As the title above states I have an idea to balance werewolf. To be blunt a were wolf should be a blood thirsty killing machine, as opposed to a tank with decent damage/cc. Werewolf has never felt right to me it has been intimidating for all the wrong reasons, and fails to do what a werewolf should actually do both by lore and pvp/pve standards of the game. In this discussion I will address these issues, and give out my solution(s). I hope to make this as painless as possible as there are a lot of topics to debate..
Quick back story though. I am the player
@SeaArcanist. For years I've played a character known as "Dea'ru", he is the foundation of which all my claims and evidence are built upon. Dea'ru is my were wolf character. some of you reading this might know of Dea'ru. The tanky werewolf who terrorized the AD as well as Turned on his people to terrorize the DC! he is also known as the terror of Vlastarus! I only mention these thing to give insight that I am a were wolf supporter. by no means do i want to flat out get rid of or make were wolf useless. I've been a were wolf since week 2 of release. I've seen its ups and downs. With that being said, I'd like to begin.
Why are werewolves tanky?
This always puzzled me lore wise. in game reasons though i could tell you it's because werewolf can't purge, has 1 singular heal, and although a very strong percentile heal it literaly requires you to invest in HP/magicka to use thus lowering sum total dps. so all were wolves become tanky, not because the wolf itself is tanky, but because the way werewolf is developed it forces the player to build a certain way to compete. by doing this werewolves no longer become killings machines, but tanks. I do see what the developers were thinking. make werewolf strong, give it limited magicka heals so people will have to revert back eventually. by design were wolf was made to be used to attempt and quickly defeat the enemy with only enough heals to keep you alive soo long. a "kill or be killed" method. sadly, due to oversights. this never worked out.
The timer is the werewolf's greatest oversight
First off, werewolf is only built tanky to survive long durations. I'm sure many of you have been in a 5 minute werewolf fight. They are not fun, per say. wolves such as myself can obtain a balance of dps-survivability. However, lots of players use the werewolf to purly tank. They will not die, and they rarely kill anyone. we've all seen those 40-50k hp werewolves. however we build though. it is not fun for most who fight it. Why do players build to be tanky though? The answer is obvious. they have
unlimited time. hear me out now! would a player invest soo deeply in mitigation, hp, and magicka if it was only for a short duration of 30s? no, they wouldn't. However, werewolves as long as they are in combat can maintain their form indefidently. this makes players build for the long game, as opposed to building damage on a werewolf to try and nip it in the bud fast as intended. and thus i conclude the timer is to blame.
How would less time work?
Keeping the regular timer ONLY 30s in duration, and not giving any time returns for potential unlimited gameplay as well as keeping in additional time for pack play. to compensate though we would need to change passives around a bit. especially if werewolf is bursty now as opposed to playing a long drawn out battle. And here is my solution!
pursuit- Adds 15/30% movement speed, this will also give the were wolf a 3m/6m bonus to stealth detection .Targets hit by the werewolves light attack cannot reenter stealth for 1s.
(This feel more like a werewolf to me! the literal definition of a hunter. a were wolf has a nose, heightened senses, etc. THIS makes sense! it should be able to hunt down stealthers or anybody who trys to escape the wolf within it's 30s timer!)
Savage strength- adds 9%/18% Weapon damage. Adds 5,000/10,000 health
(10,000 resistance always felt wrong to me. your skin becomes your armor so your resistance shouldn't change, ya know? This 10,000 health replacement will encourage medium armor play. a 23k hp player in medium armor who used werewolf before would just flat out die upon transformation in pvp. however, the 10k hp increase is just enough to make werewolf viable for the dps user. remember the timer is 30s now and will run out! players will build high end damage but need this hp to make worth their while while in werewolf form!)blood rage- increases your light/heavy attacks speed by 3% for 3s upon landing a light attack. stacking up to 33%
(no more bonus time! you are limited, you must kill fast or be killed! this increased light/heavy attack reflects your desperation to survive, you are in a literal blood rage!)Final thoughts
in conclusions i feel getting rid of 10,000 resistance, limiting the timer, removing the resource returns on heavy, AND allocating hp as opposed to resistance to promote medium armor dps play, will balance out and make the werewolf what it was intended to be. a savage transformation that enters survival mode. it must hunt, it must kill or be killed! Anyways i hope you enjoyed and i've made this as painless as possible! please give me your feedback!
[Edit to remove name in title.]