Erickson9610 wrote: »Werewolf needs a crossheal ability, a heal which doesn't scale off of Max Health, and a heal over time. A skill like Vigor would be ideal for this, but I don't think Werewolf should be able to slot non-Werewolf skills.
huskandhunger wrote: »@ZOS_GinaBruno @ZOS_Kevin
Has there been any discussions related to this aspect of healing internally?
We've been suffering with Claws of Life for a long time and some Quality-of-Life adjustments would greatly enhance build diversity for werewolf players.
Separating out the heal on Claws of Life to be a per second heal unrelated to the damage portion of this ability would go a long way toward opening up more play styles for werewolf players / alternative builds etc.
Erickson9610 wrote: »Werewolf needs a crossheal ability, a heal which doesn't scale off of Max Health, and a heal over time. A skill like Vigor would be ideal for this, but I don't think Werewolf should be able to slot non-Werewolf skills.
Rather, Werewolf needs a skill like this within their own toolkit. Whether that be added via a new Scribing ability for Werewolf, or an adjustment to Hircine's Bounty/Rage/Fortitude, whatever means to allow these kinds of healing while transformed should be unique to werewolves only.
I personally think Hircine's Rage should scale off Weapon and Spell Damage, while Hircine's Fortitude should regain the heal over time it used to have. Both morphs should heal an additional target.
Or, maybe a Werewolf Grimoire that allows you to heal allies in an area, and can be adjusted to heal over time as well. That way you could slot both Hircine's Bounty/Rage/Fortitude and this Scribed Skill to have two healing abilities on your Werewolf bar.
Maybe when transformed a significant amount of health regen could be added.
For instance, for the Blood Rage passive: When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds and for 4 seconds your health regeneration is (doubled or increased by X000). This effect can occur once every 5 seconds.
Maybe when transformed a significant amount of health regen could be added.
For instance, for the Blood Rage passive: When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds and for 4 seconds your health regeneration is (doubled or increased by X000). This effect can occur once every 5 seconds.
I would be fine if they felt the need to remove the claws of life heal entirely if they would just give us a better HoT.
Someone suggested double health recovery tied into the passives or something as an option- but honestly, I don't want to be FORCED to build health recov any more than the next person (plus the playstyle is incredibly toxic).
Just tie an echoing vigor level HoT to one of the morphs (pref fortitude), make hircine's rage scale nicely off of wep and spell damage (maybe similar to a ST 'wield soul' heal), and then make rage's threshold for the berserk proc 80% or higher health (and drop the increased damage taken).
I would be fine if they felt the need to remove the claws of life heal entirely if they would just give us a better HoT.
Someone suggested double health recovery tied into the passives or something as an option- but honestly, I don't want to be FORCED to build health recov any more than the next person (plus the playstyle is incredibly toxic).
Just tie an echoing vigor level HoT to one of the morphs (pref fortitude), make hircine's rage scale nicely off of wep and spell damage (maybe similar to a ST 'wield soul' heal), and then make rage's threshold for the berserk proc 80% or higher health (and drop the increased damage taken).
Once again though, and this is the biggest part- I have lost all faith that any of the feedback here will be utilized in any capacity. Very frustrating and a thought, I thought, I should relay again.