Ultimate cost 400 is way too much!
This is great an drew exactly what is needed. Guys you do not trust me do not want to be op. Ww in every group? That's what will happen. It has to be a little clunky and a trade off. Not being able to Rez for instance may have to stay. But yes keep the draw backs polish the animations hit boxes etc maybe new attack animations and your good.
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.
- Allow use of synergies
- Allow rez
- Fix bugs
- Fix animations
- Change Blood Rage from damage received to damage dealt (= PvE perma wolf)
- Make Tormentor set work with the leap (= taunt)
- Optional : revisit the unused morphs.
/thread ?
You forgot one:
- Make Werewolf form a Toggle
As a 2 years Werewolf Player i can say that the Only thing that WW needs is Bug fixes , not some crappy stamina heal , not some Lame toggle ult and Defenetly not more buffs. Maybe some adjustment to Call of the pack for permawolfing but thats all.
Alpha-Lupi wrote: »As a 2 years Werewolf Player i can say that the Only thing that WW needs is Bug fixes , not some crappy stamina heal , not some Lame toggle ult and Defenetly not more buffs. Maybe some adjustment to Call of the pack for permawolfing but thats all.
Don’t forget the use of Champion passives. Unchained used to reduce the cost of the next stamina ability used within 5 seconds of breaking free by 80%, werewolves used to benefit from it and other champion passives until the base patch for clockwork city broke it & stopped werewolves altogether from benefitting champion passives. (Which really upset me & other players long term as currently, it has never been addressed since then.)
The suggestion of changing blood rage to grant timer on damaging an enemy would help for long boss fights where there are no adds to munch on, but in Cyrodiil the distance between keeps is so vast and sparsely populated that it's impossible to maintain form. Since the werewolf ult is so expensive, and you can't gain ultimate while transformed, what tends to happen is that you wolf-out towards the end of one seige, lose it running to the next, and then go through several fights waiting for it to build back up.
Being able to toggle it on and off without losing the remaining time could also mitigate a lot of the other current issues with werewolf. Not being able to res, taunt, sneak, or use non WW skills and synergies (not to mention certain boss mechanics) wouldn't be as big a deal if you could drop form and then wolf out again. It would allow the ult to be used tactically instead of being the expensive, all or nothing desperation move it currently is.
TankHealz2015 wrote: »TOP PAIN POINTS:
1. Synergy - both Feeding Frenzy and Devour are super clunky, can't find the "X" to activate
2. Group Utility - unable to taunt, unable to heal allies, unable to resurrect allies.
IDEAS:
Werewolf Ultimate:
Morph 1. PACK LEADER - the leader is the strongest and toughest of the pack= tanky leader = gain + XXX amount health?, gain minor protection?, gain resist elements (shock, cold, fire but not poison)?
--note- this option to be more durable and tank-like werewolf - thick fur?
Morph 2. RABID WOLF- crazy-wild- total kill machine = similar to current Beserker build - light and heavy attacks deal more damage ?, + gain bleed damage on light and heavy attacking?, + gain always on X% chance to resist snare or CC effects?
- note- this option to offer dps or healing options depending on your armor sets and weapons
note - choose between durability focus build or damage build
Skill- POUNCE (note : i love the jumping animation, especially in a group)
Morph 1 INSANE POUNCE = jump at enemy and howl to AoE taunt all enemies within X radius (5 meters?), + deal small X amount of AoE bleed DoT damage? this morph has shorter distance than morph 2?
note- would it be cool if WW was the unique skill line with an AoE taunt ability? A WW taunt would open up some interesting taunt-related armor set options: Tormentor, Undaunted Bastion, Curse of Dolymesh, and Vanguard's Legacy
Morph 2 RABID POUNCE = jump at enemy with increased X amount of distance?, + deal increased X amount of bleed damage within 5 meters?
note - choose between gap closer with small AoE taunt or a gap closer with longer range and more damage
Skill- HIRCINE'S BOUNTY
Morph 1 - Heal self?, + heal X amount of heal over time?, maybe lower the cost a tiny bit?
Morph 2 - Heal AoE /all Werewolves within X meters (10 meters?) - all werewolves including summoned wolves and non-group members
note - heals get + % increase based on number of werewolves within X meters -- including summoned pet werewolves
Skill - ROAR
Morph 1 - [ROAR OF TERROR - single target knockdown, + physical damage and +% damage if target under 25% health
Morph 2 - CALL OF THE WILD - summon 2 wolves to fight by your side for 20 seconds, wolves deal X amount bleed damage
note- choose between a single target damage skill with execute bonus or summon 2 wolves (which grant group bonuses to damage and healing through passives)
Skill - HOWL
Morph 1 - DEATH HOWL - AoE fear and AoE off balance and physical damage
Morph 2 - SLOBBERING HOWL - AoE fear and AoE disease damage
note - choose between direct physical damage or DoT damage
Skill - INFECTIOUS CLAWS
Morph 1 - CLAWS OF DEATH - deal single target physical and bleed damage and major defile
Morph 2 - CLAWS OF HORROR - deal bleed damage and AoE minor defile
note - choose between more single target damage or more group utility
PASSIVES:
only way to extend werewolf timer is to feed on corpses (i.e. Devour) --- which the synergy "box" must be enlarged and easier to use and each corpse should give 15-20 seconds extra instead of 12 seconds
feeding on a fresh corpse grants major expedition for X seconds?
bonus X amount of damage for every werewolf in your group (up to maximum of X % increase)
bonus damage versus Vampires!
bonus heal % for every werewolf within X radius -- including summoned wolves = this could really impact werewolf group healing ability
TankHealz2015 wrote: »TOP PAIN POINTS:
1. Synergy - both Feeding Frenzy and Devour are super clunky, can't find the "X" to activate
2. Group Utility - unable to taunt, unable to heal allies, unable to resurrect allies.
IDEAS:
Werewolf Ultimate:
Morph 1. PACK LEADER - the leader is the strongest and toughest of the pack= tanky leader = gain + XXX amount health?, gain minor protection?, gain resist elements (shock, cold, fire but not poison)?
--note- this option to be more durable and tank-like werewolf - thick fur?
Morph 2. RABID WOLF- crazy-wild- total kill machine = similar to current Beserker build - light and heavy attacks deal more damage ?, + gain bleed damage on light and heavy attacking?, + gain always on X% chance to resist snare or CC effects?
- note- this option to offer dps or healing options depending on your armor sets and weapons
note - choose between durability focus build or damage build
Skill- POUNCE (note : i love the jumping animation, especially in a group)
Morph 1 INSANE POUNCE = jump at enemy and howl to AoE taunt all enemies within X radius (5 meters?), + deal small X amount of AoE bleed DoT damage? this morph has shorter distance than morph 2?
note- would it be cool if WW was the unique skill line with an AoE taunt ability? A WW taunt would open up some interesting taunt-related armor set options: Tormentor, Undaunted Bastion, Curse of Dolymesh, and Vanguard's Legacy
Morph 2 RABID POUNCE = jump at enemy with increased X amount of distance?, + deal increased X amount of bleed damage within 5 meters?
note - choose between gap closer with small AoE taunt or a gap closer with longer range and more damage
Skill- HIRCINE'S BOUNTY
Morph 1 - Heal self?, + heal X amount of heal over time?, maybe lower the cost a tiny bit?
Morph 2 - Heal AoE /all Werewolves within X meters (10 meters?) - all werewolves including summoned wolves and non-group members
note - heals get + % increase based on number of werewolves within X meters -- including summoned pet werewolves
Skill - ROAR
Morph 1 - [ROAR OF TERROR - single target knockdown, + physical damage and +% damage if target under 25% health
Morph 2 - CALL OF THE WILD - summon 2 wolves to fight by your side for 20 seconds, wolves deal X amount bleed damage
note- choose between a single target damage skill with execute bonus or summon 2 wolves (which grant group bonuses to damage and healing through passives)
Skill - HOWL
Morph 1 - DEATH HOWL - AoE fear and AoE off balance and physical damage
Morph 2 - SLOBBERING HOWL - AoE fear and AoE disease damage
note - choose between direct physical damage or DoT damage
Skill - INFECTIOUS CLAWS
Morph 1 - CLAWS OF DEATH - deal single target physical and bleed damage and major defile
Morph 2 - CLAWS OF HORROR - deal bleed damage and AoE minor defile
note - choose between more single target damage or more group utility
PASSIVES:
only way to extend werewolf timer is to feed on corpses (i.e. Devour) --- which the synergy "box" must be enlarged and easier to use and each corpse should give 15-20 seconds extra instead of 12 seconds
feeding on a fresh corpse grants major expedition for X seconds?
bonus X amount of damage for every werewolf in your group (up to maximum of X % increase)
bonus damage versus Vampires!
bonus heal % for every werewolf within X radius -- including summoned wolves = this could really impact werewolf group healing ability
Alpha-Lupi wrote: »Thinking outside the box here, In addition to getting 3 ultimate every 3 seconds when being damaged, blood rage should also allow werewolves to taunt a target by shield-bashing them.
- Allow use of synergies
- Allow rez
- Fix bugs
- Fix animations
- Change Blood Rage from damage received to damage dealt (= PvE perma wolf)
- Make Tormentor set work with the leap (= taunt)
- Optional : revisit the unused morphs.
/thread ?
I think his is clearly going in the good direction !improving their ferocity and momentum in combat
the Blood Rage Passive will now increase the duration of your transformation when you deal damage instead of when you take it
- Allow use of synergies
- Allow rez
- Fix bugs
- Fix animations
- Change Blood Rage from damage received to damage dealt (= PvE perma wolf)
- Make Tormentor set work with the leap (= taunt)
- Optional : revisit the unused morphs.
/thread ?
One down, 5 more to go !I think his is clearly going in the good direction !improving their ferocity and momentum in combat
There is a problem with this change in pvp though. If I’m close to loosing form I can currently pop my head around a corner and take some damage without being in the thick of it. Like get hit with a Flame reach and the break LOS while still getting time added.
Now if I’m close to loosing form I have to get from LOS into the enemies to keep form. Not a good change imo.
Should be a little of both.
- Allow use of synergies
- Allow rez
- Fix bugs
- Fix animations
- Change Blood Rage from damage received to damage dealt (= PvE perma wolf)
- Make Tormentor set work with the leap (= taunt)
- Optional : revisit the unused morphs.
/thread ?
One down, 5 more to go !I think his is clearly going in the good direction !improving their ferocity and momentum in combat
There is a problem with this change in pvp though. If I’m close to loosing form I can currently pop my head around a corner and take some damage without being in the thick of it. Like get hit with a Flame reach and the break LOS while still getting time added.
Now if I’m close to loosing form I have to get from LOS into the enemies to keep form. Not a good change imo.
Should be a little of both.
- Allow use of synergies
- Allow rez
- Fix bugs
- Fix animations
- Change Blood Rage from damage received to damage dealt (= PvE perma wolf)
- Make Tormentor set work with the leap (= taunt)
- Optional : revisit the unused morphs.
/thread ?
One down, 5 more to go !I think his is clearly going in the good direction !improving their ferocity and momentum in combat
There is a problem with this change in pvp though. If I’m close to loosing form I can currently pop my head around a corner and take some damage without being in the thick of it. Like get hit with a Flame reach and the break LOS while still getting time added.
Now if I’m close to loosing form I have to get from LOS into the enemies to keep form. Not a good change imo.
Should be a little of both.
This is a good change in PvP too, a single claw and you're good for more than 10 sec.