JusticeSouldier wrote: »great burst, mobility and healing
JusticeSouldier wrote: »-Savage Strength:
Increases your Armor and Stamina 10000.
@Nefas @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_GinaBruno
aggree in general, but this *** should gone into oblivion.
Beast with so great burst, mobility and healing should not be tanky. At all
JusticeSouldier wrote: »-Savage Strength:
Increases your Armor and Stamina 10000.
@Nefas @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_GinaBruno
aggree in general, but this *** should gone into oblivion.
Beast with so great burst, mobility and healing should not be tanky. At all
Here is my current (March 2020) position about what could be a nice way to help Werewolf :
- Ability to crouch/sneak like anyone else, associated with a significant timer slowing when in stealth (something like 80-90%)
- - this would help to maintain form between fights in group PVE, while keeping the need to manage timer during fights
- - same for Battleground, lowering the pressure to jump back in a fight alone, while your team is respawning
- - in solo PvP (like IC) this would give an option to avoid fights you could not disengage from
- - this change would not increase werewolf's 1v1 power
- Adding a short root/slow immunity after the leap
- - this would be a nice touch to help werewolf presence in group PvP
SGT_Courtney wrote: »@Chrlynsch any differences with the buff to Molag Kena on live? Seems like LA/Roar would be much more sustainable in between bloodmoon procs.
Nord_Raseri wrote: »Everyone ready for the 78% LA damage reduction and loss of molag kena? It's going to be fantastic.
Nord_Raseri wrote: »Everyone ready for the 78% LA damage reduction and loss of molag kena? It's going to be fantastic.
The loss of DPS on my unplayed werewolves will not be noticeable.
Nord_Raseri wrote: »I think the combat team needs to be tagged in this post daily.
Nord_Raseri wrote: »I think the combat team needs to be tagged in this post daily.
They've already proven that they can ignore us through 33 pages. I honestly don't think tagging anyone will change that.
Please stop. I die to werewolves all the time in PVP. A LOT.
@Alcast for the sake of curiosity.
is the class rep program still running?
does this thread even matter anymore or is it just a consolidation of mostly like minded players that is ultimately ignored.
I ask only because I notice the other "class rep" threads have mostly gone inactive so did we not get a memo?
Give @Chrlynsch and hour or two with the devs and they can fix ww
FenrisWolf1136 wrote: »There are many changes that need to happen, and focusing on just some skill changes is too narrow in scope to fix the issues.
Lets take a look at werewolf
as you can see..the bad outweigh the good by a fair amount, so what can be done to fix this?
well, the poison weakness, time limit, power limit and ult cost are just part of the gig, so we can't really address those, as for the other issues
Half the morphs are useless
- Feral pounce: it's fine, grants way to increase transformation time at a range
- Hircine's Rage: have it grant frenzy [faster light attack buff] for 5 seconds
- Ferocious roar: Replace off balance with major maim
- Howl of despair: allow the user to also get empower from the syngery
- Claws of life: increase damage by 100%
Stamina Recovery bonus requires giving up ult slot
Have werewolf gain permanent +5% stamina recovery while in mortal form, bonus increases to 15% when werewolf ult is slotted
main heal costs ~50% of max magicka
Reduce the cost of the main heal significantly but make it half burst, half hot WITHOUT reducing the total end value of the healing
DoT Heal is comically weak
See morphs list, increasing damage of claws of life by 100% would make the healing just weak instead of comically weak
mag players gets diddly squit
Make it so that in ww form all abiltites scale from the highest of your stam&wep/mag&spell
No access to weapon enchantments
Allow access to weapon enchantments but with a 50% longer cooldown on proc [i've seen what happens when enchants are just stright up allowed..it was chaos]
no access to poisons
grant access to poisons
no access to weapon passives
Give WW tweaked weapon passives while in beast form
- dagger = +5% crit damage
- axe = +2 second dot duration
- sword = WW powers cost 2.5% less
- mace = WW transformation lasts 2 seconds longer
- Great-sword = WW powers cost 5% less
- Maul = 4 second increased duration
- Battle-axe = +4 second dot duration
- Restro staff = healing also heals allies for 20% the amount
- destro staff = +1K max stamina for every 3K max magicka
- shield = heavy attacks taunt and debuff
Powers cost too much stamina
Reduce the power cost across the board by about 15%
Powers are pitifully weak
Make it so that every time the werewolf is hit in beast form they gain a stack of rage which grants them +3% damage, lasts 5 seconds, stacks 10 times [to prevent ww ganking among other nonsence]
pack leader morph is literally useless due to wolves being unviable
Make the wolves move 35% faster, deal damage and apply snare, remove the maim
Bleed on berserker morph are so weak it's funny
Make the bleed bypass resistance
werewolf models look outdated
Take the Hulking werewolf model, make a grey version, a black version and a white version, then rig it and apply as the players werewolf form appearance.
perditioner wrote: »You also missed that you lose access to any ultimate when transformed, and the ability to charge it.