Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Celas_Dranacea wrote: »There I said it. Werewolves should be able to pull players out of stealth by virtue of their incredible werewolf nose. Wolves have an uncanny sense of smell, and it would make sense for werewolves to have a strong stealth detection radius. This unique passive bonus would create a reason to have werewolves in pvp groups, as we lack in much other group utility.
Discuss!
Tommy_The_Gun wrote: »Here is how I see it:
Whenever you take damage from a target or deal damage to a target that used invisibility or sneak within last 3 seconds (or was invisible / sneaking 3 seconds ago), you place a "scent mark" debuff on them for 4 seconds, stacking up to 5 times (max 20 seconds). This debuff also can be re-freshed. Target can purge this debuff or debuff will be removed if target moved 50 meters away from you.
Debuff allows you to see the target if they will go into sneak or invisibility. This would work like NB's Piercing Mark where only the caster (WW in this case) can see the invisible target.
Something like this would add the feeling of "using your nose" to track hidden targets and "catching scent" of your pray, instead of making it feel like a magicka based detection. It would also add a nice active counter-play for stealth game-play while still keeping it possible to gank WWs and catch them by surprise.
Simply adding a passive "always on" detection would be way too strong (and kinda game breaking) as it would effectively disable every form of stealth gameplay. Basically something like this would be free detection potion / skill that for the most part are considered a very powerful effects skill budget wise. Not to mention that with something like this, WW would become basically immune to ganks - which should not be the case.
Elreydelleon wrote: »This sounds like an excellent way to rebalance werewolves in a sensible fashion. Not only are potions the only way a werewolf can effectively detect, but wolves also cannot make use of the various skills that can help to detect.
At the very least, this could effectively be incorporated into Scribing, where one could morph a skill to include a detection passive function. Then werewolves will have additional incentive to invest in Scribing for it.
A little extra work for a valuable payoff that doesn't just get defaulted into the skill line. Attuning the natural wolf senses to your benefit, and being higher on the skill line can ensure that you must invest in it to begin with.
I'll personally go so far as to suggest I'd be entirely willing to construct an appropriate grimoire or script via antiquities or the like just for this capability.
Erickson9610 wrote: »Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Yes, the Sentry thing is not unique to Werewolves. Neither is detecting enemies in general. However, Werewolves are hunters, and they need to be able to track their prey. Dreadclaw happens to be a great example of that, but they're not the only Werewolf character who uses that prowling/hunting/sneaking animation.
I'm not sure what might be removed from Werewolf (if anything) to make room for Stealth Detection. Maybe it'll be sourced from a Scribed ability, so Werewolf players must choose which of their original 5 abilities to swap out for one which grants Stealth Detection.
I argue that it's thematic and desirable for the Werewolf playstyle to be given Stealth Detection in some capacity, and the idea of sneaking to enable Stealth Detection is both thematic and a considerable tradeoff — you would be trading your Movement Speed for Stealth Detection, which isn't always a desirable tradeoff in PvP, anyway.
Erickson9610 wrote: »Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Yes, the Sentry thing is not unique to Werewolves. Neither is detecting enemies in general. However, Werewolves are hunters, and they need to be able to track their prey. Dreadclaw happens to be a great example of that, but they're not the only Werewolf character who uses that prowling/hunting/sneaking animation.
I'm not sure what might be removed from Werewolf (if anything) to make room for Stealth Detection. Maybe it'll be sourced from a Scribed ability, so Werewolf players must choose which of their original 5 abilities to swap out for one which grants Stealth Detection.
I argue that it's thematic and desirable for the Werewolf playstyle to be given Stealth Detection in some capacity, and the idea of sneaking to enable Stealth Detection is both thematic and a considerable tradeoff — you would be trading your Movement Speed for Stealth Detection, which isn't always a desirable tradeoff in PvP, anyway.
Yes, and I was clearly not suggesting WWs were not hunters. I was merely pointing out that the reasons provided for WW having detect were not really a WW reason, as they merely pointed out some areas where detect exists in the game.
As for any possible change, it should not be permanent. It should fall in line with the existing stealth detection skills.
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Yes, the Sentry thing is not unique to Werewolves. Neither is detecting enemies in general. However, Werewolves are hunters, and they need to be able to track their prey. Dreadclaw happens to be a great example of that, but they're not the only Werewolf character who uses that prowling/hunting/sneaking animation.
I'm not sure what might be removed from Werewolf (if anything) to make room for Stealth Detection. Maybe it'll be sourced from a Scribed ability, so Werewolf players must choose which of their original 5 abilities to swap out for one which grants Stealth Detection.
I argue that it's thematic and desirable for the Werewolf playstyle to be given Stealth Detection in some capacity, and the idea of sneaking to enable Stealth Detection is both thematic and a considerable tradeoff — you would be trading your Movement Speed for Stealth Detection, which isn't always a desirable tradeoff in PvP, anyway.
Yes, and I was clearly not suggesting WWs were not hunters. I was merely pointing out that the reasons provided for WW having detect were not really a WW reason, as they merely pointed out some areas where detect exists in the game.
As for any possible change, it should not be permanent. It should fall in line with the existing stealth detection skills.
Yes, which is why I suggested a condition, such as crouching in Werewolf form to trigger Stealth Detection the way the Sentry set does, because it plays an animation that looks like the character is actively using their nose to detect enemies.
If anything, it'd make more sense for Werewolf to get increased Stealth Detection Radius like Bosmer do in their Racial Passives, because like Bosmer, Werewolves are also acute hunters — but this wouldn't pull enemies out of Invisibility. For that, a Scribed Skill like the Werewolf equivalent of the Fighters Guild skill Expert Hunter would be most welcome.
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »I agree. Here's a few reasons why Werewolf should have some form of Detect:
Werewolves who specialize in bringing players out of stealth exist in the game. Sentries are those enemies (particularly in Thieves Guild and Dark Brotherhood quests) who can pull players out of stealth. One such example is Dreadclaw, who appears at the end of a Heist in the Secluded Sewers when they are occupied by the Magnar Pack:
(The full video can be found here)
One thing to note is that this Sentry Werewolf character is using sneaking animations as they are trying to pull players out of stealth. This is very similar to the Sentry set, which gives the player Stealth Detection for 10 seconds once every 30 seconds when beginning to crouch. However, Player Werewolves cannot crouch, and thus they can not use this set the way Dreadclaw appears to be. If Werewolves were allowed to sneak, then we could simply use the Sentry set as our Stealth Detection.
Detect Potions are currently Werewolf's only source of Stealth Detection. Because Werewolf cannot slot non-Werewolf abilities, they are limited to what item sets they can equip and what Werewolf abilities they can slot. As mentioned above, Werewolves cannot even use the Sentry set because of the sneaking condition. So, the only way for a Werewolf to have Stealth Detection is to utilize Detect Potions.
Personally, I believe Werewolf should be allowed to sneak, and they should only have Stealth Detection around them when they are sneaking. This is similar to Dreadclaw and the Sentry set as described above. Alternatively, they could be given Stealth Detection from a future Werewolf Scribing skill, like some sort of Werewolf equivalent of Expert Hunter.
Regardless, both sneaking and detecting are thematic to Werewolves, and these are critical gameplay mechanics that put Werewolf at a disadvantage for lacking.
@ZOS_Kevin @ZOS_BrianWheeler
That does not seem to be as much a WW thing but merely a sentry thing. The same "skill" is seen on humans, elves, and beast races.
I am not suggesting nothing should change. Sure, give them some detect and take something else away to balance it out. Ofc, it could very well be removing or reducing something desirable.
Yes, the Sentry thing is not unique to Werewolves. Neither is detecting enemies in general. However, Werewolves are hunters, and they need to be able to track their prey. Dreadclaw happens to be a great example of that, but they're not the only Werewolf character who uses that prowling/hunting/sneaking animation.
I'm not sure what might be removed from Werewolf (if anything) to make room for Stealth Detection. Maybe it'll be sourced from a Scribed ability, so Werewolf players must choose which of their original 5 abilities to swap out for one which grants Stealth Detection.
I argue that it's thematic and desirable for the Werewolf playstyle to be given Stealth Detection in some capacity, and the idea of sneaking to enable Stealth Detection is both thematic and a considerable tradeoff — you would be trading your Movement Speed for Stealth Detection, which isn't always a desirable tradeoff in PvP, anyway.
Yes, and I was clearly not suggesting WWs were not hunters. I was merely pointing out that the reasons provided for WW having detect were not really a WW reason, as they merely pointed out some areas where detect exists in the game.
As for any possible change, it should not be permanent. It should fall in line with the existing stealth detection skills.
Yes, which is why I suggested a condition, such as crouching in Werewolf form to trigger Stealth Detection the way the Sentry set does, because it plays an animation that looks like the character is actively using their nose to detect enemies.
If anything, it'd make more sense for Werewolf to get increased Stealth Detection Radius like Bosmer do in their Racial Passives, because like Bosmer, Werewolves are also acute hunters — but this wouldn't pull enemies out of Invisibility. For that, a Scribed Skill like the Werewolf equivalent of the Fighters Guild skill Expert Hunter would be most welcome.
So, losing the Pursuit passive for this, as was suggested, might be a tradeoff Zenimax would consider.
Simply adding a passive "always on" detection would be way too strong (and kinda game breaking) as it would effectively disable every form of stealth gameplay. Basically something like this would be free detection potion / skill that for the most part are considered a very powerful effects skill budget wise. Not to mention that with something like this, WW would become basically immune to ganks - which should not be the case.
BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
Celas_Dranacea wrote: »2) the fact that we cannot sneak is really annoying. I have to imagine that we don’t have it just because it would be a project to implement, not because of some balance issue
Erickson9610 wrote: »Celas_Dranacea wrote: »2) the fact that we cannot sneak is really annoying. I have to imagine that we don’t have it just because it would be a project to implement, not because of some balance issue
I don't know the ins and outs of how this game is structured and how it works, so there may be many more hurdles than I've considered to make this work in the modern day. However, there are already stealth animations, so at least those are taken care of.
The_Isatope8 wrote: »I really like the idea of werewolves having a special niche in PvP, but just straight up stealth detection is a little strong so it needs to be balanced in a way that makes sense and feels completely unique to werewolf. Below is my idea for a rework of the 'Pursuit' passive that includes the ability to detect enemies while in beast form or your normal form, but to a lesser degree. Further details will be explained in the developer comment.
- Pursuit
While transformed, increases your movement Speed by 30% and increase the Stamina your Heavy Attacks restore by 50%. Invisible enemies within 18 meters of you are marked for 10 seconds.
While crouched and not transformed, you mark invisible enemies within of 12 meters after 1 second. Enemies revealed in this way are marked for 4 seconds.
Since we can't actually test this, the whole idea is merely speculative in regard to balance or the lack thereof.
Erickson9610 wrote: »BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
You know how players typically go with Vampire when making Stealth builds, because of passives like Dark Stalker and Strike from the Shadows?
A player can:
- Choose Vampire to gain Stealth bonuses. They can still use human form abilities (Expert Hunter, Magelight, or Revealing Flare) to counter Stealthed players.
- Remain non-cursed to not gain Vampire's Stealth bonuses but still retain the human form counters to Stealthed players.
- Choose Werewolf to lose the ability to Stealth and lose access to human form abilities which counter Stealthed players.
Choosing Vampire for a Stealth build is a no-brainer. You can put up with the drawbacks of Stage 1 Vampire for the Dark Stalker passive, which makes Stealth gameplay much easier for a Vampire than for a non-cursed character. You would never go with Werewolf for a Stealth build because they lack the ability to Stealth in the first place. Werewolf also can't reveal Stealthed players the way non-cursed and Vampire characters can.
Since Werewolf is at such a disadvantage, and they're mutually exclusive from Vampire and the human form, what if Werewolf had a hard counter to Vampire's Stealth abilities?
If Vampire specializes in Stealth, then Werewolf should specialize in Stealth Detection. Of course, that's not to say that Werewolf shouldn't be allowed to Stealth themselves — after all, Vampire characters can utilize Stealth Detection skills despite specializing in Stealth.
So, allowing Werewolf to sneak and giving them some unique form of Stealth Detection would make Werewolf an option when considering a build that leans more heavily into Stealth Detection than into Stealth; in other words, the inverse of Vampire. That would make remaining non-cursed the "middle of the road" option to take between Stealth and Stealth Detection.
Yeah the game needs yet another way to pull players out of stealth.
And all the usual suspects who hate stealth as a mechanic in the game are jumping on the bandwagon in this thread to agree.
*SHOCKING*