NightbladeMechanics wrote: »How would you argue werewolves should be able to add to their transformation durations while remaining balanced and within the theme?
What other additions or fixes to Devour would you like to see? It's too critical to werewolves thematically to allow for werewolves to play without thinking of or searching for opportunities to use it, but most werewolf feedback has preferred positive rewards for using Devour successfully versus negative punishments for failing to use it for a period of time during combat.
A maybe creative solution,
if active gaining WW time while attacking feels wrong for ZOS,
could be: we know ZOS likes to strengthen synergies.
You could suggest that a Werewolf gains back WW Time every time he uses a synergy, of course he would be first need to be able to use them all. Would fix 2 problems at once.
Would reward group play,
would reward using synergies and should WW makes able to stay a fight transformed while not being served for free,
means is a reward for using a skilled gameplay. But it would need to give back enough time that you can realistically go in a 4 player group staying transformed even while alone. Would also fit the theme as a "pack"/group/action serves the werewolf staying with his group.
I dont exactly know , maybe other can help... using every 12-15s a synergy would be realistic?
For devour it just needs to be easier to use, not such a hassle with accurate aiming while nothing is in the way, if there's a corpse on the floor you should be able to devour it without much micromanaging until maybe even the corpse despawns.
1. You shouldn't be able to FEAR a werewolf, it's really, REALLY ridiculous that this is even possible. Maybe that and/or a general snare/root decrease bonus, like some sets have (because we can't purge them etc.).
Well here are the results:
https://forums.elderscrollsonline.com/en/discussion/418184/class-reps-meeting-notes-june-7/p1
To be totally honest, I am disappointed by this. Most of what is down as what we apparently "don't want" is actually what most werewolf players want that I have seen.
Actual gameplay mechanic issues are labelled as only "Quality of Life" concerns.
But I am happy that they seem to be looking into ways to increase our timer, such as doing damage or using skills, and looking into a possible way to keep form. But these are the only things that I see from our suggestions that have been considered.
"Werewolves like feeling special"?
"Werewolves DO NOT want to even to get directly competitive dps"?
I agree I don't think we should become the new meta, but the fact is that you don't see werewolves used in PvE barely at all. People out rightly get kicked for using werewolf in content.
Well mainly it would be sustain and yes using synergies. I don't think endgame dps is viable, like I said, don't want werewolf to become the "meta", I agree with that. But surely something can be done to have good dps for a sustained fight, not just burst.Well here are the results:
https://forums.elderscrollsonline.com/en/discussion/418184/class-reps-meeting-notes-june-7/p1
To be totally honest, I am disappointed by this. Most of what is down as what we apparently "don't want" is actually what most werewolf players want that I have seen.
Actual gameplay mechanic issues are labelled as only "Quality of Life" concerns.
But I am happy that they seem to be looking into ways to increase our timer, such as doing damage or using skills, and looking into a possible way to keep form. But these are the only things that I see from our suggestions that have been considered.
"Werewolves like feeling special"?
"Werewolves DO NOT want to even to get directly competitive dps"?
I agree I don't think we should become the new meta, but the fact is that you don't see werewolves used in PvE barely at all. People out rightly get kicked for using werewolf in content.
@Glaiceana how do you get competitive to endgame dps without already beefing up their already impressive burst? So what else could we suggest to help out on the pve relm of things? Unique synergies and damage buffs is a suggestion. The ability to give more power to the overall group.
I don't think werewolf dps should be left in the dust, but there is larger prey and the hunt calls.
Well mainly it would be sustain and yes using synergies. I don't think endgame dps is viable, like I said, don't want werewolf to become the "meta", I agree with that. But surely something can be done to have good dps for a sustained fight, not just burst.Well here are the results:
https://forums.elderscrollsonline.com/en/discussion/418184/class-reps-meeting-notes-june-7/p1
To be totally honest, I am disappointed by this. Most of what is down as what we apparently "don't want" is actually what most werewolf players want that I have seen.
Actual gameplay mechanic issues are labelled as only "Quality of Life" concerns.
But I am happy that they seem to be looking into ways to increase our timer, such as doing damage or using skills, and looking into a possible way to keep form. But these are the only things that I see from our suggestions that have been considered.
"Werewolves like feeling special"?
"Werewolves DO NOT want to even to get directly competitive dps"?
I agree I don't think we should become the new meta, but the fact is that you don't see werewolves used in PvE barely at all. People out rightly get kicked for using werewolf in content.
@Glaiceana how do you get competitive to endgame dps without already beefing up their already impressive burst? So what else could we suggest to help out on the pve relm of things? Unique synergies and damage buffs is a suggestion. The ability to give more power to the overall group.
I don't think werewolf dps should be left in the dust, but there is larger prey and the hunt calls.
Oh dear. As a werewolf fan, seeing what ZOS believes we want is... not leaving me hopeful for the future. What I'd want -- and I saw was popular -- was a decisive state for the werewolf as a stamina creature to counter the vampire's magicka state. Which would mean for the heal to become stamina-based. Instead, we'll be getting another ability moving over to magicka to confuse what werewolf is supposed to be even more?
Wasn't the point of werewolf/vampire that one is for magicka, and the other is for stamina? If not, then both werewolf and vampire need a large rework to allow for magicka characters to play magicka werewolves and for stamina characters to play stamina vampires. Which would require a complete rework of werewolf, which is apparently also undesirable.
I think things are just going to get worse for poor werewolves.
Well here are the results:
https://forums.elderscrollsonline.com/en/discussion/418184/class-reps-meeting-notes-june-7/p1
To be totally honest, I am disappointed by this. Most of what is down as what we apparently "don't want" is actually what most werewolf players want that I have seen.
Actual gameplay mechanic issues are labelled as only "Quality of Life" concerns.
But I am happy that they seem to be looking into ways to increase our timer, such as doing damage or using skills, and looking into a possible way to keep form. But these are the only things that I see from our suggestions that have been considered.
"Werewolves like feeling special"?
"Werewolves DO NOT want to even to get directly competitive dps"?
I agree I don't think we should become the new meta, but the fact is that you don't see werewolves used in PvE barely at all. People out rightly get kicked for using werewolf in content.
Osubaker33 wrote: »There is quite a bit of room for improvement in WW in the lesser used morphs. These underutilized morphs also provide an opportunity to help ww in PVE without making them even stronger in PVP
1. Pounce just needs to be completely reworked. WW shouldn't have to rely on backing away and pouncing to extend ww uptime. This whole mechanic just needs to go. With the nerf in damage to gap closers the two morphs of Pounce are an oppportunity to provide utility, cc, stuns, etc.
2. Hircines Bounty - one morph should stay magica based, be a much more powerful heal rewarding the WW that spreads their stats out and invests in both weapon power/spell power and stamina/magica. This might also provide healing to one other target giving the ww a little utility in a group setting.
The other morph should be a weaker scaling stamina option.
3. Roar - with the changes to offbalance and new lengthy off balance immunity times this skill needs some work. Perhaps leave rousing roar as it is, it does provide major brutality to the group, and just change the other morph. Ferocious Roar could be the new Taunt for WW. Lower the base cost of this skill by 20%
4. Howl of Dispair - Increase the feeding frenzy bonus to 20%. Would be great for group play.
Howl of Agony - leave as is
5. Claws of Anguish - leave as is, this is heavily utilized in pvp.
Claws of Life - lower the stamina cost by 20%
A few suggestions for the passives.
Pursuit - also add in a bonus 20% reduction in sprint cost per point.
Devour - fix the bugs, decrease animation time, increase transformation time to 20 seconds
Blood Rage - change to "when dealing damage"
The rest of the passives are fine
WW is DPS wise not in a bad spot. You wont be currently near breaking any damage records or being on Top-Lists but its acceptable for many Endgame PvE Content. The really concern about WW is currently its inability to play in group content. If you do your things right and buff, build and gear for Werewolf you'll of course suffer dps wise in Human form.
If you look for best human dps however your transformation is crappy then. So you need to be able to fight in PvE as wolf in a group and i think the concern was brought up right.
2. Heals. Having to go hybrid on a werewolf just to get decent heals from Hircine's Bounty limits the sets for a viable build. I agree with the people who suggest making Roar a magicka skill and Hircine's Bounty a stamina skill.
Doesn´t matter if the heal cost magicka or stamina (even though it´s a horrile suggestion that it should cost stamina from sustain point of view), letting it scale of weapon-damage and max stamina is severely unbalanced.
NightbladeMechanics wrote: »
This is the point.
If werewolves were able to maintain their wolf forms for extended periods in trial boss fights, they'd honestly be acceptable in most end game content. The issue is you can't keep your wolf form for very long because a proper group won't let you be taking damage frequently enough to proc your passives.