BlissfulDelusions wrote: »I approve of this. Could maybe tie it into the Savior's Hide set, to make it persistent.
Ww build without ww form, its actually a trash, i dont wanna talk much, the combat team need to spend much more time in the game, especially hard contents.
There are many contents limited the WW transformation, thats why vampire is always better.
I think they dont even know what im talking about
Iron_Blurr wrote: »Werewolf is looking good so far but I wish it was a toggle so you could maintain the form indefinitely. Make the ultimate cost 300 and toggle on and off the werewolf form with an unlimited duration. Werewolf would actually make sense at that point as a sort of new class in the game with its own independent identity. This change would also allow the devs to be more creative with passives and get away from the whole duration increasing abilities and passives. Currently the biggest issue with Werewolf is simply why bother running it at all when you sacrifice an ultimate that can be fired and forgotten allowing you to still perform your regular rotation. The current system of werewolf makes you have to use sets to optimize your dps in werewolf form but it lowers your dps in your regular form. This dps loss makes werewolf not worth it overall. Also werewolf becomes difficult to maintain in pve trials because there are periods of "down" time where you are running from fight to fight and not actively engaging in combat meaning your werewolf form will end and you will revert back to your sub-par human dps self.
Make werewolf a toggle that costs 300+ ult and suddenly players dont have to choose between optimizing their human form dps and their werewolf form dps. This also allows them to have a permanent place in groups as the designated Minor Courage provider for the group. That frees up a set on tanks instead of tanks being required to run Yolnakrin.
With these simple changes werewolves will basically be a new playable class in ESO and have a place in raid teams with their own builds and optimized setups.
No ty, ww shouldn't be something you just "transform and forget"( which is basically what a toggle is) and outside of some small changes and bug fixes that hopefully will get changed in pts, ww is looking good. Doesn't need to rework the foundations of the playstyle itself.
If werewolves get a toggle then vampire lord should get a toggle too.
HoyaCarnosa wrote: »Yes Mythic items for healers are missing, hope they bring more over time.
I hope they bring roleplay / fun mythic items ,not just serious ones.
For roleplay they could bring rings for vampires / werewolfes:
Hircine´s cursed ring : Hircine cursed this ring as a challange for his greatest hunter: he should proof that a werewolf is ALWAYS stronger than the oponent as long as he is transformed, so he created this ring that it may weaken the werewolf form and transfered the energy taken from the werewolf into the ring, wich in exchange granted the werewolf to stay transformed as long as they want, so they could proof they are the ultimate hunter even if they are weakened through the ring (losing nearly all bonus stats while transformed) / Lamae Bal´s ring: well for this ring the same, you also lose nearly all positive bonus conditions (like seeing through walls).
(how even does a guard now that you are the ww when you run transformed past them, as long as they dont see you transform you should not get a bounty, they should attack you yes, but a bounty normally can only be given when it is known that the ww is YOU, i mean: it could even be a guard wich transformed, so how did the guard know it was you?)
For fun items it think about visuals (maybe blood dripping from your hands / weapon) or sound based, like when an opponent dodges your attack your weapon will scream "NOOO", or it wants to give you advice how "not to stand in red circles" (could get annoying over time, but as long as you are the only person wich hears the weapon talk it could be funny).
No ty, ww shouldn't be something you just "transform and forget"( which is basically what a toggle is) and outside of some small changes and bug fixes that hopefully will get changed in pts, ww is looking good. Doesn't need to rework the foundations of the playstyle itself.
Agreed. That you have to feed / attack to sustain your form is a vital part of the whole WW gameplay. Otherwise it's just a polymorph with less skills.
No ty, ww shouldn't be something you just "transform and forget"( which is basically what a toggle is) and outside of some small changes and bug fixes that hopefully will get changed in pts, ww is looking good. Doesn't need to rework the foundations of the playstyle itself.
Agreed. That you have to feed / attack to sustain your form is a vital part of the whole WW gameplay. Otherwise it's just a polymorph with less skills.
Iron_Blurr wrote: »No ty, ww shouldn't be something you just "transform and forget"( which is basically what a toggle is) and outside of some small changes and bug fixes that hopefully will get changed in pts, ww is looking good. Doesn't need to rework the foundations of the playstyle itself.
Agreed. That you have to feed / attack to sustain your form is a vital part of the whole WW gameplay. Otherwise it's just a polymorph with less skills.
And evidently like 99% of the playerbase dont LIKE the gameplay of being a werewolf. That's why most of them are vampires. So that's not a very strong argument.. But if you're saying that it's a cool idea for the devs to give incentives to keep up and aggressive playstyle and keep feeding as a werewolf i would agree with you. My issue is that you should not have to do that to maintain your form. It could be tied to a buff or some benefits you get for keeping up the pressure and staying aggressive. There are many ways to incentivize playstyle and gameplay but I think the devs have chosen the absolute worst one. It turns feeding into a chore rather than something you should enjoy. It also doesn't work so well in Cyrodil since players can respawn at keeps to prevent werewolves from feeding on them. These issues would be solved by making it a toggle.
Just make it so once you transform, after the set duration expires it constantly drains ultimate, if your ultimate hits zero the transformation ends, that way you have to keep fighting to maintain the WW form and can't transform again right away since you have to generate the required ultimate once again.
Iron_Blurr wrote: »Use some imagination.. They could give an incentive for feeding with a buff that lasts X amount of seconds after feeding or something else. So you would WANT to feed but not necessarily HAVE to. As far as staying in combat it's simple. The more you attack the more ferocious you become. Make it something akin to siroria or relequen where the more you attack you gain some kind of buff to damage. In this case the damage buff would be on you rather than on the floor like siroria or on the target like spell strat or relequen.
There are ways that the devs could make werewolves a toggle while still giving incentives for the aggressive playstyle that you want. Personally i find feeding and maintaining form as a chore and not a fun or rewarding gameplay experience. And i suspect 99% of the playerbase agrees with me since there are very few werewolf players in the game. Even fewer in the end game community..
Iron_Blurr wrote: »
And evidently like 99% of the playerbase dont LIKE the gameplay of being a werewolf. That's why most of them are vampires. So that's not a very strong argument.. But if you're saying that it's a cool idea for the devs to give incentives to keep up and aggressive playstyle and keep feeding as a werewolf i would agree with you. My issue is that you should not have to do that to maintain your form. It could be tied to a buff or some benefits you get for keeping up the pressure and staying aggressive. There are many ways to incentivize playstyle and gameplay but I think the devs have chosen the absolute worst one. It turns feeding into a chore rather than something you should enjoy. It also doesn't work so well in Cyrodil since players can respawn at keeps to prevent werewolves from feeding on them. These issues would be solved by making it a toggle.