Werewolf
Transforming into a Werewolf in front of NPCs will now properly be considered a criminal act and generate Infamy.
Roar and Hircine’s Bounty: These abilities now always apply their Major Buffs while slotting, rather than only while in Werewolf form. This will fix issues where slotting these abilities outside of Werewolf form could prevent you from gaining their effects from any source.
Hircine’s Rage (morph): This morph now increases your damage taken by 8 to 5% depending on rank, down from 23 to 20%.
Kittytravel wrote: »Werewolf
Transforming into a Werewolf in front of NPCs will now properly be considered a criminal act and generate Infamy.
Roar and Hircine’s Bounty: These abilities now always apply their Major Buffs while slotting, rather than only while in Werewolf form. This will fix issues where slotting these abilities outside of Werewolf form could prevent you from gaining their effects from any source.
Hircine’s Rage (morph): This morph now increases your damage taken by 8 to 5% depending on rank, down from 23 to 20%.
Is this really a healthy change? This means (if I'm reading it right) Werewolves will receive bonuses for being out of form. This is a permanent Major Brutality and Major Savagery buff.
Meanwhile Vampires just got finished being gutted for offering too much "extra" bonus without a lot of the necessary drawback.
Is there an explanation on why this is being done and will we be receiving negative out-of-form WW effects to counteract it? Will we be receiving the full damage increase from Skilled Tracker as a trade off for these bonuses?
it was possible to slot werewolf skills on your mainbar, to level those skills without being in werewolf form... but i think those were preventing gain of major brutality or savagery from other source...
Kittytravel wrote: »Werewolf
Transforming into a Werewolf in front of NPCs will now properly be considered a criminal act and generate Infamy.
Roar and Hircine’s Bounty: These abilities now always apply their Major Buffs while slotting, rather than only while in Werewolf form. This will fix issues where slotting these abilities outside of Werewolf form could prevent you from gaining their effects from any source.
Hircine’s Rage (morph): This morph now increases your damage taken by 8 to 5% depending on rank, down from 23 to 20%.
Is this really a healthy change? This means (if I'm reading it right) Werewolves will receive bonuses for being out of form. This is a permanent Major Brutality and Major Savagery buff.
Meanwhile Vampires just got finished being gutted for offering too much "extra" bonus without a lot of the necessary drawback.
Is there an explanation on why this is being done and will we be receiving negative out-of-form WW effects to counteract it? Will we be receiving the full damage increase from Skilled Tracker as a trade off for these bonuses?
Who is going to waste one (1) or two (2!) of our 10 precious skill slots just to get easily accessible Major buffs (savagery and brutality that you can get from one pot)?
- Not me.
This is only a bug fix, QoL thing, no need to loose minds over it.
Read above.no kidding. What arciris said. thats what pots are for.
Kittytravel wrote: »Werewolf
Transforming into a Werewolf in front of NPCs will now properly be considered a criminal act and generate Infamy.
Roar and Hircine’s Bounty: These abilities now always apply their Major Buffs while slotting, rather than only while in Werewolf form. This will fix issues where slotting these abilities outside of Werewolf form could prevent you from gaining their effects from any source.
Hircine’s Rage (morph): This morph now increases your damage taken by 8 to 5% depending on rank, down from 23 to 20%.
Is this really a healthy change? This means (if I'm reading it right) Werewolves will receive bonuses for being out of form. This is a permanent Major Brutality and Major Savagery buff.
Meanwhile Vampires just got finished being gutted for offering too much "extra" bonus without a lot of the necessary drawback.
Is there an explanation on why this is being done and will we be receiving negative out-of-form WW effects to counteract it? Will we be receiving the full damage increase from Skilled Tracker as a trade off for these bonuses?
No, you can simply slot WW ability out of WW ability bar. You wont be able to use it. Its like slotting a bow ability while using 2h. Now they will provide passive buffs but you still wont be able to activate them.
Vampirism offered a unique 10% stam and mag regen just for being a vampire and spending one skill point... without even the need to slot anything: huge difference.
And Vampire are completely OP for the stealth/rogue gameplay. So OP I don't even want to talk about it
Kittytravel wrote: »Vampirism offered a unique 10% stam and mag regen just for being a vampire and spending one skill point... without even the need to slot anything: huge difference.
And Vampire are completely OP for the stealth/rogue gameplay. So OP I don't even want to talk about it
You're pretending or purposely pushing that I'm upset or worried about the skills being slottable on non-WW bars. Let me clarify that for you: I'm not.
But ZOS has a history of making changes like this that 'address' a problem and later turning around and destroying something else because of the 'problem' that was made from prior changes. I'm not a fan of waiting and seeing them go through another round of reworking WW because of a problem they made.
They did the exact same thing with the Vampire rework; PTS was on fire for days about how good BFB was and ZOS addressed none of those concerns and made zero effort to remove any power from BFB and cycle it somewhere else in the skill line. One skill. Now vampire practically doesn't exist outside of RP scenarios and light overland gameplay.
This 'concern' they have for the issues caused by these two skill-passives can be fixed by just making it so they can only be slotted on WW bars or moving the buffs to a passive in the WW skill line. I already know the skills aren't worth slotting for just those passives and no actives, but I also would rather ZOS have no excuse to go back and screw with the line at all.
Kittytravel wrote: »Vampirism offered a unique 10% stam and mag regen just for being a vampire and spending one skill point... without even the need to slot anything: huge difference.
And Vampire are completely OP for the stealth/rogue gameplay. So OP I don't even want to talk about it
You're pretending or purposely pushing that I'm upset or worried about the skills being slottable on non-WW bars. Let me clarify that for you: I'm not.
But ZOS has a history of making changes like this that 'address' a problem and later turning around and destroying something else because of the 'problem' that was made from prior changes. I'm not a fan of waiting and seeing them go through another round of reworking WW because of a problem they made.
They did the exact same thing with the Vampire rework; PTS was on fire for days about how good BFB was and ZOS addressed none of those concerns and made zero effort to remove any power from BFB and cycle it somewhere else in the skill line. One skill. Now vampire practically doesn't exist outside of RP scenarios and light overland gameplay.
This 'concern' they have for the issues caused by these two skill-passives can be fixed by just making it so they can only be slotted on WW bars or moving the buffs to a passive in the WW skill line. I already know the skills aren't worth slotting for just those passives and no actives, but I also would rather ZOS have no excuse to go back and screw with the line at all.
Everything is subject to change/ being nerfed overtime with or without reason - that's ZOS way.
So of course WW will get nerfed sometime in the future, no need to stress about it because they fixed a bug, that is all I am saying.
And vampires are far from RP, overland scenarios... have you ever tried : cloak> guaranteed crit + free 300 weap/spell damage on a 40m snipe? Just for being vamp stage 3
Vayln_Ninetails wrote: »Kittytravel wrote: »Vampirism offered a unique 10% stam and mag regen just for being a vampire and spending one skill point... without even the need to slot anything: huge difference.
And Vampire are completely OP for the stealth/rogue gameplay. So OP I don't even want to talk about it
You're pretending or purposely pushing that I'm upset or worried about the skills being slottable on non-WW bars. Let me clarify that for you: I'm not.
But ZOS has a history of making changes like this that 'address' a problem and later turning around and destroying something else because of the 'problem' that was made from prior changes. I'm not a fan of waiting and seeing them go through another round of reworking WW because of a problem they made.
They did the exact same thing with the Vampire rework; PTS was on fire for days about how good BFB was and ZOS addressed none of those concerns and made zero effort to remove any power from BFB and cycle it somewhere else in the skill line. One skill. Now vampire practically doesn't exist outside of RP scenarios and light overland gameplay.
This 'concern' they have for the issues caused by these two skill-passives can be fixed by just making it so they can only be slotted on WW bars or moving the buffs to a passive in the WW skill line. I already know the skills aren't worth slotting for just those passives and no actives, but I also would rather ZOS have no excuse to go back and screw with the line at all.
Everything is subject to change/ being nerfed overtime with or without reason - that's ZOS way.
So of course WW will get nerfed sometime in the future, no need to stress about it because they fixed a bug, that is all I am saying.
And vampires are far from RP, overland scenarios... have you ever tried : cloak> guaranteed crit + free 300 weap/spell damage on a 40m snipe? Just for being vamp stage 3
Ah yes, he forgot to mention gankers.
Vampire is literally only good in RP, Overland, and for gankers.
That's it.