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Werewolf - Call of the Pack Change?

MrTarkanian48
MrTarkanian48
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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.

Can anyone explain this change to me and its implications?

My understanding is that once morphing into WW form you are on a timer (I am not sure exactly how long the timer is if anyone happens to know?). Doing certain abilities, devouring enemies, and certain passives increased this duration.The old Call of the Pack passive also increased the timer by 10 seconds for each werewolf in the group, stacking up to 5 times. So 50 seconds for a group of 5 werewolves.

I don't understand the idea of "reducing the cost" of staying in werewolf, as I didn't attribute staying in WW as a cost. Does it reduce the cost of the Ultimate? Does it reduce the timer speed? Is this a buff or a nerf?
Edited by MrTarkanian48 on May 11, 2016 9:31PM
Wood Elf Stam NB (PVP)
Redguard Stam Sorc (PVP)
Altmer NB (DPS)
Imperial DK (Tank)
Redguard DK (DPS)
Altmer Templar (Healer)

EP - PS4
  • Lynx7386
    Lynx7386
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    They clarified this before; it slows how fast the timer goes down
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • staracino_ESO
    staracino_ESO
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    Basically, if you have yourself and 3 others transformed in your group, each second that goes by will only knock .2 seconds off of your timer.
  • RoyJade
    RoyJade
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    If I remember, the WW duration is 30 second. With the old passive, you give to all WW around you 10 more second when you use the WW transformation. Now, the 30 second timer is slowed down for each WW with this passive near you. It's not a 30 second timer anymore, but a 30 point timer who use one point each second.
    With one WW (you), the duration is now 37,5 second (each point has a 1,25 second duration) without bonus, and with 5 WW it's 150 second (each point has a 5 second duration).

    We just need to know if the blood rage passive and the devour passive give respectively 3 and 12 second or 3 and 12 point, which is completely different. In the second case, a 5 WW group can easily be perma-transformed, because blood rage add 15 second each second and devour an amazing 60 more second.
    Edited by RoyJade on May 11, 2016 9:49PM
  • Chrlynsch
    Chrlynsch
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    RoyJade wrote: »
    If I remember, the WW duration is 30 second. With the old passive, you give to all WW around you 10 more second when you use the WW transformation. Now, the 30 second timer is slowed down for each WW with this passive near you. It's not a 30 second timer anymore, but a 30 point timer who use one point each second.
    With one WW (you), the duration is now 37,5 second (each point has a 1,25 second duration) without bonus, and with 5 WW it's 150 second (each point has a 5 second duration).

    We just need to know if the blood rage passive and the devour passive give respectively 3 and 12 second or 3 and 12 point, which is completely different. In the second case, a 5 WW group can easily be perma-transformed, because blood rage add 15 second each second and devour an amazing 60 more second.

    Blood rage is a cool 5 seconds in rank 2. Aka 25 sec every 5 when hit.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Wolfchild07
    Wolfchild07
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    And you still have to stay in combat. Terrible QOL change, still needs to be a toggle.

    How often are you in a group with other werewolves, and then all transformed at the same time? This doesn't help solo play, it doesn't help roleplayers.

    Also, if you PVP, it's still really bad. Poison crafting is now present and everyone will be using it. Everyone except werewolf gets to apply shields, and werewolf heal is sub-par. It's getting worse, not better.
  • Chrlynsch
    Chrlynsch
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    And you still have to stay in combat. Terrible QOL change, still needs to be a toggle.

    How often are you in a group with other werewolves, and then all transformed at the same time? This doesn't help solo play, it doesn't help roleplayers.

    Also, if you PVP, it's still really bad. Poison crafting is now present and everyone will be using it. Everyone except werewolf gets to apply shields, and werewolf heal is sub-par. It's getting worse, not better.

    I run a formal PVP group with werewolves every monday night 7 central, 10+ werewolves at a time. And solo werewolves get 20% more time. While poison is now present, Not everyone will be using it. And the effects of poison only refer to the damage that is done, not secondary poison effects like drain/ravage. In pvp your only as good as your wolf build, if you build a pure damage WW your heals are going to be sub par. If you build a balanced werewolf, you will find that your heals are actually quite impressive. For example my howls can still hit for 14k+ and hircine heal will for heal for 7k and crit heal over 10k with battle spirit.

    Though I feel for the role players, I understand the stance that ZOS is going for. Werewolf should be used as a tribute to the hunt, a vicious killing machine, that has a unquenchable bloodlust, an unstable form that requires sacrifice and training to master. While hunting in a pack you become more attuned to your werewolf instincts and get even more lost in the hunt, allowing for long transformations.

    They are not the feral beasts found in the wild that have lost all humanity, that lost control of their transformations and balance long ago. Sniffing eachothers backsides, and or sitting around a B&B drinking tea.

    They exsist to hunt, so go hunt.

    I don't think werewolves are perfect, but they are in a much better spot than you are playing it off to be.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Xsorus
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    Prothwata wrote: »
    And you still have to stay in combat. Terrible QOL change, still needs to be a toggle.

    How often are you in a group with other werewolves, and then all transformed at the same time? This doesn't help solo play, it doesn't help roleplayers.

    Also, if you PVP, it's still really bad. Poison crafting is now present and everyone will be using it. Everyone except werewolf gets to apply shields, and werewolf heal is sub-par. It's getting worse, not better.

    I run a formal PVP group with werewolves every monday night 7 central, 10+ werewolves at a time. And solo werewolves get 20% more time. While poison is now present, Not everyone will be using it. And the effects of poison only refer to the damage that is done, not secondary poison effects like drain/ravage. In pvp your only as good as your wolf build, if you build a pure damage WW your heals are going to be sub par. If you build a balanced werewolf, you will find that your heals are actually quite impressive. For example my howls can still hit for 14k+ and hircine heal will for heal for 7k and crit heal over 10k with battle spirit.

    Though I feel for the role players, I understand the stance that ZOS is going for. Werewolf should be used as a tribute to the hunt, a vicious killing machine, that has a unquenchable bloodlust, an unstable form that requires sacrifice and training to master. While hunting in a pack you become more attuned to your werewolf instincts and get even more lost in the hunt, allowing for long transformations.

    They are not the feral beasts found in the wild that have lost all humanity, that lost control of their transformations and balance long ago. Sniffing eachothers backsides, and or sitting around a B&B drinking tea.

    They exsist to hunt, so go hunt.

    I don't think werewolves are perfect, but they are in a much better spot than you are playing it off to be.

    I would laugh my ass off at seeing a 10+ Werewolf group in the DB patch, that's bloody 20 pets alone....Would be funny as hell to watch.

  • KingShocker
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    i know this is unrelated but can WW please get new skins/models, Zos?

    I would even pay crowns to make my WW form to not look soooo.... special, i guess...
  • notimetocare
    notimetocare
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    Basically, they destroyed pack leader morph and gave us a piddly 6 more seconds in WW form.
  • Chrlynsch
    Chrlynsch
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    Basically, they destroyed pack leader morph and gave us a piddly 6 more seconds in WW form.

    Or 2:30 base with 4 WW in group, my opinion way better now than then. You get 25 more seconds in form every time your hit while in a pack, and feral pounces grants you 20 sec.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • JLAMAR22
    JLAMAR22
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    Prothwata wrote: »
    Basically, they destroyed pack leader morph and gave us a piddly 6 more seconds in WW form.

    Or 2:30 base with 4 WW in group, my opinion way better now than then. You get 25 more seconds in form every time your hit while in a pack, and feral pounces grants you 20 sec.


    Feral pounce adds 20 secs? Is that solo or group? Sorry if that's a dumb question, just want to be clear :p
  • Chrlynsch
    Chrlynsch
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    JLAMAR22 wrote: »
    Prothwata wrote: »
    Basically, they destroyed pack leader morph and gave us a piddly 6 more seconds in WW form.

    Or 2:30 base with 4 WW in group, my opinion way better now than then. You get 25 more seconds in form every time your hit while in a pack, and feral pounces grants you 20 sec.


    Feral pounce adds 20 secs? Is that solo or group? Sorry if that's a dumb question, just want to be clear :p

    In a group of 4 or more
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • JLAMAR22
    JLAMAR22
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    In a group of 4 or more[/quote]

    Thank you for the reply man.
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