@Chrlynsch
Great write up! Particularly on the Pack Leader morph. Will be bookmarking this post and will use it as reference.
Awesome thanks!
FenrisWolf1136 wrote: »@Chrlynsch
Great write up! Particularly on the Pack Leader morph. Will be bookmarking this post and will use it as reference.
Awesome thanks!
Agreed. Awesome write up. Only thing i would say i would like to see added is the adjustment of the timer on the werewolf. When traveling through doors and when in load screens, i think the timer should pause.
Maybe when in dungeons and trials, (like the damage % buff for sets that detect that), the timer is extended slightly to allow easier uptime when no bodies are around to devour. (March of sacrifices indrik boss fight for example). Doesn't need to be much of a tweak, just a few extra seconds to be able to make it from phase to phase.
...The change to the Blood Moon set was definitely the Werewolf's salvation in Dragonhold. Werewolf would have been better off if they would have been given a flat buff to LA damage again, instead of beefing up Blood Moon's proc damage.
... Devour should be moved from the synergy activation because it isn't a proper synergy, it often gets way of the proper synergy you are trying to activate at the moment or fire a synergy when you are trying to devour.
I agree with everything, except Pack Leader sugested changes. Non of the ults should have limited functionality outside of group enviroment. Pack Leader was primarly picked in solo play. Making 180 degree changes like the one proposed is not the way to go. It would be good to make this morph somehow usefull outside of group enviroment too. Since it is lacking dmg, then perhaps it should have more survivability ? Like more dmg mitigation or skill cost reduction ?Here is my full review of the current werewolf skill line for Dragon Hold.
Warning contains opinions.
PVE:
Kena, Rele, Bloodmoon (Berserker) is comparably powerful and still is an option for endgame content. Werewolf still lacks variety when it comes to builds that can be used. Werewolves need to have something added to their kit that provides value to the group.
Their heal is still overpriced, and the nerf to the damage and heal from claws of life is noticeable.
Pack Leader is still the lost puppy morph. The debuffs that this morph apply are too common to provide value for the majority of content in the game. I will suggest changes for this morph later.
The loss of bleed damage will require some retuning of abilites and most builds not utilizing Blood Moon will come off feeling rather lacking.
The change to the Blood Moon set was definitely the Werewolf's salvation in Dragonhold. Werewolf would have been better off if they would have been given a flat buff to LA damage again, instead of beefing up Blood Moon's proc damage. This would at least have given non Blood Moon set ups a better chance to compete. The removal of the crit requirement and reduction in cooldown is welcome change.
Pack Leader's food is a novelty to werewolves, and isn't even best in slot for dps. It grants roughly 5% cost reduction for the werewolf transformation, and for the cost of werewolf abilities.
PVP :
The loss of Werewolf's dot damage is definitely noticeable in PVP, as healing had gone untouched.
Both the bleed and the Dot from claws were once used to apply mild pressure to your target then you would utilize howl and heavy combos to burst down your targets. This method is sadly no longer viable on competent opponents. Werewolf simply lacks the sustained pressure it once had in order to execute these combos, the damage from once formidable dots are now nothing more than a burning sensation when your enemies go to the bathroom.
I really only had success after I added Blood Moon into my pvp load out. The main issue with werewolf in pvp is that it has to sacrifice offensive sets for defensive sets in order to survive in the environment. This is where it falls behind standard builds in pvp, The heal requires too much offensive sacrifice in order become an effective defensive tool. It shouldn't be too hard to design a heal that falls into the strength of the standard stamina loadout.
A nice change for PVP wolves is that using Claws of Anguish will apply both Major and Minor Defile to its targets (unless they are Argonian, immune to minor). This could be very powerful and useful tool for group play.
The Hircine's Heal still remains absolutely ridiculously costly. In Scalebreaker the mission statement of the werewolf was stated;" ...goal of the Werewolf experience - a fast paced threat that is a terrifying foe on the battlefield. Activating Werewolf abilities should feel distinct in nature from other abilities in terms of their consequences; they should feel more powerful, but more costly."
The current heal does not live up to the goal that ZOS set for the werewolf abilies. This heal, simply put, belongs in the kit of a tank. Seeing as Werewolf's damage has been brought in line to feel 25% more powerful but 25% more costly, it just doesn't make sense that werewolf has to deviate from that damage path that ZOS set forth in order to their secure their own survival.
Every other DD both Magic and Stamina becomes more sufficient in self preservation and damage the more that they invest into their respective build.
The heal scaling on this ability was ripe for exploiting before scalecaller, but that is because werewolf could simply equip some broken sets to rely on damage like Torug's and bleed damage then focus cheesing the WW heal for max survival. You fixed the first part than broke the last part.
Suggested Solutions:Previously, a big portion of Werewolf's burst damage came from the fact that their bleed applied from their Light Attacks dealt damage immediately, and could be spammed in quick succession. This made up for the fact that immediately Light Attacking would refresh the bleed. Now with the delay, we wanted to ensure you couldn't miss the damage, so we’re making sure these bleeds couldn't refresh if they were already active. [Bold] In addition to this, we've noticed a large disparity of the performance between the Pack Leader and Berserker morph, and are currently in the midst of investigating a healthier balance between the two, other than merely adding more damage to one. [/Bold]
-Berserker: This morph should specialize at taking down large and formidable targets. Probably my most controversial suggestion would be convert the Bleed damage from Light Attacks into Oblivion Damage.Transform into a beast, fearing nearby enemies for 3 seconds.
While transformed your Light Attacks mark your target, Dealing 5% of the target's Maximum Health as Oblivion Damage every 1 second for 4 seconds. Maximum of 5k. Your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%.
While slotted, your Stamina Recovery is increased by 15%.
-Pack Leader: I know it took over 2 years to get the direwolves working, but in their sad state I think it is time to move past the puppies and on to something else.
Pack Leader should be about enhancing the group gameplay. Possibly something as easy as granting increased light attack damage. This damage is Werewolf's primary source of damage but also is useful to humanoid groupmates as well. It also fits thematically that it is only beneficial for a pack to have 1 Leader.
Transform into a beast, fearing nearby enemies for 3 seconds.
While transformed, Allies within 28m, Minor Empower, increasing light attack damage by 15%. Your Heavy Attacks Deal 50% splash damage, snaring your opponent by 30%, and your Max Stamina is increased by 30%.
While slotted, your Stamina Recovery is increased by 15%.
-Pounce: is pretty naked still, this ability still needs a little pepper on it to make it worth it's spot on the bar. I think making Feral the base is the way to go as no werewolf enthusiast leaves home without this morph.We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.Pounce:
Pounce on an enemy with primal fury, dealing X Physical Damage. Pouncing from at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
Brutal Pounce:
Pounce to an area with primal fury, dealing X Physical Damage to all enemies within 6m. Damaging an enemy that is at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
(Streak Fatigue Added)
Feral Pounce:
Pounce on an enemy with primal fury, dealing X Physical Damage. Deals 300% more damage to enemies below 25% Health when hitting them from the rear. Pouncing from at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
Devour: This animation and action has been acting a little differently each patch for the last few patches now. Currently this action fires off with synergy activation. If you move at all the total corpse is consumed and you only get one tick (or one second). Before you were able to get your last 3 ticks if you came back to it in time.
Devour should be moved from the synergy activation because it isn't a proper synergy, it often gets way of the proper synergy you are trying to activate at the moment or fire a synergy when you are trying to devour.Devour should become the standard action for crouch while in werewolf form, this would fix the clunky nature that it has now. It would utilize an open action, and allow us to reliably utilize the synergies.
Certain objects in trials require a werewolf to first devour a target before interacting with its synergy, orbs in cloudrest for example.
-Hircine's HealFix it
Edit: wording
FenrisWolf1136 wrote: »@Chrlynsch
Great write up! Particularly on the Pack Leader morph. Will be bookmarking this post and will use it as reference.
Awesome thanks!
Agreed. Awesome write up. Only thing i would say i would like to see added is the adjustment of the timer on the werewolf. When traveling through doors and when in load screens, i think the timer should pause.
Maybe when in dungeons and trials, (like the damage % buff for sets that detect that), the timer is extended slightly to allow easier uptime when no bodies are around to devour. (March of sacrifices indrik boss fight for example). Doesn't need to be much of a tweak, just a few extra seconds to be able to make it from phase to phase.
what about making the timer run down only when you are in combat but maybe tick down a bit quicker to offset your aility to add time while you are pouncing or light attacking?
Originally pack leader added time to werewolf form with heavy attacks. Thematically speaking, why should a Pack leader be the best pick for Solo play? That really that never made much sense to me. It feels like they would be out of their element, being alone.Tommy_The_Gun wrote: »Pack Leader was primarly picked in solo play.
The pack leader really wouldn't be that far behind in damage compared to the Berserker, the extra damage they do is just different.Tommy_The_Gun wrote: »It would be good to make this morph somehow usefull outside of group enviroment too. Since it is lacking dmg...
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Appreciate the suggestion. I sadly havn't farmed it yet but may give it a go. I just yellowed all my shackles/briar/bloodspawn and got everything balanced the way I like to play so it hurts to farm another set haha...Oh well!
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
Who said anything about solo werewolf? That died with Scalebreaker, because people didn't want to L2P....
Get yourself a guard-bot and off you go
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
Who said anything about solo werewolf? That died with Scalebreaker, because people didn't want to L2P....
Get yourself a guard-bot and off you go
Lol... you're right !
TBH , I never play with other WW ... I lost control when Im in BG or cyrodiil
One of my least favorite sights in PvP has been seeing the large wolfpacks that occasionally pop up (community events, guilds, etc.). Absolutely terrifying and often results in instant death.
LOL
Anyone who says they enjoy being swarmed by 10-20 enemy werewolves and their wolves is a liar.
LOL
Anyone who says they enjoy being swarmed by 10-20 enemy werewolves and their wolves is a liar.
Zenimax hasn't even looked at ww since all this mess and I feel they will ignore it for longer than I can hold out for. (I did unsub)
It's just pure ignorance on their part and I really hate them for it. The community has given soo much feedback. Do we not count??
crazywolfpusher wrote: »Zenimax hasn't even looked at ww since all this mess and I feel they will ignore it for longer than I can hold out for. (I did unsub)
It's just pure ignorance on their part and I really hate them for it. The community has given soo much feedback. Do we not count??
Dont you remember when Wolfhunter dlc was release and ww resistances were bugged until Murkmire?
it gives you some perspective about the priorities.
@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
Who said anything about solo werewolf? That died with Scalebreaker, because people didn't want to L2P....
Get yourself a guard-bot and off you go
Lol... you're right !
TBH , I never play with other WW ... I lost control when Im in BG or cyrodiil
One of my least favorite sights in PvP has been seeing the large wolfpacks that occasionally pop up (community events, guilds, etc.). Absolutely terrifying and often results in instant death.
Marcus_Cassius wrote: »@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
Who said anything about solo werewolf? That died with Scalebreaker, because people didn't want to L2P....
Get yourself a guard-bot and off you go
Lol... you're right !
TBH , I never play with other WW ... I lost control when Im in BG or cyrodiil
One of my least favorite sights in PvP has been seeing the large wolfpacks that occasionally pop up (community events, guilds, etc.). Absolutely terrifying and often results in instant death.
Tell me that was an ironic comment please...
How are picked class representatives ? I feel some disturbance in the force.
Marcus_Cassius wrote: »@Chrlynsch Thanks man! Good write up. The PVP section is what I was sadly expecting. I think my WW in PvP may be retired for a bit.
Haink, I may be worth giving Blood Moon a go on your werewolf in PVP, it really is a satisfying set to use for a werewolf as you overwhelm your opponent with a hail of slaps.
Seriously ?
I guess most of us run heavy x 5 + sustain set , can you still 1 vs about 3 - 4 at the same time with blood moon ?
I dont think so .
Who said anything about solo werewolf? That died with Scalebreaker, because people didn't want to L2P....
Get yourself a guard-bot and off you go
Lol... you're right !
TBH , I never play with other WW ... I lost control when Im in BG or cyrodiil
One of my least favorite sights in PvP has been seeing the large wolfpacks that occasionally pop up (community events, guilds, etc.). Absolutely terrifying and often results in instant death.
Tell me that was an ironic comment please...
How are picked class representatives ? I feel some disturbance in the force.
I think he just went back in time cause that hasn't been a sight in cyrodiil in a while.