U26 not only has Vampire updates, but Werewolf updates as well! We want to keep the “in your face” action of the Werewolf and also want to add rotation options when you’ve transformed into this ferocious form. For example, Pounce now has a follow up attack afterwards that also has an execute scaled on Bleed. We’re also making adjustments to allow buffing and debuffing to give a sense of being a pack leader. Sustain for werewolves is also something we noted needs an adjustment, so Hircine’s Bounty now has some added functionality if you’re already at full health and don’t need the heal from the ability. We believe these changes will keep the Werewolf playstyle competitive and entertaining for all players!





The heal giving back stamina is completely pointless. The heal cost an absurd amount of magicka and there's no way in hell that you ever want to waste your precious magicka to get a small amount of stamina back, especially when you can get more stamina back through a simple heavy attack.
And in a PvP situation you're rarely ever going to be at 100% to trigger the effect where you get stamina back. Either lower the HP value when you get stamina back, or make it trigger whenever you heal to above a certain threshold.
With ww skills now offering passives for having them slotted, ZOS needs to make sure you can only benefit from these passives while in ww form. You shouldn't be able to get major brutality/savagery for having ww skills slotted in human form.
The rest of the changes looks promising, but I've a bad feeling about zos might mess with the ww passives, but we'll see.
The heal giving back stamina is completely pointless. The heal cost an absurd amount of magicka and there's no way in hell that you ever want to waste your precious magicka to get a small amount of stamina back, especially when you can get more stamina back through a simple heavy attack.
And in a PvP situation you're rarely ever going to be at 100% to trigger the effect where you get stamina back. Either lower the HP value when you get stamina back, or make it trigger whenever you heal to above a certain threshold.
With ww skills now offering passives for having them slotted, ZOS needs to make sure you can only benefit from these passives while in ww form. You shouldn't be able to get major brutality/savagery for having ww skills slotted in human form.
The rest of the changes looks promising, but I've a bad feeling about zos might mess with the ww passives, but we'll see.
You use magicka for anything other than heals as a werewolf? Why is it a precious resource for a form that doesn't use it aside from healing
SpiderKnight wrote: »450% more damage to enemies under 100% health....wut?
Not that this is the worst, but I don't want to see ww go back to what it was last summer, anyone could faceroll ww and it got real annoying in BGs.
Greek_Hellspawn wrote: »Why not make roar the cc of werewolf cost magicka and make the heal cost stamina? I think it makes more sense. Plus i think it would be nice to add minor vitality to the heal ability as passive, and give major brutality to another ability.
Greek_Hellspawn wrote: »Why not make roar the cc of werewolf cost magicka and make the heal cost stamina? I think it makes more sense. Plus i think it would be nice to add minor vitality to the heal ability as passive, and give major brutality to another ability.
My guess / hope is that they're moving towards making WW's viable for magicka players. Which would be greatly appreciated by eg. mag wardens, who presently have about a third of a class.
Every other elite in the game scales to the highest of magicka / stamina, or health. Werewolf is the final holdout.
By making everything except the heal consume stamina, and making the heal scale to max health, it puts WWs in a good position to be viable for mag players.
eg. as is they could simply swap (when in WW form) max magicka / stamina and spell / weapon damage values for mag players.
The heal giving back stamina is completely pointless. The heal cost an absurd amount of magicka and there's no way in hell that you ever want to waste your precious magicka to get a small amount of stamina back, especially when you can get more stamina back through a simple heavy attack.
And in a PvP situation you're rarely ever going to be at 100% to trigger the effect where you get stamina back. Either lower the HP value when you get stamina back, or make it trigger whenever you heal to above a certain threshold.
DocFrost72 wrote: »The heal giving back stamina is completely pointless. The heal cost an absurd amount of magicka and there's no way in hell that you ever want to waste your precious magicka to get a small amount of stamina back, especially when you can get more stamina back through a simple heavy attack.
And in a PvP situation you're rarely ever going to be at 100% to trigger the effect where you get stamina back. Either lower the HP value when you get stamina back, or make it trigger whenever you heal to above a certain threshold.
Came here to say exactly this, but you beat me to it. Have an agree.
On a related note: why is it so darn unreasonable for a werewolf to get a reliable heal?
xXMeowMeowXx wrote: »My thoughts are that they should finally keep their promises and fix the games performance
xXMeowMeowXx wrote: »My thoughts are that they should finally keep their promises and fix the games performance
Maybe keep posts like these in their respective threads.
The other major flaw of WW is the lack of purge and snare removal, my suggestion is:
Add additional effect to WW roll dodge to gives Snare Immunity for 2 seconds (along side the root immunity for 2 seconds)