Erickson9610 wrote: »I wish weapon passives functioned in Werewolf form.
As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.
Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...
And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.
dark_hunterxmg wrote: »Erickson9610 wrote: »I wish weapon passives functioned in Werewolf form.
As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.
Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...
And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.
I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.
dark_hunterxmg wrote: »Erickson9610 wrote: »I wish weapon passives functioned in Werewolf form.
As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.
Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...
And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.
I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.
"WW is difficult to play at a higher level."
Actually, WW is really simple to play at any level - you light attack. You take WW Berseker, keep up Hircine's Rage for the Major Berserk, keep up Claws of Anguish for the DOT and fill in the time with light attacks. The issue with WW DPS is that even if you equip yourself with a couple of meta sets the damage plateaus super hard, but it's pretty easy to get decent damage out of a WW. It's not particularly engaging, but it works. It's a great build for the Molag Kena monster set that nobody uses. Since your ability cost is basically nil anyway, it's a free 700 Spell Damage/Weapon Damage.
dark_hunterxmg wrote: »Erickson9610 wrote: »I wish weapon passives functioned in Werewolf form.
As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.
Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...
And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.
I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.
"WW is difficult to play at a higher level."
Actually, WW is really simple to play at any level - you light attack. You take WW Berseker, keep up Hircine's Rage for the Major Berserk, keep up Claws of Anguish for the DOT and fill in the time with light attacks. The issue with WW DPS is that even if you equip yourself with a couple of meta sets the damage plateaus super hard, but it's pretty easy to get decent damage out of a WW. It's not particularly engaging, but it works. It's a great build for the Molag Kena monster set that nobody uses. Since your ability cost is basically nil anyway, it's a free 700 Spell Damage/Weapon Damage.
Tommy_The_Gun wrote: »They should get weapon passives... cuz they have armour passives... so why weapon passives are disabled ? Not only it does not make any sense (since weapon equipped still do work, you get trait, damage and enchants) but also it makes WW even less effective... and WW is universally considered worst spec / class / mini-class in game lol.
autocookies wrote: »I would also like to see werewolves personal passives be improved as well.
Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)
madmidwestmark wrote: »autocookies wrote: »I would also like to see werewolves personal passives be improved as well.
Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)
those passives are better than any in the game. 18% wep dmg? 30% speed? Heavy attacks restore 50% stam? You just need a little mag recovery and you're set. Weave heavies.
What WW needs is a special attack after something happens.
madmidwestmark wrote: »Weave heavies.
Most WW I know use sword and board to get the extra armor trait and enchantment stats from the shield. At least in PVP.
I don't know that weapon passives necessarily make sense from the standpoint that you aren't using a weapon in WW form, just your claws. But I also know that WW can use a little help. I think I'd be more in favor of tweaking the WW passives a bit, or the skills (costs included), but whatever help they can get would be good.
madmidwestmark wrote: »autocookies wrote: »I would also like to see werewolves personal passives be improved as well.
Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)
those passives are better than any in the game. 18% wep dmg? 30% speed? Heavy attacks restore 50% stam? You just need a little mag recovery and you're set. Weave heavies.
What WW needs is a special attack after something happens.
Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.
dark_hunterxmg wrote: »Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.
The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.
Some might argue that the weapon is not animated in your hands.
Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.
dark_hunterxmg wrote: »Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.
The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.
Some might argue that the weapon is not animated in your hands.
Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.
The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.
With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.
Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.
Erickson9610 wrote: »Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.
Erickson9610 wrote: »dark_hunterxmg wrote: »Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.
The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.
Some might argue that the weapon is not animated in your hands.
Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.
The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.
With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.
Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.
Back when you could learn weapon passives in Werewolf form, you only got the weapon passives for the bar you transformed on. In other words, the Werewolf bar isn't a third ability bar — it's a temporary replacement for whatever ability bar you activate Werewolf Transformation from.
Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.
Erickson9610 wrote: »dark_hunterxmg wrote: »Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.
The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.
Some might argue that the weapon is not animated in your hands.
Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.
The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.
With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.
Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.
Back when you could learn weapon passives in Werewolf form, you only got the weapon passives for the bar you transformed on. In other words, the Werewolf bar isn't a third ability bar — it's a temporary replacement for whatever ability bar you activate Werewolf Transformation from.
Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.
The WW bar is a third bar. It is not the same as either of the other two bars and bears no resemblance to them.
I also think one important fact is that if Zenimax decided to allow the weapon passives to persist while in WW form, they would rebalance the skills accordingly. Just being realistic.
Erickson9610 wrote: »I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate.
dark_hunterxmg wrote: »Erickson9610 wrote: »I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate.
I absolutely agree with this, Erickson.
Weapon passives are basic things that everyone gets and should get. This isn't asking for a buff to Werewolf. This is asking to stop the nerfs that we keep getting.
- No weapon passives
- Loss of the snare on dire wolves
- Reduced damage buff on howl from 25% to 10%
- Having to chose between Savagery or Breach
These are all recent nerfs with the only buff being Major Protection IF you choose to give up Savagery.