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[snip] WereWolf revamp.

SeaArcanist
SeaArcanist
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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.]
Edited by ZOS_GregoryV on January 30, 2021 12:28AM
  • SeaArcanist
    SeaArcanist
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    Some typos, forgive me!
  • WhereArtThouVampires
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    Removing the resource return on heavy attacks would absolutely kill Werewolf lol.
  • SeaArcanist
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    in it's current condition, it would suffer. I feel if the timer was a true 30s, the need for resources in a long drawn out tank battle, wouldn't matter. the objective of these changes are to promote more aggressive gameplay as opposed to long drawn out battles.
  • Tommy_The_Gun
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    Reducing or removing WW timer and making it just 30 seconds would kill the very essence of WW and how it was designed in a 1st place. You and I both know it...
  • SeaArcanist
    SeaArcanist
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    the current essence of overly tanky game play style. yes it would. However, with these passive changes, s stated earlier. would promote aggressive gameplay. in a 30s time frame it should be possible to end your current dispute, or dish out a large sum of damage within that frame. the bonus 10k hp for the 30s duration allows less tanky more damage users to utilize were wolf within the 30s limit. while still allowing the wolf to take just as much damage, also surfacing the weakness to poison. i can see it now, hunters with bows in medium armor using werewolf as a last ditched effort. the theme and playstyle is more fitting.
  • SeaArcanist
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    we have seen similar success with vampire transformation, as an example.
  • Chrlynsch
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    They have to get rid of the health based heal, changing it to scale off of offensive stats instead. This way their survivability it tied to their offensive output. Investing into a bigger healthpool=smaller heals.

    This alone would push werewolves away from procs, and health stacking. They have already addressed a chunk of the armor stacking issue by switching savage strength to major resolve, putting a cap on Allesian order, and nerfing fortitudes's regen.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • red_emu
    red_emu
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    Cries in Scion form.... 😑
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Mettaricana
    Mettaricana
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    I hated every single last syllable of this idea... hell i didn't care much for the periods and capitalization..
    Edited by Mettaricana on January 29, 2021 11:26PM
  • SeaArcanist
    SeaArcanist
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    I know guys i know :c i love my tanky spanky ww too. and many of you raise good points, especialy you, @Chrlynsch . That is also a very good fix idea. however w/o the need to capitalizes on hp and magicka for ww to survive. ww would also have insane heals as well as big dps, instead of 1 or the other. it can work, but it would have to be balanced too.
  • SeaArcanist
    SeaArcanist
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    Thanks for feedback all :disappointed :D
  • SeaArcanist
    SeaArcanist
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    didnt mean to add disapointed ;p lol
  • Goregrinder
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    When you ult into Goliath or Vamp lord, you get two bars and all of the abilities you slotted. When you ulti into WW, you lose all of your abilities, and get 1 bar with WW only abilities. Being able to stay in WW form longer than the two ult forms mentioned above makes perfect sense to me.
  • Chrlynsch
    Chrlynsch
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    I know guys i know :c i love my tanky spanky ww too. and many of you raise good points, especialy you, @Chrlynsch . That is also a very good fix idea. however w/o the need to capitalizes on hp and magicka for ww to survive. ww would also have insane heals as well as big dps, instead of 1 or the other. it can work, but it would have to be balanced too.

    Never said remove the magicka cost from the heal, just to make it scale off of the offensive stats.

    With that being said their is nothing wrong with having a werewolf have large heals with large damage. It would be literally how every other damage build works in Cyrodiil. More weapon damage and stamina, bigger vigor heals. More magicka and spell damage, bigger breath of life.

    But zos can tweak the heal to whatever they want, keep it burst, or change it into a hot. Or a bit of both.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • ccfeeling
    ccfeeling
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    Healing scales magicka
  • GarrisonLukain
    Definitely not a fan of this idea. WW form is the only reason to be a WW. Vampires have abilities in human form that balance out the 10 ish seconds of vamp lord form. Werewolves only have werewolf form. Decreasing it's timer would literally kill wolf and I'd stop playing the game.

    I feel they either need to get rid of WW timer and balance it out a bit more so it makes the 300 ultimate worth the build up, or just add werewolf and vamp travel forms usable in-doors for some utility.

    I appreciate your passion though!
  • Eedat
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    Reducing or removing WW timer and making it just 30 seconds would kill the very essence of WW and how it was designed in a 1st place. You and I both know it...

    At the same time keeping WW up 100% of the time is also not how it was designed in the first place. I think there should be a hard cap of about a minute
  • CP5
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    Eedat wrote: »
    Reducing or removing WW timer and making it just 30 seconds would kill the very essence of WW and how it was designed in a 1st place. You and I both know it...

    At the same time keeping WW up 100% of the time is also not how it was designed in the first place. I think there should be a hard cap of about a minute

    It's only 100% uptime if you're actively in combat or eating corpses, which is the point and playstyle. Leave the fight for too long without rushing off to the next is what will drop form, but remaining in form during the fight is the point. It's a subclass, not a timed buff like goliath or vampire lord.
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