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[Class Rep] Werewolf Feedback Thread

  • Mr_Wolfe
    Mr_Wolfe
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    Me personally Wyrd Tree, but I used tactically to remove annoying debuffs like oil/defile

    I'd thought about trying a wyrd tree setup. Adding a purge to your heal seems like it could be really helpful for werewolves. Unfortunately I never got around to it, and with the change coming to make Hircine's Bounty scale off of max health I'm not sure it'd be worth it anymore.

    Guess I'll just run Earthgore when I want a purge. XP
  • Wuuffyy
    Wuuffyy
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    No major brutality buff now or at least not reasonably. No Taunt add major brutality to disease claws morph and add taunt to pack leader heavies on nearest target. Fixed.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • SickleCider
    SickleCider
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    Animations feel robotic, clunky, and unresponsive. This is a problem from both an aesthetic and mechanic point of view. The animations for many skills seem punishingly long, it's far too difficult to trigger and complete the devour synergy, and even the walk and sprint feel hampered. I think fixing the animations is the first vital step for making the werewolves contemporary.

    Uptime is too difficult to maintain. I know there's some rebalancing coming for this soon, but I'm concerned that it may not be enough. I would like to see it either become a toggle like overload, or, more ideal to me, do away with the timer entirely and compensate with an enhanced weakness in some area.

    I know I'm breaking the rules, but I can't leave without mentioning it: the werewolf models and textures really need an update!
    Edited by SickleCider on July 18, 2018 9:09PM
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
  • Sejha
    Sejha
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    The latest changes to timers as of summurset, absolutely have made the skillline literally unusable for me, and as someone who has enjoyed playing as a Werewolf for literally the last year and a half its heartbreaking because I gotta drop it just to exist at all.

    Please change it back this is abysmal.
    Give werewolves a taunt. Let us do what we were made for.
  • Sejha
    Sejha
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    Sejha wrote: »
    The latest changes to timers as of summurset, absolutely have made the skillline literally unusable for me, and as someone who has enjoyed playing as a Werewolf for literally the last year and a half its heartbreaking because I gotta drop it just to exist at all.

    Please change it back this is abysmal.

    I hate that you can't edit posts here for some reason. Anyway this is meant to be in regards to live.
    Give werewolves a taunt. Let us do what we were made for.
  • Aznox
    Aznox
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    You mean the announced Pts timer changes? They are a game changer that alone open the door for PvE Werewolf and are zero-sum in PVP.
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Sharee
    Sharee
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    Sejha wrote: »
    Sejha wrote: »
    The latest changes to timers as of summurset, absolutely have made the skillline literally unusable for me, and as someone who has enjoyed playing as a Werewolf for literally the last year and a half its heartbreaking because I gotta drop it just to exist at all.

    Please change it back this is abysmal.

    I hate that you can't edit posts here for some reason.

    Upper right corner of your post, next to the post number (#XXX ) there's a cog wheel, click on it, the edit option is hidden under it.

  • Sejha
    Sejha
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    Aznox wrote: »
    You mean the announced Pts timer changes? They are a game changer that alone open the door for PvE Werewolf and are zero-sum in PVP.

    Nah I mean the current changes, I guess the new ones will fix some of the issue but, before now I could get an easy two minutes or more per ult, and now if I even so much as stop to talk to a quest giver or change rooms I get kicked out of the transformation on live. Its absolute hell and kinda makes it so I can't even consider *trying* to get a chain going in a dungeon.
    Sharee wrote: »
    Sejha wrote: »
    Sejha wrote: »
    The latest changes to timers as of summurset, absolutely have made the skillline literally unusable for me, and as someone who has enjoyed playing as a Werewolf for literally the last year and a half its heartbreaking because I gotta drop it just to exist at all.

    Please change it back this is abysmal.

    I hate that you can't edit posts here for some reason.

    Upper right corner of your post, next to the post number (#XXX ) there's a cog wheel, click on it, the edit option is hidden under it.

    Oh? Wow ok. Thanks so much!
    Give werewolves a taunt. Let us do what we were made for.
  • anadandy
    anadandy
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    Just wanted to note that the losing form for no reason and getting locked out of your skills is still alive and well in Update 19.

    Running pledges with group tonight PC NA at least two WW in my group had this happen. Form drops despite full timer, can't bar swap, game still thinks player is in WW form so locked out of skills. It might have possibly been due to a synergy as I had thrown out necrotic orbs just prior.

    This was NOT FIXED despite patch notes long ago saying it was.
  • Mr_Wolfe
    Mr_Wolfe
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    Or it's back?

    Haven't personally seen this glitch in quite a while, but it's possible Wolfhunter managed to reintroduce it. One more thing to 'look forward to', I guess.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    There also is the possibility of adding a new ww texture with a "ability, skin" and like the Warden bear has... @ZOS_GinaBruno
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • ZeroXFF
    ZeroXFF
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    Ok, first off, I wasn't following the discussion as I made my first WW only after the Wolfhunter update, so I do not know how good or bad it was before, but there are 2 things that I find problematic with werewolves right now...

    1. Unable to keep werewolf form when out of combat. This leads to me rushing for the next trash pack in dungeons, even if the group isn't ready for it. And once the trash pack is killed, I tend to stay back near the corpses, and not even loot them to prevent despawning until everyone else is well ahead, so that I can feed on them and run quickly to where the group is and rush into the next fight. I also have no time to chat if someone asks something, and no time to wait until mechanics are explained. So essentially the game mechanics force me to do stuff that is very annoying to everyone else in the group.

    2. March of Sacrifices, a dungeon literally about werewolves, has anti-werewolf mechanics. Werewolves can't sneak, and werewolves can't maintain WW form out of combat, even if they were able to sneak.

    The solution to both these problems would be pretty simple:
    1. Stop WW timer when out of combat.
    2. Once the 1st problem is solved, allow werewolves to sneak.

    I don't think these proposals would break anything about WW gameplay, but they would certainly make werewolves less of a burden for the groups they are in.
  • Jaraal
    Jaraal
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    1) Inability to generate ultimate in werewolf form.

    2) One way toggle (deliberate or accidental) lets you click out of the transformation, but not back into it, and resets your ultimate to zero.
  • Zardayne
    Zardayne
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    Werewolf abilities needs to scale off stamina and magica, whichever is highest. Vampire the same way. This will open up more build choices.
  • ElFonz0
    ElFonz0
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    ZeroXFF wrote: »
    2. March of Sacrifices, a dungeon literally about werewolves, has anti-werewolf mechanics. Werewolves can't sneak, and werewolves can't maintain WW form out of combat, even if they were able to sneak.

    Just wanted to make known something that might not be known, though it doesnt really fix that much.

    In March of Sacrifices there are 3 little side events called Indrik hunts, which are basically the Tarcyr sneak phases but in a larger area. You are granted a boon for completing each one for the rest of the run, with each boon being more powerful for Werewolves. The second one, right before Tarcyr, grants Werewolves immunity to the Indrik teleportation thing, which allows Werewolves to participate in the Tarcyr fight without dying during sneak phase/having to change out of Werewolf form.

    However, there still arent any targets for you to damage during the sneak phase(unless the hunters running around can be eaten?), getting the Indrik boons in the first place is a bit of a pita, and Werewolves cant participate in the first or second Indrik hunts.

    As an aside, I think March of Sacrifices should halt the Werewolf timer, as the upcoming Hunter's Glade home does the same thing.
  • Unknown_Redemption
    Unknown_Redemption
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    Consolidated to 9/12/2018 Post.
    Edited by Unknown_Redemption on September 13, 2018 2:50AM
  • Jaraal
    Jaraal
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    Devour needs to be a toggle with a unique key bind (e.g. NOT X)

    Agree with this. Have to click through too many unwanted synergies in crowded areas to stay in form.


    Devour should be an AoE with diminishing returns for more than 1 corpse
    (e.g. 5 corpses = 2x the speed; 10 corpses = 3x the speed)

    Disagree with this. There are times I will Devour one corpse to full and leave the rest, come back and eat one when needed. I would not want to consume all my resources at once.





    Edited by Jaraal on August 25, 2018 4:37PM
  • Unknown_Redemption
    Unknown_Redemption
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    Consolidated to 9/12/2018 Post.
    Edited by Unknown_Redemption on September 13, 2018 2:50AM
  • ScardyFox
    ScardyFox
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    1: Allow us to switch bars for more diversity in combat with more abilities and attacks. Refer to it as switching stances rather than switching weapons. Albeit I am happy for all the changes (after begging for them since beta), we are in actuality regulated to Light attack spamming. For discussions sake, if this did happen you'd have to slow down our timer a bit since we have more tool to work with. The second bar wouldn't even have to be filled with abilities - even an extra 3 would be nice.

    Heck, allowing only 3 would be an easy way to know what bar we're on since we couldn't identify it via what weapon we're holding. Seeing the Roid werewolves in the new dungeons use things like ground smash and such would be a nice AoE to have... NPC WW's have a lot of things we don't. I realize they're bosses and such, but it does still imply we could have just a handful of other things.

    2: Aesthetics... I kinda hate wasting a second idea slot on this, but we seriously need an update in animation and look. Give us an opportunity to modulate the look of our werewolves like we can in the character creation process. Let us adjust our height, musculature, fur color, eye color - the basics - within reason the first time we transform. It doesn't have to be as in depth as the real character creation, but something would be HIGHLY desirable. Of course this would mean you'd have to differentiate between pack master and berserk, but I do think it would be well worth it.
  • Unknown_Redemption
    Unknown_Redemption
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    ScardyFox wrote: »
    1: Allow us to switch bars for more diversity in combat with more abilities and attacks. Refer to it as switching stances rather than switching weapons. Albeit I am happy for all the changes (after begging for them since beta), we are in actuality regulated to Light attack spamming. For discussions sake, if this did happen you'd have to slow down our timer a bit since we have more tool to work with. The second bar wouldn't even have to be filled with abilities - even an extra 3 would be nice.

    Heck, allowing only 3 would be an easy way to know what bar we're on since we couldn't identify it via what weapon we're holding. Seeing the Roid werewolves in the new dungeons use things like ground smash and such would be a nice AoE to have... NPC WW's have a lot of things we don't. I realize they're bosses and such, but it does still imply we could have just a handful of other things.

    2: Aesthetics... I kinda hate wasting a second idea slot on this, but we seriously need an update in animation and look. Give us an opportunity to modulate the look of our werewolves like we can in the character creation process. Let us adjust our height, musculature, fur color, eye color - the basics - within reason the first time we transform. It doesn't have to be as in depth as the real character creation, but something would be HIGHLY desirable. Of course this would mean you'd have to differentiate between pack master and berserk, but I do think it would be well worth it.

    Id be fine with skill skins in the crown store for your #2, like the Collection Warden's Bear Skin
  • Unknown_Redemption
    Unknown_Redemption
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    Consolidated to 9/12/2018 Post.
    Edited by Unknown_Redemption on September 13, 2018 2:49AM
  • Unknown_Redemption
    Unknown_Redemption
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    Hello Folks,

    I wanted to extend my feedback regarding the current state of the ESO Werewolf.

    Abilities:


    Pack Leader’s Dire Wolves are not responding correctly in fights and do no work with Command Pet keybinds. I recommend Dire Wolves focus on any monster that the werewolf has hit with 3 consecutive light attacks. The Dire Wolves should also benefit from the Pursuit Passive and gain 30% movement speed.

    Feral Pounce is underwhelming. I recommend changing this morph into a high damage ST attack.

    Hircine’s Fortitude is underwhelming. I recommend having the ability heal the same as Rage, but making the Werewolf immune to all snares and stuns for 3 seconds.

    Howl of Agony/Despair can not be animation canceled; which is why using it causes a loss in DPS. This is only viable as a small ranged attack. I recommend either allowing the ability to be AC or extend the range to 17 meters.

    Ferocious and Deafening Roar is not performing well in PvE environments. The scattering effect of fear moves stacked mobs out of allies AoEs. I recommend that Ferocious Roar causes enemies to be set off balanced and feared in place. Deafening Roar only works on trivial monsters and is useless against elite and boss monsters. I recommend that this ability be changed into a cone and applies Major Fracture to any enemy hit and there would be no fear; similar to Warden’s Subterranean Assault.

    Form:
    Werewolves are not performing well in groups of slower paced players and is causing an unfriendly interaction. I recommend having the Werewolf initial form remain at 30seconds, but allowing Devour to take it to a maximum of 2 minutes.

    Devour is still not user friendly and is causing issues in vMA and other group events. I recommend splitting Devour into a stand alone UI prompt and key bind - or to make the ability instant.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Let's start with the basics and make all passives work properly^^
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • ccfeeling
    ccfeeling
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    PVE

    Actually only Hircine's Rage is useful , other than that , LA LA LA LA LA ...

    Work as intend? Rofl

    Com'on combat team , do something .
  • Qbiken
    Qbiken
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    ccfeeling wrote: »
    PVE

    Actually only Hircine's Rage is useful , other than that , LA LA LA LA LA ...

    Work as intend? Rofl

    Com'on combat team , do something .

    So, how many werewolfs have you actually seen in serious endgame raids? Because as far as I know, werewolf is far from meta even with the latest changes. Werewolf is fine as it is. If you want to tweak something, tweak the bloodmoon set, not the werewolf skilline.
  • Datolite
    Datolite
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    BTW are potions the only way to get Major Brutality now without group buffs? Just another small nerf I noticed while soloing in IC. Not only has my defence taken a hit but now I have to choose between tristat and a huge and necessary damage buff.
    Edited by Datolite on September 13, 2018 1:51PM
  • Qbiken
    Qbiken
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    BTW are potions the only way to get Major Brutality now without group buffs? Just another small nerf I noticed while soloing in IC. Not only has my defence taken a hit but now I have to choose between tristat and a huge and necessary damage buff.

    You can bring a DK and ask them to use igneous weapon.
  • Datolite
    Datolite
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    Qbiken wrote: »
    BTW are potions the only way to get Major Brutality now without group buffs? Just another small nerf I noticed while soloing in IC. Not only has my defence taken a hit but now I have to choose between tristat and a huge and necessary damage buff.

    You can bring a DK and ask them to use igneous weapon.

    Ok I'll bring a pocket DK on my solo run. :#:D
  • rafaelcsmaia
    rafaelcsmaia
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    Well feedback couldnt be worse, the passive than made werewolves more bulky is broken, and no one seems to give a damn about it.

    Had it be the poison dmg increase or the dawnbreaker extra bonus not working, forums would be EXPLODING with cry babies saying wolves are OP and such, a fix would come in a week at most.

    @ZOS_GinaBruno this must be addressed, wolfhunter, a DLC about werewolves, making actual werewolf players feel gimped, not good AT ALL
  • AuldWolf
    AuldWolf
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    I come back here, sometimes, just to see the state of things.

    I feel I made absolutely the right decision to leave when I did. It was time. I just feel that MMOs will always do this -- try to appeal to an underserved niche and then exploit them. You'll find worgen players complaining about the lack of model updates in WoW, for example, so it's a pretty Universal thing. I've been finding other places to get my werewolf fix and I'm happy with where that is right now.

    I do miss ESO, but they could've used Wolfhunter to take werewolf in a new direction. They could've made it relevant as a class skill line by having it be a toggle and balancing around that, they could've made it look less like a bad joke it already was back in 2014 by adding cosmetics people could (and absolutely would) buy from the store. It could've been a way to set ZOS aside from other MMO developers, for them to say that they're not just exploiting underserved niches only to toss them tablescraps.

    The reality is, though, that ZOS isn't any different than any other MMO developer and that none of this will ever improve. I'd love to be wrong because I do miss ESO but I'm fairly (very, actually) confident that nothing will change.

    I just feel bad for those who choose to stay and toil with broken werewolves.

    Broken werewolves that people are crying about being OP despite not actually being OP, which is MMOs for you. Good luck to those sticking with it, you'll need it.
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