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A Werewolf's Journal: Orsinium

Chrlynsch
Chrlynsch
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I wanted to take some time to talk about the state werewolf in Orcinum and more so ideas for future werewolf updates. These are all statements of my personal experiences and opinions. If you have missed my pervious threads I've created here is a link to my first Werewolf Journal http://forums.elderscrollsonline.com/en/discussion/214662/werewolf-journal-the-imperial-city .

So let's get started.

Werewolf is a brutal form that can do some pretty impressive damage, while adding a bit more tankiness to the form, while their abilities hit hard they do come at a high cost to the werewolf.

I truely think that removing the timer from Werewolf would be the best route for werewolves of the future, and here are my reasons.

1. We can stay in form indefinitely in combat. So why stop us from being in form out of combat? We can't stealth and take extra damage from fighters guild/poison so staying in form is risky out of combat. (Pvp)
2. We have handfuls of drawbacks in form
3. RP community has been begging for it
4. Add a new level to the Justice System by making werewolf Illegal in cities.
5. We are cut off from our other skills/ ultimate generation while in form.

So let's have some fun and rework some skills and passives around a bit.

Pack leader: Increases health by 10% (and size) when in werewolf form and reduces transformation cost of nearby werewolves by 33% (Not White)

Bezerker: reduction of snares and CC by 33% + extra bleed damage (Black)

Feral pounce now taunts the target
Brutal pounce needs it's single target damage increased, splash damage can stay the same

Rousing Roar: now grants a longer buff time major sorcery and brutality 20s on self.
Furious Roar: Now causes minor maim to targets that were feared 15 sec

Devour: Now grants 100% bonus health recovery for 30 sec along with major savagery and major prophecy.

Persuit: Stam gain on heavy attack increase by 50%, 50% reduced sprint cost.

Savage Strength: reduced to 4/8% weapon damage

Bloodrage: Gain 1/2% damage mitigation and 1/2% weapon damage for 5 sec every time you do damage to an enemy (stacks 5 times) for a total of 5/10%

Beast of the Hunt (replaces call of the pack): Increases detection range / damage done to sneaking targets

We got to add some more drawbacks to the werewolf. Keep in mind that werewolf transformation already takes away a lot of class passives and all weapon passives.

1: Werewolves now take poison extra damage in Human Form.
2: Werewolf form is always Locked to Bar One (the beast within is always with us)
3: Reduce raw weapon damage of Savage Strength
4: Werewolves are kill on sight justice system (in towns)
5: Reduced health or Damage debuff on reverting form.


Keep lack of Mounting/stealth and activation cost of the Werewolf transformation.

Things to add in the future:

Current werewolves get a chance to back into the hunting grounds. (Think group delve). Here they can earn werewolf specific weapons (like master weapons but with augmented werewolf abilities), sets, and different Lycanthrop forms (visual/audio difference only)

Werewolves could have their own lists of achievements to unlock different fur colors.

-Kill X number of players characters as a werewolf

-Kill X number of critters in werewolf form

-Kill X number of named bosses in werewolf form



Please add anything you want to see for the werewolf!
Edited by Chrlynsch on March 16, 2018 12:36PM
Caius
Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
PC NA
  • Artjuh90
    Artjuh90
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    yes vampire always has acces to their abilty's but werewolf don't. let's make it fair, and for pvp werewolves suffer way more from the frighters guild tree because they are clearly visable that they are a werewolf, with vampires not so mutch
  • Chrlynsch
    Chrlynsch
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    Artjuh90 wrote: »
    yes vampire always has acces to their abilty's but werewolf don't. let's make it fair, and for pvp werewolves suffer way more from the frighters guild tree because they are clearly visable that they are a werewolf, with vampires not so mutch

    Vampires are no doubt in need of some love, as well.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Artjuh90
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    true but for me werewolf > vampire
    doesn't matter which is stronger
    werewolf just looks more badass any day
  • Wolfchild07
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    I agree with @Prothwata, anything to get rid of that timer...please! Stop forcing us to be in combat to maintain form.
  • hrothbern
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    .
    I agree with @Prothwata, anything to get rid of that timer...please! Stop forcing us to be in combat to maintain form.

    Exactly the opposite !!! :)

    Werewolf timer should only tick WHILE in combat.

    The immersion of being Werewolf is fully there while you are roaming as a Werewolf through Tamriel. Travelling, farming, whatever.

    Once you "entered combat" the timer starts ticking.
    Once you "left combat" the timer stops ticking.

    This gives Werewolf immersion.
    The timer only ticks when you have actually the possibility to gain seconds back by fighting.


    Edited by hrothbern on November 25, 2015 8:11AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Artjuh90 wrote: »
    yes vampire always has acces to their abilty's but werewolf don't. let's make it fair, and for pvp werewolves suffer way more from the frighters guild tree because they are clearly visable that they are a werewolf, with vampires not so mutch
    Vampires not only always have access to their abilities but they always have their weakness's as well 24/7 don't you forget that, werewolves only have their weakness's while in werewolf form, a player who is a werewolf and doesn't have the werewolf ability slotted is exactly identical to a player who is neither a werewolf or a vampire.

  • RAGUNAnoOne
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    hrothbern wrote: »
    .
    I agree with @Prothwata, anything to get rid of that timer...please! Stop forcing us to be in combat to maintain form.

    Exactly the opposite !!! :)

    Werewolf timer should only tick WHILE in combat.

    The immersion of being Werewolf is fully there while you are roaming as a Werewolf through Tamriel. Travelling, farming, whatever.

    Once you "entered combat" the timer starts ticking.
    Once you "left combat" the timer stops ticking.

    This gives Werewolf immersion.
    The timer only ticks when you have actually the possibility to gain seconds back by fighting.


    Good luck getting that to work in cyrodiil where you can be in combat for 2 minuets after everyone is dead.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • hrothbern
    hrothbern
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    hrothbern wrote: »
    .
    I agree with @Prothwata, anything to get rid of that timer...please! Stop forcing us to be in combat to maintain form.

    Exactly the opposite !!! :)

    Werewolf timer should only tick WHILE in combat.

    The immersion of being Werewolf is fully there while you are roaming as a Werewolf through Tamriel. Travelling, farming, whatever.

    Once you "entered combat" the timer starts ticking.
    Once you "left combat" the timer stops ticking.

    This gives Werewolf immersion.
    The timer only ticks when you have actually the possibility to gain seconds back by fighting.


    Good luck getting that to work in cyrodiil where you can be in combat for 2 minuets after everyone is dead.

    I know... all too well... trying to horseback after a fight.... running... runnning.... runnnnning....

    yeah....

    but I did not want to add to my post this kind of negatives

    these negatives all the time are to me more annoying than some technical issue :)
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Chrlynsch
    Chrlynsch
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    I think they could just change how werewolves interact with their environment like in previous games.

    Add drawbacks, such as inability to harvest, lockpick, and talk to npcs.

    Make me come out of form for reasons that make sense.

    If the timer remains increase it... like a lot... I'm talking 5min on activation and an additional 5min/devour no cap. Make it a timer/buff on the character screen. And add visual/audio cues to when it's getting close to ending (pulsing red screen with a rapidly increasing heartbeat, as your werewolf comes closer to an end. They did this in skyrim and it was phenomenal.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • RAGUNAnoOne
    RAGUNAnoOne
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    hrothbern wrote: »
    hrothbern wrote: »
    .
    I agree with @Prothwata, anything to get rid of that timer...please! Stop forcing us to be in combat to maintain form.

    Exactly the opposite !!! :)

    Werewolf timer should only tick WHILE in combat.

    The immersion of being Werewolf is fully there while you are roaming as a Werewolf through Tamriel. Travelling, farming, whatever.

    Once you "entered combat" the timer starts ticking.
    Once you "left combat" the timer stops ticking.

    This gives Werewolf immersion.
    The timer only ticks when you have actually the possibility to gain seconds back by fighting.


    Good luck getting that to work in cyrodiil where you can be in combat for 2 minuets after everyone is dead.

    I know... all too well... trying to horseback after a fight.... running... runnning.... runnnnning....

    yeah....

    but I did not want to add to my post this kind of negatives

    these negatives all the time are to me more annoying than some technical issue :)

    sorry about that
    Prothwata wrote: »
    I think they could just change how werewolves interact with their environment like in previous games.

    Add drawbacks, such as inability to harvest, lockpick, and talk to npcs.

    Make me come out of form for reasons that make sense.

    If the timer remains increase it... like a lot... I'm talking 5min on activation and an additional 5min/devour no cap. Make it a timer/buff on the character screen. And add visual/audio cues to when it's getting close to ending (pulsing red screen with a rapidly increasing heartbeat, as your werewolf comes closer to an end. They did this in skyrim and it was phenomenal.

    on PS4 there is a visible time guage does PC not have this? also yeah it is too short especially in pvp where everyone releases as soon as they die to a WW or targets them as soon as they have to feed in combat.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • CP5
    CP5
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    Interesting ideas, always like seeing things like this posted. But forcing it to take up one bar and making it a kos penalty (when there are many situations you would use ultimates in or around justice system npcs) is excessive and would make the form more of a chore to use than it already is.
  • Chrlynsch
    Chrlynsch
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    CP5 wrote: »
    Interesting ideas, always like seeing things like this posted. But forcing it to take up one bar and making it a kos penalty (when there are many situations you would use ultimates in or around justice system npcs) is excessive and would make the form more of a chore to use than it already is.

    I should have clarified that the KOS would be triggered by gaurds only.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
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