TheBinarySurfer wrote: »There's something else in my comment above I forgot to say; WW is in no-mans land still, even with these changes from a PvP perspective. You aren't enough of a threat to people and you can't self-heal, so every fight is basically someone either ignoring you and finishing off someone else, or pressuring you until you (<10s) run out of self-sustain and die horribly.
Here's another idea; consider a stacking self-resist buff the longer the WW is in melee combat if you don't want to buff the heal. So for example, you gain say 1k resist per 2 seconds you are hitting something, with stacks dropping if you aren't able to hit something for a short time (2-5 seconds?), capping out at an additional 5-10k resist? That way, if you just let the WW hammer on you, it'll be a nightmare to deal with when you go for it, and would remove the need to chose claws of life to have even a vain hope of self-sustaining vs. damage. @ZOS_ginabruno .
What if werewolf heavy attacks restored both magicka and stamina? *Gasssp*
bellatrixed wrote: »Am I correct in thinking with the changes that vampires as healers is no longer viable? My endgame main is a vamp healer and now it seems like she'll take massive penalties to normal abilities like heals just for being one.
And in my playing I haven't found anything that looks like increased group utility for stuff like healing. Have I overlooked something?
As a vampire healer (on two characters) that's the perception i have as well, and it terrifies me. On my original character, right after launch long before everything scaled, I went from the starter zone to Reaper's March as fast as the game would physically let me and worked my butt off to become infected by a bloodfiend way higher level than me and complete the vampire quest much higher level than me.
I'd hate to think I worked so to be the vampire I am today only for it to rot into something that directly prevents me from playing anymore.
As a stage 4 vampire, I want mesmerize to work on every NPC that gives me trouble. I want to run around town and talk to all the people; every person. I want to wave my hand, glow each head purple, and seduce every one into conversation. Please don't make me drink Purifying Bloody Mara every time I want to see what someone in town has to say.
Giving us an ability that forces these scaredy cats to talk to us is amazing. Please let us use it. In theory, it seems to me you only want us to use it on Merchants and, perhaps, Bankers, even though it's hit or miss on those. I want to use it on everyone!
I didn't think it was possible but you've made the vampire skill line even more useless. I was only using this for stam recovery like everybody else. Twenty percent regular skill cost? Nobody is going to do this, for any content. You have a few lukewarm skills here that don't make the penalties worthwhile.
The feeding animation is lousy. Why don't I just jump on them from behind and bite into their neck? Why am I suddenly standing in front of the victim like I'm going to shake their hand or something? And then the camera zooms in way too close. Call up the animator that did the blade of woe animation and see if theiy're available to rework this.
I hate to come off sounding like such an a@#hole, but this vampire stuff is a huge miss as it stands. The zone however, is amazing! Please don't shoot yourselves in the foot by letting these vampire changes go live like this.
I am totally fine with the new vampires and think it's actually quite brilliant (people crying here are way too early, the changes were barely tested in a big scale as of now; and most people complaining here probably didn't even test anything).
With that being said, and to avoid the big backlash of all our dear fake passive perk vampires: perhaps ZOS should implement an 'untainted' vampire stage 0.
Stage 0 has no benefits and no downsides and you can't use any vampire skills (similar to WW), and with feeding you advance through stage 1 to 4 with the same characteristics as on the PTS.
Of course, to offset this and to avoid that ESO becomes a bunch of Twilight battles (team vampire vs. team werewolf), we need to bring back the punishing fighter's guild abilities which work even outside werewolf form/stage 0 vampires.
About Blood Scion ultimate.
To please more players, ZOS can:
- move bat swarm themed ability from ultimate to regular ability in some form, so players that don't like Blood Scions appearance or overall idea of transformation of their beloved vampire character can get acces to bat themed ability.
- one morph of the Blood Scion ultimate make look like Vampire Lord NPC or Gray Host BloodKnight NPC. Their models has different stance animation and they uses claws to attack, so this morph will can not use weapon skills, this will pleased those part of players who don't like to see transformed vampire with weapon.
If ZOS don't want to give players Vampire Lord NPC model, because of lore or plot reasons, or they don't want many "little" Vampire Lords flooded Tamriel, we can stick to BloodKnight NPC type model.
I am, personally, don't want to players appearance were as armored as BloodKnight NPC, but fortunately his model seems use same skeleton animation as Vampire Lord NPC, so appearance can be pretty easily tweaked, for example:
But it can be middle ground in terms of armor and skin color, my wishes is that face must be opened and armor must be not bulky, without protruding bracers, shoulders and hips pieces.
Also pleasant fact for me, that because of different stance, skeletal animation and stronger bending of the lower part of the leg, BloodKnight NPC model looks smaller:
This leads us to important theme of the height and size of the Blood Scion model. At this moment model of Blood Scion is too huge, and the same size, in terms of body proportions, as BloodKnight NPC. As i understand ZOS can't make player's Blood Scion lower than BloodKnight NPC, because it will feel bad for players if they will face in game almost same ultimate form as theirs but bigger, also ZOS can't rescale Blood Scion and BloodKnight much, because they were already in promo trailers, screenshots and so on. But, all that were introduced were labeled as work in progress and Blood Scion and Bloodknight NPCs downscale for 5-10% will be not so noticeable, but will make size of the models much more appropriate and acceptibale for vampire transformtaion. So, my suggestion is to reduce size of the Blood Scion and Bloodknight NPC models by 10%, or at least by 5%:
More thoughts about current appearance of Blood Scion. As i already told, horns make him look more like a Xivkyn or demon, bulky shoulders and hips armor make him look even more huge and these absolutely unnecessary glow, smoke and fire coming from his body, it not visible on pictures that i made, but don't forget, that current Blood Scion model shine like christmas tree.
So glow must gone, armor must be not so bulging, horns preferably must gone too or, if it for some reason can't be done, at least be much smaller. Here example of possible changes:
Summary:
- move bats in some form to regular skill
- make one morph of Blood Scion ult more like Bloodknight NPC, with claws attack, but without weapon skills
- downscale Blood Scions and Bloodknight models by 10%, at least by 5%
- remove glow, remove horns(or make them much smaller), make armor not so bulging
About Blood Scion ultimate.
To please more players, ZOS can:
- move bat swarm themed ability from ultimate to regular ability in some form, so players that don't like Blood Scions appearance or overall idea of transformation of their beloved vampire character can get acces to bat themed ability.
- one morph of the Blood Scion ultimate make look like Vampire Lord NPC or Gray Host BloodKnight NPC. Their models has different stance animation and they uses claws to attack, so this morph will can not use weapon skills, this will pleased those part of players who don't like to see transformed vampire with weapon.
If ZOS don't want to give players Vampire Lord NPC model, because of lore or plot reasons, or they don't want many "little" Vampire Lords flooded Tamriel, we can stick to BloodKnight NPC type model.
I am, personally, don't want to players appearance were as armored as BloodKnight NPC, but fortunately his model seems use same skeleton animation as Vampire Lord NPC, so appearance can be pretty easily tweaked, for example:
But it can be middle ground in terms of armor and skin color, my wishes is that face must be opened and armor must be not bulky, without protruding bracers, shoulders and hips pieces.
Also pleasant fact for me, that because of different stance, skeletal animation and stronger bending of the lower part of the leg, BloodKnight NPC model looks smaller:
This leads us to important theme of the height and size of the Blood Scion model. At this moment model of Blood Scion is too huge, and the same size, in terms of body proportions, as BloodKnight NPC. As i understand ZOS can't make player's Blood Scion lower than BloodKnight NPC, because it will feel bad for players if they will face in game almost same ultimate form as theirs but bigger, also ZOS can't rescale Blood Scion and BloodKnight much, because they were already in promo trailers, screenshots and so on. But, all that were introduced were labeled as work in progress and Blood Scion and Bloodknight NPCs downscale for 5-10% will be not so noticeable, but will make size of the models much more appropriate and acceptibale for vampire transformtaion. So, my suggestion is to reduce size of the Blood Scion and Bloodknight NPC models by 10%, or at least by 5%:
More thoughts about current appearance of Blood Scion. As i already told, horns make him look more like a Xivkyn or demon, bulky shoulders and hips armor make him look even more huge and these absolutely unnecessary glow, smoke and fire coming from his body, it not visible on pictures that i made, but don't forget, that current Blood Scion model shine like christmas tree.
So glow must gone, armor must be not so bulging, horns preferably must gone too or, if it for some reason can't be done, at least be much smaller. Here example of possible changes:
Summary:
- move bats in some form to regular skill
- make one morph of Blood Scion ult more like Bloodknight NPC, with claws attack, but without weapon skills
- downscale Blood Scions and Bloodknight models by 10%, at least by 5%
- remove glow, remove horns(or make them much smaller), make armor not so bulging
About Blood Scion ultimate.
To please more players, ZOS can:
- move bat swarm themed ability from ultimate to regular ability in some form, so players that don't like Blood Scions appearance or overall idea of transformation of their beloved vampire character can get acces to bat themed ability.
- one morph of the Blood Scion ultimate make look like Vampire Lord NPC or Gray Host BloodKnight NPC. Their models has different stance animation and they uses claws to attack, so this morph will can not use weapon skills, this will pleased those part of players who don't like to see transformed vampire with weapon.
If ZOS don't want to give players Vampire Lord NPC model, because of lore or plot reasons, or they don't want many "little" Vampire Lords flooded Tamriel, we can stick to BloodKnight NPC type model.
I am, personally, don't want to players appearance were as armored as BloodKnight NPC, but fortunately his model seems use same skeleton animation as Vampire Lord NPC, so appearance can be pretty easily tweaked, for example:
But it can be middle ground in terms of armor and skin color, my wishes is that face must be opened and armor must be not bulky, without protruding bracers, shoulders and hips pieces.
Also pleasant fact for me, that because of different stance, skeletal animation and stronger bending of the lower part of the leg, BloodKnight NPC model looks smaller:
This leads us to important theme of the height and size of the Blood Scion model. At this moment model of Blood Scion is too huge, and the same size, in terms of body proportions, as BloodKnight NPC. As i understand ZOS can't make player's Blood Scion lower than BloodKnight NPC, because it will feel bad for players if they will face in game almost same ultimate form as theirs but bigger, also ZOS can't rescale Blood Scion and BloodKnight much, because they were already in promo trailers, screenshots and so on. But, all that were introduced were labeled as work in progress and Blood Scion and Bloodknight NPCs downscale for 5-10% will be not so noticeable, but will make size of the models much more appropriate and acceptibale for vampire transformtaion. So, my suggestion is to reduce size of the Blood Scion and Bloodknight NPC models by 10%, or at least by 5%:
More thoughts about current appearance of Blood Scion. As i already told, horns make him look more like a Xivkyn or demon, bulky shoulders and hips armor make him look even more huge and these absolutely unnecessary glow, smoke and fire coming from his body, it not visible on pictures that i made, but don't forget, that current Blood Scion model shine like christmas tree.
So glow must gone, armor must be not so bulging, horns preferably must gone too or, if it for some reason can't be done, at least be much smaller. Here example of possible changes:
Summary:
- move bats in some form to regular skill
- make one morph of Blood Scion ult more like Bloodknight NPC, with claws attack, but without weapon skills
- downscale Blood Scions and Bloodknight models by 10%, at least by 5%
- remove glow, remove horns(or make them much smaller), make armor not so bulging
Models with stumps is already in the game, last boss in Greymoor quest have one with darker skin and royal armor and Vampire Lords from ritual sites have one with pale skin and bulky shoulders armor.About Blood Scion ultimate.
To please more players, ZOS can:
- move bat swarm themed ability from ultimate to regular ability in some form, so players that don't like Blood Scions appearance or overall idea of transformation of their beloved vampire character can get acces to bat themed ability.
- one morph of the Blood Scion ultimate make look like Vampire Lord NPC or Gray Host BloodKnight NPC. Their models has different stance animation and they uses claws to attack, so this morph will can not use weapon skills, this will pleased those part of players who don't like to see transformed vampire with weapon.
If ZOS don't want to give players Vampire Lord NPC model, because of lore or plot reasons, or they don't want many "little" Vampire Lords flooded Tamriel, we can stick to BloodKnight NPC type model.
I am, personally, don't want to players appearance were as armored as BloodKnight NPC, but fortunately his model seems use same skeleton animation as Vampire Lord NPC, so appearance can be pretty easily tweaked, for example:
But it can be middle ground in terms of armor and skin color, my wishes is that face must be opened and armor must be not bulky, without protruding bracers, shoulders and hips pieces.
Also pleasant fact for me, that because of different stance, skeletal animation and stronger bending of the lower part of the leg, BloodKnight NPC model looks smaller:
This leads us to important theme of the height and size of the Blood Scion model. At this moment model of Blood Scion is too huge, and the same size, in terms of body proportions, as BloodKnight NPC. As i understand ZOS can't make player's Blood Scion lower than BloodKnight NPC, because it will feel bad for players if they will face in game almost same ultimate form as theirs but bigger, also ZOS can't rescale Blood Scion and BloodKnight much, because they were already in promo trailers, screenshots and so on. But, all that were introduced were labeled as work in progress and Blood Scion and Bloodknight NPCs downscale for 5-10% will be not so noticeable, but will make size of the models much more appropriate and acceptibale for vampire transformtaion. So, my suggestion is to reduce size of the Blood Scion and Bloodknight NPC models by 10%, or at least by 5%:
More thoughts about current appearance of Blood Scion. As i already told, horns make him look more like a Xivkyn or demon, bulky shoulders and hips armor make him look even more huge and these absolutely unnecessary glow, smoke and fire coming from his body, it not visible on pictures that i made, but don't forget, that current Blood Scion model shine like christmas tree.
So glow must gone, armor must be not so bulging, horns preferably must gone too or, if it for some reason can't be done, at least be much smaller. Here example of possible changes:
Summary:
- move bats in some form to regular skill
- make one morph of Blood Scion ult more like Bloodknight NPC, with claws attack, but without weapon skills
- downscale Blood Scions and Bloodknight models by 10%, at least by 5%
- remove glow, remove horns(or make them much smaller), make armor not so bulgingAbout Blood Scion ultimate.
To please more players, ZOS can:
- move bat swarm themed ability from ultimate to regular ability in some form, so players that don't like Blood Scions appearance or overall idea of transformation of their beloved vampire character can get acces to bat themed ability.
- one morph of the Blood Scion ultimate make look like Vampire Lord NPC or Gray Host BloodKnight NPC. Their models has different stance animation and they uses claws to attack, so this morph will can not use weapon skills, this will pleased those part of players who don't like to see transformed vampire with weapon.
If ZOS don't want to give players Vampire Lord NPC model, because of lore or plot reasons, or they don't want many "little" Vampire Lords flooded Tamriel, we can stick to BloodKnight NPC type model.
I am, personally, don't want to players appearance were as armored as BloodKnight NPC, but fortunately his model seems use same skeleton animation as Vampire Lord NPC, so appearance can be pretty easily tweaked, for example:
But it can be middle ground in terms of armor and skin color, my wishes is that face must be opened and armor must be not bulky, without protruding bracers, shoulders and hips pieces.
Also pleasant fact for me, that because of different stance, skeletal animation and stronger bending of the lower part of the leg, BloodKnight NPC model looks smaller:
This leads us to important theme of the height and size of the Blood Scion model. At this moment model of Blood Scion is too huge, and the same size, in terms of body proportions, as BloodKnight NPC. As i understand ZOS can't make player's Blood Scion lower than BloodKnight NPC, because it will feel bad for players if they will face in game almost same ultimate form as theirs but bigger, also ZOS can't rescale Blood Scion and BloodKnight much, because they were already in promo trailers, screenshots and so on. But, all that were introduced were labeled as work in progress and Blood Scion and Bloodknight NPCs downscale for 5-10% will be not so noticeable, but will make size of the models much more appropriate and acceptibale for vampire transformtaion. So, my suggestion is to reduce size of the Blood Scion and Bloodknight NPC models by 10%, or at least by 5%:
More thoughts about current appearance of Blood Scion. As i already told, horns make him look more like a Xivkyn or demon, bulky shoulders and hips armor make him look even more huge and these absolutely unnecessary glow, smoke and fire coming from his body, it not visible on pictures that i made, but don't forget, that current Blood Scion model shine like christmas tree.
So glow must gone, armor must be not so bulging, horns preferably must gone too or, if it for some reason can't be done, at least be much smaller. Here example of possible changes:
Summary:
- move bats in some form to regular skill
- make one morph of Blood Scion ult more like Bloodknight NPC, with claws attack, but without weapon skills
- downscale Blood Scions and Bloodknight models by 10%, at least by 5%
- remove glow, remove horns(or make them much smaller), make armor not so bulging
What is your opinion about the blood scion having some sort of wings? (or stumps).
I personally think it will only add to the look of the vampire transformations.
Transform into a beast, fearing nearby enemies for 3 seconds.
While transformed, your Max Stamina is increased by 30%. You take 10% less damage.
Summon two direwolves while transformed. You also grants yourself and nearby allies Minor Courage, increasing their Weapon and Spell Damage by 129.
While slotted, your Stamina Recovery is increased by 15%.
Call of the Pack: Reduce the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or direwolf in your group, including yourself, up to a maximum of 80%.
The Werewolf experience has received many minor updates to its toolkit, focusing on enhancing its existing gameplay based on aggressive and fast-paced playstyles, as well as introducing more aspects related to the Pack Leader fantasy where you can lead your allies in and enfeeble your foes.
Transform into a beast, fearing nearby enemies for 3 seconds.
While transformed, your Max Stamina is increased by 30%. You take 10% less damage.
You also grant yourself and nearby allies Minor Courage, increasing their Weapon and Spell Damage by 129, for each non-pack leader in your group you gain an addional 129 weapon damage and your size is increased by 10%, up to 3 times.
While slotted, your Stamina Recovery is increased by 15%.
Call of the Pack: Reduce the cost of remaining in your Werewolf Transformation by 20% for each transformed werewolf or 60% for a packleader in your group, including yourself, up to a maximum of 80%.
*Make the standard amount of stamina restored from a heavy attack the current amount with Pursuit passive* it is a hollow passive, and werewolf has no room for them...
Pursuit:
-Increase your movement speed by 30%
-Your bleed damage snares your opponent for 10%, this effect is tripped if you are a Pack Leader
AmericanSpy wrote: »Is your play pattern as a werewolf different with these changes?
No. As many have commented before, most of the skill changes made ultimately result in DPS drops. What this correlates to is the previous DPS meta remaining unaffected. LA macro using Bloodmoon, Relequen, and a Stam monster helmet remain the most effective form of WW DPS (for PVE consideration). WW DPS continues to come from set passives rather than a play patten. While new sets have been introduced and all possible combinations are far from being tested, it is unlikely that the current meta will change based off of the changes.
Do you find playing a werewolf as enjoyable as what’s currently live?
TBH, I don't find the live version of werewolf "enjoyable." I main 2 characters (1 PVE, 1 PVP) that are based solely around werewolf, this is because I enjoy a challenge and the lore of the characters. However, playing a werewolf is hardly enjoyable. I set up a macro for my left mouse click and enter combat using minimal rotations. By attempting to add in addtional rotations based on the skill changes on PTS, I find I enjoy the play style even less. The pounce/carnage combo does not have a good animation. It feels like playing with sever input lag more than anything else. The "Heal while at 100%" will not realistically impact the abilities use as in most combat situations players are most commonly in the 70-99% health range. This means you will rarely proc the stam or berserk portions of the skill. Missing even 1 HP means that you just spent way to much magicka for nothing. As mentioned previously, this skill, if kept, should be equated to an "over heal" scenario as it will be more consistently proc'd.
Ultimately, I do not believe the changes made equate to an in your face, risk vs. reward, fast paced play style the developers have promised. High tier players will not likely adjust builds to incorporate these changes or alter their play styles.
Things that need to change for the updates to have the desired impact:
Skill animations: Heavy attack and the carnage animations particularly are, well, extremely terrible. The HA animation has probably been the worst animation in ESO. Carnage while new, is making a case for taking the crown. While the "combo" is a great addition to the WW's skill set (and should be incorporated on all of the skills) the poor animations, clunky use, and the lack luster "execute" all make it so this change falls flat on its face. Seriously, this is why people LA spam, everything else feels terrible.
Balanced cost on heal: It has been tested over and over, Hircine's Rage is TO COSTLY. EVEN with the additions made. Were talking a 500 magicka change here people. That's all it needs.
TLDR; The changes made will NOT improve/impact current WW play style.
AmericanSpy wrote: »Is your play pattern as a werewolf different with these changes?
No. As many have commented before, most of the skill changes made ultimately result in DPS drops. What this correlates to is the previous DPS meta remaining unaffected. LA macro using Bloodmoon, Relequen, and a Stam monster helmet remain the most effective form of WW DPS (for PVE consideration). WW DPS continues to come from set passives rather than a play patten. While new sets have been introduced and all possible combinations are far from being tested, it is unlikely that the current meta will change based off of the changes.
Do you find playing a werewolf as enjoyable as what’s currently live?
TBH, I don't find the live version of werewolf "enjoyable." I main 2 characters (1 PVE, 1 PVP) that are based solely around werewolf, this is because I enjoy a challenge and the lore of the characters. However, playing a werewolf is hardly enjoyable. I set up a macro for my left mouse click and enter combat using minimal rotations. By attempting to add in addtional rotations based on the skill changes on PTS, I find I enjoy the play style even less. The pounce/carnage combo does not have a good animation. It feels like playing with sever input lag more than anything else. The "Heal while at 100%" will not realistically impact the abilities use as in most combat situations players are most commonly in the 70-99% health range. This means you will rarely proc the stam or berserk portions of the skill. Missing even 1 HP means that you just spent way to much magicka for nothing. As mentioned previously, this skill, if kept, should be equated to an "over heal" scenario as it will be more consistently proc'd.
Ultimately, I do not believe the changes made equate to an in your face, risk vs. reward, fast paced play style the developers have promised. High tier players will not likely adjust builds to incorporate these changes or alter their play styles.
Things that need to change for the updates to have the desired impact:
Skill animations: Heavy attack and the carnage animations particularly are, well, extremely terrible. The HA animation has probably been the worst animation in ESO. Carnage while new, is making a case for taking the crown. While the "combo" is a great addition to the WW's skill set (and should be incorporated on all of the skills) the poor animations, clunky use, and the lack luster "execute" all make it so this change falls flat on its face. Seriously, this is why people LA spam, everything else feels terrible.
Balanced cost on heal: It has been tested over and over, Hircine's Rage is TO COSTLY. EVEN with the additions made. Were talking a 500 magicka change here people. That's all it needs.
TLDR; The changes made will NOT improve/impact current WW play style.
Every single sentence and statement in this post is wrong, absolutely mind bogglingly wrong.
WW has gained huge amounts of damage this patch along with a completely new way of dealing the damage, WW is far from just spamming light attacks like the last few patches.
You might want to improve on your gameplay if those changes don't affect how you play WW
https://m.youtube.com/watch?v=JWE5QjCblm8&t=684s
That actually makes complete sense; I hadn't thought about it that way before. Vampires with extreme hunger who do not feed regularly would have the more grotesque appearance. Along with feeding to become a less powerful vampire instead of a more powerful one, the appearance changes were backwards as well.I REALLY like the changes to feeding. Really makes you feel like an actual vampire, and I love the reverse progression change. BUT the appearance needs to be changed as well. If you are going to be fully fed, you should like you're fed instead of a gross dead corpse.