datoliteb16_ESO 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.
rafaelcsmaia wrote: »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
datoliteb16_ESO 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.
Major Brutality was moved to the Hircine’s Rage morph. Much better to switch morphs than change your potions in my opinion.
A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
Werewolves are fearsome creatures filled with bloodthirst and rage that need to devour to remain inform otherwise they do not get to enjoy the werewolf playstyle.
Meanwhile vampires are sunbathing in summerset drinking bloody maras.
A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
DocFrost72 wrote: »A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
The werewolf experience in a nutshell.
I love how different it functions, I really dig a decent chunk of the changes we got. I find it lamentable that it am anxiously trying to bite something or I lose form.
I wonder if a good compromise could be taking the cap away from the timer, like how skyrim handled it. That way you still have to find meals, but not every dang second is precious time spent. That, or even make salvation's 5 piece include a permanent timer making werewolf a toggle.
Wolf_Watching wrote: »DocFrost72 wrote: »A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
The werewolf experience in a nutshell.
I love how different it functions, I really dig a decent chunk of the changes we got. I find it lamentable that it am anxiously trying to bite something or I lose form.
I wonder if a good compromise could be taking the cap away from the timer, like how skyrim handled it. That way you still have to find meals, but not every dang second is precious time spent. That, or even make salvation's 5 piece include a permanent timer making werewolf a toggle.
That would be dumb. Just make it where you don’t lost time or gain time out of combat. Possibly a buff to werewolf house to give yo extra wep dmg while in werewolf for dueling.
DocFrost72 wrote: »A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
The werewolf experience in a nutshell.
I love how different it functions, I really dig a decent chunk of the changes we got. I find it lamentable that it am anxiously trying to bite something or I lose form.
I wonder if a good compromise could be taking the cap away from the timer, like how skyrim handled it. That way you still have to find meals, but not every dang second is precious time spent. That, or even make salvation's 5 piece include a permanent timer making werewolf a toggle.
DocFrost72 wrote: »A newish player here (3 months). Tried out WW after update 19 so don't have the previous experience to compare with.
My biggest gripe is the timer, it's almost an anti-pattern for how you engage the rest of the game content. It's far too short.
Sure it's fine... for a dolmen, but outside of that?
You can't literally do anything else;
* no chat to groups
* can't read lore books,
* skips all NPC text, just click through it
* skip resource nodes
* skips all the lootable containers in delves, dungeons etc
* don't explore
* don't even pause to take in the lovely 4K scenery
It's literally "Where is my next meal ??" so I can keep up damage. In dungeons as said, you are both
* running ahead, I need to eat!
* falling behind after trash clears to "eat up"!
I get it, us werewolfs are almost role playing behind our screens, lips seared back, tunnel vision, must devour!
Maybe keep the timer while in combat. Otherwise it should be a toggle. I would really like to actually play and enjoy the rest of the content and stay in groups.
The werewolf experience in a nutshell.
I love how different it functions, I really dig a decent chunk of the changes we got. I find it lamentable that it am anxiously trying to bite something or I lose form.
I wonder if a good compromise could be taking the cap away from the timer, like how skyrim handled it. That way you still have to find meals, but not every dang second is precious time spent. That, or even make salvation's 5 piece include a permanent timer making werewolf a toggle.
Making werewolf toogle would come with severe balance issues so no thank you. But a rework of salvation would be welcomed. Making it increasing your time in WW-form or reduce the "drain" would be better then its current version.
Set, Skill or even Quest allowing WW form time to be INCREASED (or the drain decrease be improved for solo/non pack) would be nice, but the only things that truly needs fixing is heavy attack being borked if used right after a skill or when reticle is on a moving target and not being able to open inventory while nomming corpses.
Also seriously, if there is a WW/Vamp Lord upgrade quest line down the line, allow argonians to "instead" turn into werecroc, nords into werebears, redguards into wereboars, khajit into werelions and bosmer into werevultures (aka give everyone their lore based provincial re-mesh).
You know, a toggle wouldn't really require a balance rework if ZOS were smart about it. Counters again. Have it so that elite mobs, quest bosses, dungeon bosses, and players have things they can do to knock a werewolf player back to being human. So werewolf becomes less about OH MY GOD I MUST EAT every moment, which is really bad for anyone with anxiety (like my partner), and more about keeping a watchful eye for anything that could depower you.
Something I would like to see are new models and maybe "Werewolf-Skins" being added to the game. The skins could be connected to certain achievement that involves killing a specific amount of creatures. Here are a few ideas:
While in werewolf form
* Kill X amount of Daedra and Undead while in werewolf-form
* Kill X amount of Wildlife creatures (Spriggan´s, Strangler´s, Trolls etc)
* Kill X amount of Atronach creatures (Frost-, Flame-, Lightning- , -stone and storm atronachs)
* Kill X amount of other werewolfs/wolves
* Kill X amount of enemy players in PvP areas
Each achievement would unlock a unique skin for your werewolf. Now I´m not very good at coming up with how the skins would look, but I´m quite sure a design team would work that out just fine
You know, a toggle wouldn't really require a balance rework if ZOS were smart about it. Counters again. Have it so that elite mobs, quest bosses, dungeon bosses, and players have things they can do to knock a werewolf player back to being human. So werewolf becomes less about OH MY GOD I MUST EAT every moment, which is really bad for anyone with anxiety (like my partner), and more about keeping a watchful eye for anything that could depower you.
Now imagine if the ultimate was a toggle. I can go into "20 seconds of god-mode" on demand and kill any build in a 1v1 or a 1v2. And if I get too pressured I just transform back to human and re-apply my buffs, since I know that I´ll be able to transform back to werewolf whenever I like. I´ve yet to see a solution to the "toggle-aspect" that doesn´t involve an incredible complicated solution that would cause more harm than good.
DocFrost72 wrote: »You know, a toggle wouldn't really require a balance rework if ZOS were smart about it. Counters again. Have it so that elite mobs, quest bosses, dungeon bosses, and players have things they can do to knock a werewolf player back to being human. So werewolf becomes less about OH MY GOD I MUST EAT every moment, which is really bad for anyone with anxiety (like my partner), and more about keeping a watchful eye for anything that could depower you.
Now imagine if the ultimate was a toggle. I can go into "20 seconds of god-mode" on demand and kill any build in a 1v1 or a 1v2. And if I get too pressured I just transform back to human and re-apply my buffs, since I know that I´ll be able to transform back to werewolf whenever I like. I´ve yet to see a solution to the "toggle-aspect" that doesn´t involve an incredible complicated solution that would cause more harm than good.
300 ult cost that would reset when you exit wolf form fixes everything you've listed. Are there other concerns you have?
DocFrost72 wrote: »You know, a toggle wouldn't really require a balance rework if ZOS were smart about it. Counters again. Have it so that elite mobs, quest bosses, dungeon bosses, and players have things they can do to knock a werewolf player back to being human. So werewolf becomes less about OH MY GOD I MUST EAT every moment, which is really bad for anyone with anxiety (like my partner), and more about keeping a watchful eye for anything that could depower you.
Now imagine if the ultimate was a toggle. I can go into "20 seconds of god-mode" on demand and kill any build in a 1v1 or a 1v2. And if I get too pressured I just transform back to human and re-apply my buffs, since I know that I´ll be able to transform back to werewolf whenever I like. I´ve yet to see a solution to the "toggle-aspect" that doesn´t involve an incredible complicated solution that would cause more harm than good.
300 ult cost that would reset when you exit wolf form fixes everything you've listed. Are there other concerns you have?
How is that any different from how it is now? It cost 300 ultimate and is reset to 0 ultimate when you exit werewolf form. That´s not the definition of a toggle afaik.