf form 10 votes

I like idea 1
10%
Jonnyaces 1 vote
i like idea 1 but... (explain)
10%
Farorin 1 vote
i like idea 2
20%
Fat_Cat45Xantaria 2 votes
i like idea 2 but... (explain)
10%
Bloodgharm 1 vote
i like idea 3
0%
i like idea 3 but... (explain)
0%
I think WW is fine as it is
50%
TX12001rwb17_ESOPeel_Ya_Cap_517WaseemGuyNamedSeanSamsquanch 5 votes
  • UltimaJoe777
    UltimaJoe777
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    Currently the Werewolf Transformation serves to give Werewolves the ability to revert to normal if they need to, and there will be times when they do. If anything they could probably make it so you still gain Ultimate while in Werewolf form. Maybe then people would actually think a bit better of it lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • StrykerTheElite
    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    I think WW is fine as it is
    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
    Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.

    Edited by TX12001rwb17_ESO on October 9, 2015 4:56AM
  • UltimaJoe777
    UltimaJoe777
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    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.

    Actually it's 400. There are ways to reduce the cost though.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Chrlynsch
    Chrlynsch
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    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.

    Actually it's 400. There are ways to reduce the cost though.

    Actually your both correct. Base cost rank 1 is 400, and down 25 ulti each rank, after the morph it stays at 300. Werewolves had a ulti cost of 300 in the days of dynamic ultimate, after the change to light attack ulti gen werewolves bloodrage was changed from ultimate generation to helping with in form time, in my opinion this was a nerf to werewolf ultimate as it was never compensated in cost.
    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
    Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.

    Some of this is true... yes werewolves gain armor and spell resistance 10kish at VR16, which is great in PVE... PVP players though have put points into dealing extra damage through fighters guild.

    10k is roughly 15% mitigation, players do 8% extra damage to werewolves/vamps, and throw in about 10% armor/spell pen without any debuffs and your looking at about 2-3% increased damage resistance for being a pvp wolf. In form you have no damage shield, bad heals, no dodge, or reflect, remaining defenses block, and dodge both got blanket nerfed last patch.

    You gain roughly 18% stamina in form... cool if your abilities didn't cost roughly 25% more than class and weapon equivalents... A heal from hircine's heal is around 4k in pvp.. and costs a stamina build 4000 mana... not really cheap.... so to a stam build you can get off roughly 3 heals for 12k healing... under half your health before going out of mana...
    Edited by Chrlynsch on October 10, 2015 5:07AM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Chrlynsch
    Chrlynsch
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    double post
    Edited by Chrlynsch on October 10, 2015 3:04AM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Bloodgharm
    Bloodgharm
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    i like idea 2 but... (explain)
    They should make WW form a toggle like overload. It costs a variable amount of ultimate and only depletes when you use light and heavy attacks. This could also solve the problem with trying to set up the WW skill bar away from the WW shrine.
  • UltimaJoe777
    UltimaJoe777
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    Prothwata wrote: »
    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.

    Actually it's 400. There are ways to reduce the cost though.

    Actually your both correct. Base cost rank 1 is 400, and down 25 ulti each rank, after the morph it stays at 300. Werewolves had a ulti cost of 300 in the days of dynamic ultimate, after the change to light attack ulti gen werewolves bloodrage was changed from ultimate generation to helping with invulnerability form time, in my opinion this was a nerf to werewolf ultimate as it was never compensated in cost.
    simple solution drop 300 cost to ult to 150

    2nd best thing allow feed bar when going back human the feed bar gives % in ult.

    The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.

    The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
    Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.

    Some of this is true... yes werewolves gain armor and spell resistance 10kish at VR16, which is great in PVE... PVP players though have put points into dealing extra damage through fighters guild.

    10k is roughly 15% mitigation, players do 8% extra damage to werewolves/vamps, and throw in about 10% armor/spell pen without any debuffs and your looking at about 2-3% increased damage resistance for being a pvp wolf. In form you have no damage shield, bad heals, no dodge, or reflect, remaining defenses block, and dodge both got blanket nerfed last patch.

    You gain roughly 18% stamina in form... cool if your abilities didn't cost roughly 25% more than class and weapon equivalents... A heal from hircine's heal is around 4k in pvp.. and costs a stamina build 4000 mana... not really cheap.... so to a stam build you can get off roughly 3 heals for 12k healing... under half your health before going out of mana...

    I see... I never ranked up the transformation on my main when he was a Werewolf and my current Werewolf hasn't ranked it up yet either so I wouldn't have known the cost drops with rank lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    I think WW is fine as it is
    Wear the Salvation set and the cost decreases by an additional 33% if your a sorcerer you can use the Powerstone passive to decrease it by an extra 16%, my sorcerer is a werewolf and his beast form costs 156 ultimate to use.
  • Farorin
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    i like idea 1 but... (explain)
    Idea 1 sounds like a cool one. It would need a drawback for the increase in tankyness though, just as vamp stages have the drawback of decreased health regen and whatnot.
  • Waseem
    Waseem
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    I think WW is fine as it is
    when player is out of stamina transform to werewolf.. big boost in "melee" attacks,, like a second killing chance THAT WORKS
    its fine as it is
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