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All Werewolves What changes do you anticipate in DB?

Anti_Virus
Anti_Virus
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Any fellow wolf brethren out there? What would you like to see for a werewolf buff? Personally I want the utilmate to function like overload, werewolf ultimate would last indefinitely as long as you aren't using skills.

Plus Bezerker Werewolf should be black...

Its time to put vampires in their place.
Edited by Anti_Virus on May 1, 2016 12:57AM
Power Wealth And Influence.
  • emily3989
    emily3989
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    I think it might be a dark era for the WW, with all this poison talk.
    Thasi - V16 Magblade Vampire PC/NA
  • Anti_Virus
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    emily3989 wrote: »
    I think it might be a dark era for the WW, with all this poison talk.

    Yeah, but if you are an argonian/bosmer it shouldn't be too bad.
    Edited by Anti_Virus on May 1, 2016 12:57AM
    Power Wealth And Influence.
  • emily3989
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    That's another thing, I don't thing race passives should apply when in WW form?
    Thasi - V16 Magblade Vampire PC/NA
  • dodgehopper_ESO
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    emily3989 wrote: »
    I think it might be a dark era for the WW, with all this poison talk.

    Yeah, but if you are an argonian/boser it shouldn't be too bad.

    Argonian/Bosmer poison/disease resistance isn't that strong unfortunately.
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  • VDoom1
    VDoom1
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    Not sure there will be many changes for the werewolves. With the poison crafting coming we might get more vulnerabilities, but that might be it.
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  • Strider_Roshin
    Strider_Roshin
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    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
  • Anti_Virus
    Anti_Virus
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    VDoom1 wrote: »
    Not sure there will be many changes for the werewolves. With the poison crafting coming we might get more vulnerabilities, but that might be it.

    I don't think there shouldn't be TOO many changes, just changes to make the ultimate more reliable. As for poision crafting I wouldn't midw that with the buffs to werewolf ut should keep the skill line in check from being to OP.
    Edited by Anti_Virus on April 30, 2016 10:37PM
    Power Wealth And Influence.
  • Anti_Virus
    Anti_Virus
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    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    Yeah I forgot about that, That's a good idea also I would like a passive movement speed buff for just being a werewolf (maybe 4% movement speed).
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  • Bofrari
    Bofrari
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  • DocFrost72
    DocFrost72
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    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    *Smiles and raises his silver shards and dawnbreaker* Yep, they got it good...
  • Anti_Virus
    Anti_Virus
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    JDC1985 wrote: »
    0

    W00t mate?
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  • Strider_Roshin
    Strider_Roshin
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    DocFrost72 wrote: »
    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    *Smiles and raises his silver shards and dawnbreaker* Yep, they got it good...

    Indeed they do, I wish I could wipe out a zerg with WW as someone spamming Sap Essence while Bat Swarm is active while wearing VD.
  • FLuFFyxMuFFiN
    FLuFFyxMuFFiN
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    I think it would be pretty cool if WW funtioned like overload
    Edited by FLuFFyxMuFFiN on April 20, 2016 8:57PM
  • susmitds
    susmitds
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    Change 1 - Extreme numbers of werewolves QQing for poison nerfs as soon as patch becomes live.
  • Anti_Virus
    Anti_Virus
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    DocFrost72 wrote: »
    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    *Smiles and raises his silver shards and dawnbreaker* Yep, they got it good...

    Indeed they do, I wish I could wipe out a zerg with WW as someone spamming Sap Essence while Bat Swarm is active while wearing VD.

    The werewolf heal needs to scale off of Stam not magic, right now it cost 4K magic for a 5K heal which sucks. If it scaled to stamina I pretty sure Werewolves tear Batswarm spammers apart.
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  • SneaK
    SneaK
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    Poison Crafting......

    You all seem to think this is going to be some intricate system that will play out in PvP... My guess, not that. I'd think it will basically be something where you make poison to give to NPC's for the DB, something very simple, nothing like spell crafting.
    "IMO"
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  • Thalmor-Nordmaster
    Thalmor-Nordmaster
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    For Werewolves

    1. Shots
    2. Flea Baths
    3. Collars
    4. Leash Laws
    5. De-worming
    6. Obedience Training
  • craybest
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    I just want the ultimate to take less to fill up to be able to use it even more often, and please giveus glowing eyes while not transformed, maybe not all the time but when the ultimate is ready :D
  • mb10
    mb10
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    Id really like a decrease in the cost of the ultimate
  • GoodOrc
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    @ZOS_GinaBruno @ZOS_KaiSchober
    glowing eyes while not transformed is nice, not wary LOR friendly but nice.
    But actualy what we need is timer removal, or (I anderstand that this big change need to rebuild all concept of WW) just made it as it was long time aggo on PTS 50 sek! Cos lets be honestly nobody will play with pack to get those 2 min, but if it willbe 5-7 min it will be much better.
    I ones read that somboody was offering travel mode, like push "H" and yoyrs speed and stamina from hourse gets to you, or just do so WW sprint use mount stamina.
    What obout that skill cost? Comon its way to expensive, let it do litle less damage but skill cost lower.
    And those heal need to be for stamina, or just one morf we need it.
    Pack leader that 2 pets is stupid thought, lets us imagine - Cirodil more participants == more calculations == more lags!
    PL must be somthing like, for example, more tankish lower ultimate cost and if PL transforms ewery WW in group up to 4 get 4 sek synergy to transform, call it "pack call". And Berserker will get bigger buff to damage. This way everyone will be playing as Berserkers but they will be forsed to hawe PL in group, there no pack whithout leader ;)
    For PVE WW need couple things - MORE time (yes again and again WE NEEED MORE TIME) give us skill so we can use it to get more time! It wood be nice somting like feed from alive persone with animation of biting like mobs hawe, you bite and hawe litle bit of seconds to timer and stam back, so we could use it in rotation. Give us more skills, for example I dont need gap closer in PVE I need finisher or tount or major brutality buf for 15-20 sek like other classes.
    I look at WW as a whole class that sole soul for that beast time and I want to do all content with it! Some time I think that you hawe a lack of ideas or narrow vision with WW, you dont know what to do with it. Treat to WW like to a small class with only 1 brunch of skills, but this skills must be not just fun it must be useful!

    P.S. I liked changes to vampire with that 1-4 stage rotation, but they need couple of skills with opposite Scaling so they coold choose the way of plaing style. For example vampire mist colld hawe at 1 stage 3sek timer but at 4stage 6 sek, but Drain essense will hawe opposite scaling vampire that hawe more from human will hawe bigger bennefit from human essense 1stg - 30% (like DK) of missing health but on 4 stg - only 10%. But I actualy dont think thi skill is useful, beter to redoit gat magika + stamina. Wanted to offer some skills for blood suckers
    - vampire concetration - +8% damage done (or+12% crit dmg bonus) for 25-10 (or 16 -8) sek, from 1stg to 4 timer is droping.
    - ominous nails (here we need 2 morfs - 1 range with magika dmg and some magikal animation, somting blody ;); 2 - mili bleed dmg) these wood be powerful DOT like 4(bigger dmg) -> 1(smaler dmg) stg. I reely think wamp need somthing to feel them furius monsters. And if you can do vamp at 1 stage more like human, if the dont hawe no disatvantages at that stage they must look as human.

    P.P.S. I apologies to all WW for my vamp threed here, but I actualy think we need all to stend one ground WW and Vamp need to be threed as half or even entire full classes!!! Not just cool addition to class or powefull ultimate!
    And please sory for this big post with bunch of grammatical errors!
    Edited by GoodOrc on April 29, 2016 11:13PM
  • waterfairy
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    "Werewolf
    Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
    Pack Leader (Werewolf Transformation morph): Redesigned this morph so it now summons 2 dire wolf companions to fight by your side for the duration of your transformation. If killed, the dire wolves will return after 16/14/12/10 seconds at Ranks I/II/III/IV respectively."


    These are the changes. I don't understand the "cost" of staying in WW form, I thought it was timed.
  • sneakymitchell
    sneakymitchell
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    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    Yeah I forgot about that, That's a good idea also I would like a passive movement speed buff for just being a werewolf (maybe 4% movement speed).

    I use steed mundus to help me with that it helps with health recovery and speed which the speed is 5% and the health recovery is good for the heavy armor builds and if you want to become a werewolf and want to be out in the open instead of hiding. Almost a full set of heavy armor will be good now with werewolf and the balance with the fighters guild with everyone. Which werewolves will have to more worry is about poison so put ur cp in poison cause when people make their poisons at the crafting station and they see a wolf running around they will be in stealth (like night blades) will almost one shot you with them if they switch to poison. For me I am a nord werewolf so i just need a little cp in that and I should be good. :)
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  • leepalmer95
    leepalmer95
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    Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.

    Yeah I forgot about that, That's a good idea also I would like a passive movement speed buff for just being a werewolf (maybe 4% movement speed).

    I use steed mundus to help me with that it helps with health recovery and speed which the speed is 5% and the health recovery is good for the heavy armor builds and if you want to become a werewolf and want to be out in the open instead of hiding. Almost a full set of heavy armor will be good now with werewolf and the balance with the fighters guild with everyone. Which werewolves will have to more worry is about poison so put ur cp in poison cause when people make their poisons at the crafting station and they see a wolf running around they will be in stealth (like night blades) will almost one shot you with them if they switch to poison. For me I am a nord werewolf so i just need a little cp in that and I should be good. :)

    I doubt anything will 1 shot a ww now.

    Though i do admit playing as a ww is a nice change up, it's just as a stam nb my main ult costs 50... saving 325 is a pain.
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  • Lynx7386
    Lynx7386
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    Vigarr wrote: »
    "Werewolf
    Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
    Pack Leader (Werewolf Transformation morph): Redesigned this morph so it now summons 2 dire wolf companions to fight by your side for the duration of your transformation. If killed, the dire wolves will return after 16/14/12/10 seconds at Ranks I/II/III/IV respectively."


    These are the changes. I don't understand the "cost" of staying in WW form, I thought it was timed.

    ZOS clarified this in a response on the pts forums. Basically, "Cost" is the speed at which the werewolf timer degrades. So, with the call of the pack passive, your timer goes down 20% more slowly for each werewolf in your group.
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  • LBxFinalDeath
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    I'm hoping the dire wolf pets that spawn when you go Pack Leader Werewolf do decent damage so they won't be second thoughts in fights like Sorc pets.

    I expect people to ignore them just like Sorc pets though. (Due to them not doing decent damage)
    Edited by LBxFinalDeath on April 30, 2016 1:21AM
  • Anti_Virus
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    Revisiting the thread.
    Love the change to pack leader but with no changes to the Bezerker morph im pretty sure that everyone will run PL

    Also Bezerker morph STILL doesn't have black fur :neutral:.
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  • Iduyenn
    Iduyenn
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    In a pve perspective: still problems with:
    No Synergies
    Ressources and Regeneration
    Timer to fast
    No passives /benefits from skillines/armor
    High ultimate cost
    No tanking
    No benefit for raid(groups)
  • Cathexis
    Cathexis
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    emily3989 wrote: »
    That's another thing, I don't thing race passives should apply when in WW form?

    No thanks, werewolf is one of the only redeeming qualities of an orc stam tank sorc..
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  • KanedaSyndrome
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    Would like a rework of the uptime of werewolf form. I'd like to see the following changes:
    • Base uptime buffed from 15 → 30 seconds
    • Countdown timer of shapechange being stopped while you're in loading screens or talking to NPCs
    • Change of devour to instead of restoring seconds in your timer, it gives you some other buff. Perhaps make it restore 40% stamina and health
    • Introduce an inate ability where each time you make a kill, you gain more seconds in your timer. There should be a passive with 3 skill points to boost this inate ability. I propose 5 seconds at baseline, and then +2 +1 +2 at each skill point level
    • Perhaps consider being able to "overload" the timer, such that it starts out at 30 seconds baseline, but with kills you'll be able to get the timer up to a max of 60 seconds (double of the baseline)

    These changes would also make the Werewolf form more viable in PvE dungeons and PvP, and I think it'd fit better with the berserking monster vibe.
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  • Nyx2
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    SneaK wrote: »
    Poison Crafting......

    You all seem to think this is going to be some intricate system that will play out in PvP... My guess, not that. I'd think it will basically be something where you make poison to give to NPC's for the DB, something very simple, nothing like spell crafting.

    Ehrm, we already know how they function. Much like damage enchantments which is what they will suppress while active.
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