You are missing a couple cons to werewolf.
-Can't heal allies
-Can't stealth
-Melee only
-Loss of the majority of class passives/guild
-Loss of all weapon passives
-Expensive abilities (most 25% more expensive than a human's comparable abilities)
-No snare/root removal
WhyMustItBe wrote: »You are missing a couple cons to werewolf.
-Can't heal allies
-Can't stealth
-Melee only
-Loss of the majority of class passives/guild
-Loss of all weapon passives
-Expensive abilities (most 25% more expensive than a human's comparable abilities)
-No snare/root removal
Mostly true, though I was not aware you lost passives from your guilds & weapons. Is this for certain true?
Also, vampire can't heal allies (with pure vampire skills), and is melee only (if strictly using vampire skills). True they are more flexible being in human form, but I wouldn't necessarily call those benefits per say as you really have to be in melee range to use the vampire spammable, and you won't be doing much healing as a vampire since the only heals you could use would be non-vampire abilities which incur the 20% cost increase at rank 4.
Good points though. I am really interested to test now exactly how much more weapon damage I have as WW when transforming from the dual wield bar vs. the bow bar, and whether this is purely from higher total damage or due to the passive that increases offhand damage contribution.
The % weapon damage gain is kind of a hollow stat as it isn't like werewolf can use any human abilities in form and vise versa.
WhyMustItBe wrote: »The % weapon damage gain is kind of a hollow stat as it isn't like werewolf can use any human abilities in form and vise versa.
This is not actually true though. Weapon damage directly increases the tooltip damage of werewolf abilities. That is why the pounce ability follow-up adds weapon damage: because that DOES increase your damage in form.
So does max stamina. Werewolf abilities scale off all the same damage modifiers as normal stamina abilities.
YandereGirlfriend wrote: »*snip*
You speak as if everyone and their brother slots Dawnbreaker. Sure everyone has it but there are cheaper ultimates out there like Take Flight, crescent sweep, and Incapacitating Strike that can function better than Dawnbreaker when utilized correctly. A simple 3% increase to weapon damage is useful but for some they want the stamina recovery over more damage instead. Speaking of Dawnbreaker the Flawless Dawnbreaker morph gives 300 extra weapon damage for 20 seconds when cast, and it sticks even after you bar swap. You can back bar that ultimate for a boost in weapon damage while getting the 15% stamina regeneration buff with the Werewolf ult on your primary bar.
Werewolf abilities may seam overtuned but this is because werewolves only have one bar, so their abilities need get more miles out of them.
Take a look at this video to get a better understanding of how major Berserk and their new ability tweaks have really helped them...
https://youtu.be/NR0GvXyjaOg
You may be frustrated with the vamp changes, but this gives you no right to ask for nerfs to a playstyle you do not understand. Walk a day in the shoes of a werewolf and watch yourself get rolled over in pvp, and kicked out of trial groups before you even get to the boss.
Not sure when PvE became RP... This is amazing for stealth characters running heists, contracts, skyshards, bosses, farming, etc. That passive was my only reason for becoming a vampire on Live. If you want this passive on Live, you need:Vampire-only ability cost reduction (10%/20%/30%/40% at ranks 1/2/3/4).
Rank 1: Ignore movement penalty of sneak and enter sneak 50% faster (no real combat benefit, RP passive?).
TX12001rwb17_ESO wrote: »Vampires are meant for stealth characters.
And you need you your ultimate points up so you can transform and you drop out if you have no targets.You are missing a couple cons to werewolf.
-Can't heal allies
-Can't stealth
-Melee only
-Loss of the majority of class passives/guild
-Loss of all weapon passives
-Expensive abilities (most 25% more expensive than a human's comparable abilities)
-No snare/root removal
YandereGirlfriend wrote: »@WhyMustItBe Vampirism must be balanced with downsides because otherwise it is not a "subclass" within the game or even an interesting choice to be made but is rather an upgrade over being a mortal and, in an RPG, that makes no sense whatsoever. RPGs are about making interesting choices, choices that have consequences otherwise, again, they are not choices. It is not a meaningful choice to say: "Should I be a vampire or should I nerf myself by remaining mortal?" In that situation, any rational player would choose to be a vampire, and that is awful design.
YandereGirlfriend wrote: »But certainly you can see that the breezy +20% malus (which is negated by the damage mitigation passive) is nowhere near the traditional Fire penalty leveled against vampires and it is also missing the additional hardships of the older TES games. The balance of that missing penalty has been transferred into the ability cost increase.
You are missing a couple cons to werewolf.
-Can't heal allies
-Can't stealth
-Melee only
-Loss of the majority of class passives/guild
-Loss of all weapon passives
-Expensive abilities (most 25% more expensive than a human's comparable abilities)
-No snare/root removal
Thevampirenight wrote: »Well Fengrush and his Orc Army might be running around as an Orc Pack with Greymoor.
So I do think we might see a pvp meta of werewolves which will be interesting. Now it use to be vampires now its werewolves. Which is kinda surprising the Werewolves becoming the new meta for a change.
Which will be interesting.
Now I don't know about you guys, but ^ that sounds like a proper vampire rework for the Elder Scrolls.