Loganpierz11ub17_ESO wrote: »Over the last month or so I have started pvping again. Back when I used to pvp I was an avid Werewolf, since when beta first came out way back when, my first character was a werewolf. I like to keep the dream alive by pvping as a werewolf, considering pve werewolf is not and probably never will be a viable option.
That being said even in pvp over the last month or so that I have spent testing different werewolf playstyles and trying to come up with a playstyle that works best for me. I have noticed a few different things. One being that almost know one plays werewolf, most players in pvp zones(even stam characters) are vampires for the passives that you get, and the characters that are werewolfs almost never use the transformation, they just keep the ultimate on bar for Bonus regen.
Hopefully at some point in the near future we could see a list of werewolf reworks/buffs that will even the playing field a little bit bringing the balance to about 40% werewolf 40% vampire 20% neither, this is the balance that should be hoped for in pvp in my opinion to help increase over all diversity.
Before I start getting into what I think could be changed about werewolf to make it more viable, I just want to state that no, I am not a game developer, I understand that some of these things may be to strong, or might make some other aspects of the game imbalanced. But with that's aside let's get into what I think could be done to make Werewolfs a better option.
Number 1 - Increase werewolf light attack range.
When I first started back with my werewolf I thought it was lag causing my attacks to not register. But over my time playing I've realised that it isn't that my attacks aren't registering, but that my target is out of range even though my long werewolf arms are swinging straight through my target. This is a big problem considering light attacking is an integral part of being a werewolf.
Number 2 - Decrease stamina cost of spint/dodge roll.
The next thing that I have noticed is that it is way to easy to kite a werewolf around and make him almost entirely useless in a fight, just get a sorc or Dragon knight on him to cc him or root him over and over and before he even gets an attack off he will be out of resources. I think decreasing the cost of sprint and dodge roll would allow the werewolf a fighting chance at being effective in fights while not removing the ability to cc lock a werewolf to death.
Number 3 - Make roar unreflectable.
Come on seriously. How is a damaging roar able to be reflected by wings or sword and board. This just seems like a no brainer.
Number 4 - add one or two new skills to the werewolf line.
When you pick a vampire you get all the passives as well as the choice for whether or not to use the abilities that come with it. On the other hand while in werewolf form you cannot even put non-werewolf abilities on your bar. I think that by adding a couple new abilities it will give players the ability to customize their werewolf playstyle to similar levels to that of their vampire counterparts.
Number 5 - Make claws a larger aoe.
This goes along with increasing light attack range, the werewolf has insanely long arms and as such should have a long attack range to go with it. Currently any nightblade or other character in the game with an invisibility potion can just walk away from a werewolf, this is due to the fact that the only way we can pull another player from invis is with our claws that has a very small cone effect directly in from of us. Not to mention if someone is just walking away from you the odds of claws actually landing are about one in every ten swings.
I feel like there are plenty of other non-invasive ways like this that they could do to make Werewolfs a good option but these are just the main few that I have really noticed over and over again while I'm fighting people myself. I also apologize to all the grammar nazzis out there for my lack of ability to not write run on sentences or my lack of punctuation and correct grammar.
TX12001rwb17_ESO wrote: »If they ever buff werewolves they will need to buff vampires some more as well.
PurifedBladez wrote: »If anything vampire needs something.. that skill line sucks.
People don't use werewolfs as a main DPS anymore like they used to since they did kill down the dps on its but its passives make it still useful for PVP, Also everyone will run dawnbreaker no matter what due to it being cheap and powerful.
but...
1. Light attack's I don't think need a range increase since they can hit pretty hard if you are a stam build stacking cirt %.
2. I agree on the sprint reduction; but for Roll dodge No, your a big half wolf around 7ft tall you are not rolling like a 4ft elf.
3. roar is like fear from Nightblades I don't Know if that is reflectable? if it is both of those need to be undone.
4. same with vampire needs more...
5. if you ask for both big AOE and light attack increase your going to see a 100% increase of werewolfs on the battlefield...
If it's so good then where is our poison and disease damage immunity? that's all I ask for really, while they are at it they can give you weredogs disease immunity as well, their is a reason you can't contract noxiphilic sanguivoria and vice versa.TX12001rwb17_ESO wrote: »If they ever buff werewolves they will need to buff vampires some more as well.PurifedBladez wrote: »If anything vampire needs something.. that skill line sucks.
Why do people think that the vampire line is bad. It's so good!
Anyways. It would be nice to have more of a reason to be a WW, but I sorta like playing the underdog. /rimshot
Whenever I change it is unexpected, and I can lay in the damage with a few fears.
Loganpierz11ub17_ESO wrote: »Over the last month or so I have started pvping again. Back when I used to pvp I was an avid Werewolf, since when beta first came out way back when, my first character was a werewolf. I like to keep the dream alive by pvping as a werewolf, considering pve werewolf is not and probably never will be a viable option.
That being said even in pvp over the last month or so that I have spent testing different werewolf playstyles and trying to come up with a playstyle that works best for me. I have noticed a few different things. One being that almost know one plays werewolf, most players in pvp zones(even stam characters) are vampires for the passives that you get, and the characters that are werewolfs almost never use the transformation, they just keep the ultimate on bar for Bonus regen.
Hopefully at some point in the near future we could see a list of werewolf reworks/buffs that will even the playing field a little bit bringing the balance to about 40% werewolf 40% vampire 20% neither, this is the balance that should be hoped for in pvp in my opinion to help increase over all diversity.
Before I start getting into what I think could be changed about werewolf to make it more viable, I just want to state that no, I am not a game developer, I understand that some of these things may be to strong, or might make some other aspects of the game imbalanced. But with that's aside let's get into what I think could be done to make Werewolfs a better option.
Number 1 - Increase werewolf light attack range.
When I first started back with my werewolf I thought it was lag causing my attacks to not register. But over my time playing I've realised that it isn't that my attacks aren't registering, but that my target is out of range even though my long werewolf arms are swinging straight through my target. This is a big problem considering light attacking is an integral part of being a werewolf.
Number 2 - Decrease stamina cost of spint/dodge roll.
The next thing that I have noticed is that it is way to easy to kite a werewolf around and make him alpmost entirely useless in a fight, just get a sorc or Dragon knight on him to cc him or root him over and over and before he even gets an attack off he will be out of resources. I think decreasing the cost of sprint and dodge roll would allow the werewolf a fighting chance at being effective in fights while not removing the ability to cc lock a werewolf to death.
Number 3 - Make roar unreflectable.
Come on seriously. How is a damaging roar able to be reflected by wings or sword and board. This just seems like a no brainer.
Number 4 - add one or two new skills to the werewolf line.
When you pick a vampire you get all the passives as well as the choice for whether or not to use the abilities that come with it. On the other hand while in werewolf form you cannot even put non-werewolf abilities on your bar. I think that by adding a couple new abilities it will give players the ability to customize their werewolf playstyle to similar levels to that of their vampire counterparts.
Number 5 - Make claws a larger aoe.
This goes along with increasing light attack range, the werewolf has insanely long arms and as such should have a long attack range to go with it. Currently any nightblade or other character in the game with an invisibility potion can just walk away from a werewolf, this is due to the fact that the only way we can pull another player from invis is with our claws that has a very small cone effect directly in from of us. Not to mention if someone is just walking away from you the odds of claws actually landing are about one in every ten swings.
I feel like there are plenty of other non-invasive ways like this that they could do to make Werewolfs a good option but these are just the main few that I have really noticed over and over again while I'm fighting people myself. I also apologize to all the grammar nazzis out there for my lack of ability to not write run on sentences or my lack of punctuation and correct grammar.
only way ww will be viable in pve is if they took away the time limitation mechanic away. sad but true.