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!