CameraBeardThePirate wrote: »GLS actively discourages the use of the new scribing abilities. That feels really bad.
Erickson9610 wrote: »For whatever reason, the ability to use stealth while in Werewolf form is disabled. This may have been inspired by Skyrim's Werewolf implementation, but it wasn't always this way. In this thread, I'll outline the reasons why Werewolf should be allowed to sneak.
Werewolf "sneaking" animations already exist in-game. Below is a screenshot of a player who is crouched. Due to a visual bug, they are shown on the client side as being in Werewolf form, when in actuality, they are in human form. This allows me to see the "unused" Werewolf stealth animations that would otherwise never be seen.
EDIT: Here is a video of some of the usually inaccessible Werewolf animations, courtesy of @IncultaWolf. This is only possible with the aforementioned visual bug; I am not actually in Werewolf form in this video.
https://www.youtube.com/watch?v=P2xkQSbr6io
- 0:00 to 0:18: I toggle between crouching and uncrouching. To get an idea what the uninterrupted idle crouch animation looks like, see the next video.
- 0:18 to 0:38: I showcase the movement animations for crouching with weapons sheathed and toggle walk enabled. This is the prowling animation that werewolf NPCs use.
- 0:38 to end: I showcase various animations using emotes. In chronological order, they are /kneelpray, /begone, /crouch, and /playdead. Additionally, other emotes like /take, /smash, and /cower have been known to work, but those are not shown in this video.
Further, you can see this animation for yourself in-game if you use an Invisibility potion while in Werewolf form and sheathe your weapons. Here is a video of what that idle stealth animation looks like:
https://youtu.be/eYMqCqBr1zQ
Also notice the animations of the NPC werewolves in the background. They use different animations than the player does, but the fact that these animations already exist in the game means that allowing Werewolf to sneak wouldn't require new animations to be made.
Werewolves were able to sneak in past Elder Scrolls titles. For instance, here is a video clip taken from The Elder Scrolls III: Morrowind, from the Bloodmoon DLC. In this video, I demonstrate how crouching in Werewolf form looks in first and third person:
https://youtu.be/lDmSwCruQFE
Notice the pickpocketing icon on the lower left that appears whenever the character uses stealth. Werewolves were able to sneak in TES III, but for whatever reason they were not given that functionality in their next appearance in TES V. Given that ESO's implementation of Werewolf is heavily inspired by the implementation in TES V, it's not surprising that the functionality just wasn't considered.
The inability to sneak causes problems in certain content. The most infamous example is in the March of Sacrifices dungeon, where during the indrik hunt phases, you must "crouch down" in order to avoid being detected. Werewolves can receive a boon to become immune to the teleporting magic, but they must first complete the 2nd side indrik hunt in their human form to receive it.
Furthermore, the Graven Deep dungeon has a crouch mechanic for the 2nd side boss. In the corridor to reach it, there are laser traps, and some of them are designed to only let you through if your character is crouching, or otherwise ducking under them. This is an annoyance for werewolves, because they cannot get past these lasers without dropping form.
Werewolves cannot complete content which requires players to crouch, as they currently have no ability to crouch.
Werewolves cannot engage in stealthy playstyles without invisibility potions. Since they cannot use stealth, and their only source of invisibility comes from potions, they must rely on potion cooldown builds to mimic the capacity for stealth that other builds have access to. Even if you play a Nightblade Werewolf, your options for being sneaky are limited, so Werewolf ganker builds just do not work. Granting Werewolf the ability to sneak would bring them on a more level playing field, and it would grant Werewolf access to sets which proc off of crouching, like Sentry and Darloc Brae, increasing build diversity.
Sneaking is thematically appropriate for werewolves. As hunters, werewolves need to be able to get the jump in on their prey. They have the supernatural endurance to chase their foes down, but as it is now, they will always be spotted first. Werewolves shouldn't have their ability to sneak taken away from them just because they transform into a beast that is supposed to be better suited for hunting.
Thank you for reading my post. I sincerely hope that we can receive some developer comment on why the ability to sneak was taken away from werewolves. If it took us receiving the Wolfhunter DLC in order to be able to resurrect our allies while in Werewolf form, then I hope that we soon receive some other relevant DLC to give us the ability to sneak.
Erickson9610 wrote: »@ZOS_PhilipDraven @ZOS_BrianWheeler
Is there any chance that Werewolf will be allowed to crouch/sneak, and would it be possible for werewolves to have "assassination" animations (like the Blade of Woe or Vampire feeding) made? It would mean a lot to us Werewolf players to be able to do these things.
The ability to sneak would allow Werewolf to complete Thieves Guild Heists without Invisibility potions, while the ability to assassinate would allow Werewolf to complete Dark Brotherhood Sacraments without accruing a bounty. Further, being allowed to crouch would allow Werewolf to complete March of Sacrifices from beginning to end without needing to drop form at all.
Erickson9610 wrote: »On Live, I was able to hit 107k DPS with Werewolf:
After the changes to Werewolf on the PTS, I'm only just barely able to hit 100k with the same setup:
Howl of Agony did 29k DPS (27.4% overall) on Live, but it now only does 25k DPS (25.8% overall) on Week 1 of the U42 PTS.
The rotation on Live prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Howl of Agony (x4) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Howl of Agony (x5) --> repeat.
The rotation on the PTS prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x3) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x4) --> repeat.
The changes to Piercing Howl and Roar require Werewolf damage dealers to burn GCDs debuffing with Ferocious Roar, which lowers DPS compared to Live. Not to mention that the total bonus damage of Howl of Agony was lowered from 25% to 20% with perfect conditions, and the ability no longer ranks up in damage done. The drop in damage is significant.
As someone who plays Werewolf in PvE as well as in PvP, can something be done to give Werewolf back some of the damage it lacks? This update is going to punish PvE Werewolf damage dealers, and it'll undoubtedly make Werewolf's burst in PvP much less effective.
Ok, simply put, where is the stamplar love?
we have
- no class healing
- no defensive options
- no mobility
- no major damage
- a super clunky burst that is laughbly bad at the best of times
- super limited sustain options
gariondavey wrote: »Ok, simply put, where is the stamplar love?
we have
- no class healing
- no defensive options
- no mobility
- no major damage
- a super clunky burst that is laughbly bad at the best of times
- super limited sustain options
Now we will get 33k resists and be slow af
Woo?
Jabs still hits like a noodle in pvp, potl useless unless in a duel in 4 damage sets
silky_soft wrote: »Nightblade: Ambush has a cast time. It's s non ultimate gap closer.
autocookies wrote: »The new werewolf taunt can work off medium/partial heavy attacks so taunt speed wise wolves should have no trouble maintaining taunt with enough practice only takes about 1 second to taunt each enemy with my playing around with it.
However, I experienced a bug with the taunt I would like known. After dying and reviving in wolf form the taunt no longer works unless you lose form and re-wolf back up... Please address this if possible as this will take 200+ ultimate per pull if a player wants to tank as a werewolf.
Both major protection and the taunt is lost on werewolf death + revive.
Grim Focus now makes your weapons permanently glow just for having the ability slotted
necro_the_crafter wrote: »
BUT, overall, with the changes that scribing brings, necros will finaly have acess to essential buffs, different cc varitants, and will be much more viable option for pvp and pve hopefully. At least it will be interesting to theorycraft.
MashmalloMan wrote: »Sorcerer's Dark Magic passive change for Blood Magic is a WELCOME quality of life improvement which improves some of the underwhelming aspects of the skills in the line without healing too much to other players like in the case of Encase or Mines since it only effects yourself.
However, Sorc's recent Ward buff in U41 was already a bit overturned with much of the discourse being when a mag sorc stacks 40-60k magicka, they become invincible with really good damage, insane sustain and defenses. With Blood Magic in the mix, please revisit Ward balancing as Sorc has received 2 back to back healing buffs making them very problematic in comparison to pre U41/U42 woes we faced.
I'd like to highlight Blood Magic is not specifically the problem, Wards are when coupled with Blood Magic.
This is my suggestion:
- Hardened = 10k heal over 6s (ticks once every 2s, total 4 ticks, 2.5k/s) (Does not scale based on hp/mag)
- Empowered = 10k heal over 10s (ticks once every 2s, total 6 ticks, 1.6k/s) (Does not scale based on hp/mag)
These changes complete 2 things:
- Wards provide a slightly higher tooltip of healing, but it's only accessible over 6-10s reducing the amount of burst defenses they get by spamming it back to back. Instead of getting a 5-9k heal proc, you're getting only 2.5k. Instead of being frontloaded for the heal, it's backloaded.
- By making it a FLAT value, you reduce the extremes of these skills being useless for normal builds using 30k hp/mag or completely overpowered for stacking builds using 40k+ hp or 50k+ mag. The major focus shifts from the damage shield itself which still scales based on hp/mag.
Yep, it deal less damage as you can only have up to 20% damage boost on PTS (Terrified & Off balance de-buffs) vs 25% on live server just for positioning yourself face-to-face to the enemy or having them feared.Erickson9610 wrote: »I made the mistake of assuming that since Piercing Howl now ranks up in cost reduction (rather than damage done) that the base damage overall was nerfed. I compared the tooltip on Live to the tooltip on the PTS, and Howl of Agony deals the same base damage, but is now cheaper to cast.
Hopefully this isn't an oversight, because if the damage is lowered to compensate for the reduced cost, then the PvE damage dealer werewolves will deal even less damage than before.
Tommy_The_Gun wrote: »It deal less damage as you can only have up to 20% damage boost on PTS (Terrified & Off balance de-buffs) vs 25% on live server just for positioning yourself face-to-face to the enemy or having them feared.
I would imagine that it is gonna get even worse in PvE once we factor in rotation & the need to constantly re-fresh de-buffs (Terrified & Off balance).
Erickson9610 wrote: »On Live, I was able to hit 107k DPS with Werewolf:
After the changes to Werewolf on the PTS, I'm only just barely able to hit 100k with the same setup:
Howl of Agony did 29k DPS (27.4% overall) on Live, but it now only does 25k DPS (25.8% overall) on Week 1 of the U42 PTS.
The rotation on Live prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Howl of Agony (x4) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Howl of Agony (x5) --> repeat.
The rotation on the PTS prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x3) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x4) --> repeat.
The changes to Piercing Howl and Roar require Werewolf damage dealers to burn GCDs debuffing with Ferocious Roar, which lowers DPS compared to Live, not to mention that the total bonus damage of Howl of Agony was lowered from 25% to 20% with perfect conditions. The drop in damage is significant.
As someone who plays Werewolf in PvE as well as in PvP, can something be done to give Werewolf back some of the damage it lacks? This update is going to punish PvE Werewolf damage dealers, and it'll undoubtedly make Werewolf's burst in PvP much less effective.
Yamenstein wrote: »Anyone able to give feed back on the necro siphon/coil buffs? Does it make much of a difference?