Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
Nefas was trying to make a point from a roleplay perspective. Calm down and redirect your frustration at ZOS for having multiple personality disorder.
Wolf_Watching wrote: »Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
The problem is ZOS has officially taken the stance that Werewolf is not supposed to tank.
Their latest stance about morphs stated;
The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
And if we are talking actual wolf pack hunting dynamics, we would point out that the pack leaders are most commonly actually the matriarchs (Pack Leaders) . Oddly enough focus on teaching the heavier hitters (Berserkers) on how to effectively exicute a kill (adding extra direct damage to allies).
Wolf_Watching wrote: »Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
The problem is ZOS has officially taken the stance that Werewolf is not supposed to tank.
Their latest stance about morphs stated;
The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
And if we are talking actual wolf pack hunting dynamics, we would point out that the pack leaders are most commonly actually the matriarchs (Pack Leaders) . Oddly enough focus on teaching the heavier hitters (Berserkers) on how to effectively exicute a kill (adding extra direct damage to allies).
Right. Its not doing any of that now though.
Agree. That Is why I proposed the tank idea. Right now, Pack Leader does not seem to have any benefit. Trading all that DMG over a weak de-buff that is only applied by pets is simply not worth it and (from the lack of better word) pathetic.Wolf_Watching wrote: »Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
The problem is ZOS has officially taken the stance that Werewolf is not supposed to tank.
Their latest stance about morphs stated;
The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
And if we are talking actual wolf pack hunting dynamics, we would point out that the pack leaders are most commonly actually the matriarchs (Pack Leaders) . Oddly enough focus on teaching the heavier hitters (Berserkers) on how to effectively exicute a kill (adding extra direct damage to allies).
Right. Its not doing any of that now though.
FenrisWolf1136 wrote: »
@Nefas thanks for chiming in.
Here is the same idea but fully fleshed out.
Pounce on an enemy, dealing x Physical Damage.
You and your group members within 30 meters gain Ravenous for 20 seconds, increasing damage over time by 8%
A werewolf deals roughly 30k dot damage on pts, so they would gain roughly 2.4k dps on an iron target dummy.
I had this posted about packleader in another thread.
Pack leader should drop the direwolves and move to something more thematic.
Pack Leader 200 ult:
Transform into a beast, fearing nearby enemies for 3 seconds.
You and your group members within 30m gain an additional 20% to the call of the pack bonus and deal an additional 8% direct damage.
While slotted, your Stamina Recovery is increased by 15%.
Pack leader for solo play would have a more manageable timer but lower dps.
In group play they would provide a powerful boon to a group or raid. That would increase overall raid dps enough to make up for their lower dps values.
Thematically and min/max, you wouldn't want to bring more than one pack leader to a raid or pvp group as their buffs wouldn't stack.
Due to the variable nature and needs of group composition I would make one unusual request. Allow werewolves to change ult morph at any time. So when you make up a new group you can easily establish who is the packleader and who will be Berserker, without a trip to the shrine every time you switch content or group comp (Switching ults while transformed will make you lose your form and revert to human form as it does now).
Not a bad idea. Would certainly help getting werewolves into some of the vet trials because they would bring something valuable to the table for overall dps. Don't even really need to lose the direwolves. They could provide their own unique buff/debuff every so often. Maybe whatever enemy they have aggro on could be the target of a low % increased damage from light attacks or direct damage or some effect.
This way it only really affects one enemy, can be changed with a heavy attack, and still provides a small buff for groups that only run with one werewolf in situations where you can't pounce due to mechanics.
But is maintaining werewolf really that hard? I can't think of many situations in PVE that I ran out of transformation whether that was in solo, 4 man, or trials when I was the only werewolf. If you use feral pounce right along with the ww passives you don't even need to devour.
I would like to see a unique buff the ww could provide to group or up to 4 members or something. I think the pack leader morph is a perfect morph for that. Like I said earlier, let each color direwolf provide a specific buff or debuff. We currently have 3 colors and you get two up at a time. They just have to code it so you don't get two of the same color. Maybe one gives damage boost to "up to 12" group members, one provides 1k max stam or mag, the last provides minor toughness or something.
They just need to give pack leader some better utility to get people to have a reason to choose that morph. As it stands now with a severe DPS loss compared to Beserker morph, and the direwolves no longer targetable or able to draw agro I just don't see why people would choose it.
But is maintaining werewolf really that hard? I can't think of many situations in PVE that I ran out of transformation whether that was in solo, 4 man, or trials when I was the only werewolf. If you use feral pounce right along with the ww passives you don't even need to devour.
I would like to see a unique buff the ww could provide to group or up to 4 members or something. I think the pack leader morph is a perfect morph for that. Like I said earlier, let each color direwolf provide a specific buff or debuff. We currently have 3 colors and you get two up at a time. They just have to code it so you don't get two of the same color. Maybe one gives damage boost to "up to 12" group members, one provides 1k max stam or mag, the last provides minor toughness or something.
They just need to give pack leader some better utility to get people to have a reason to choose that morph. As it stands now with a severe DPS loss compared to Beserker morph, and the direwolves no longer targetable or able to draw agro I just don't see why people would choose it.
Tommy_The_Gun wrote: »Agree. That Is why I proposed the tank idea. Right now, Pack Leader does not seem to have any benefit. Trading all that DMG over a weak de-buff that is only applied by pets is simply not worth it and (from the lack of better word) pathetic.Wolf_Watching wrote: »Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.
The problem is ZOS has officially taken the stance that Werewolf is not supposed to tank.
Their latest stance about morphs stated;
The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
And if we are talking actual wolf pack hunting dynamics, we would point out that the pack leaders are most commonly actually the matriarchs (Pack Leaders) . Oddly enough focus on teaching the heavier hitters (Berserkers) on how to effectively exicute a kill (adding extra direct damage to allies).
Right. Its not doing any of that now though.
Also, think of how pets work in this game. You do not have much controlled over them, and they tend to attack one enemy at once. So even if you have 2 pets, the de-buff will be applied to one mob at the time. Also, bosses are immune to snares so that is kinda a pointless de-buff.
Reduced the damage dealt by your Light and Heavy Attacks with this ability and its morphs by approximately 17%.
This ability and the Pack Leader morph no longer apply a bleed to enemies hit with Light Attacks, or deal area damage with Heavy Attacks.
@Nefas has chimed in a few times in the werewolf threads since pts started and new reps announced.
But who knows how frequently the reps actually get to relay the information and feedback they have gathered.
Amdar_Godkiller wrote: »@Nefas has chimed in a few times in the werewolf threads since pts started and new reps announced.
But who knows how frequently the reps actually get to relay the information and feedback they have gathered.
He appears to agree with the nerfs and hasn't played WW in years, so really he's the opposite of a WW class rep.
Since we are talking about WW tanking here, I'd like to point out that the Tormentor set does not proc from the WW Pounce skill.
It seems as if the game does not count Pounce as a gap closer?
I organised a WW roleplay normal trial some time ago, and the fact that tanks could not hold aggro even with Tormentor kind of ruined the experience.
I don't think that WW should inherently have tanking embedded into their skillset, but I also think that Tormentor is not supposed to discriminate.
Amdar_Godkiller wrote: »@Nefas has chimed in a few times in the werewolf threads since pts started and new reps announced.
But who knows how frequently the reps actually get to relay the information and feedback they have gathered.
He appears to agree with the nerfs and hasn't played WW in years, so really he's the opposite of a WW class rep.
you can ask any "pve-rep" and they´ll all say werewolf is overperforming to a certain degree, even though werewolf has never been used in any serious raiding scene.....
Really sad that none of the reps (or devs) have little to no insight in neither the PvE or PvP perspective of werewolf, hence why the feedback and responses to werewolf get so skewed.
But when I see ZOS nerfing both ther survivability and offensive capacities I´m not sure why I would even bother playing werewolf when it doesn´t give me any advantage in a combat situation.