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https://forums.elderscrollsonline.com/en/discussion/668861

Is werewolf useless?

  • Brittany_Joy
    Brittany_Joy
    ✭✭✭✭
    Kadigan wrote: »
    I don't think the werewolves and vampires should have been a part of the game at release, to be honest. From everything I've seen regarding them, they don't seem to be ready. Not to mention, from a sales perspective, if the developers had given them a bit more work and then released them as additional content later on, they could have enticed older players to renew their subscriptions in order to experience the change in content and different playstyle, such as I expect will be the case with whatever they're doing with the Thieves Guild and Dark Brotherhood. Not well thought out at all, IMO.

    No it is a good thing they let werewolves and vampires at release. Now that alot of players experienced how vampires and werewolves perform in various situations they can give better feedback than PTS players. With the better feedback from various experiences ZoS can research on what to improve and fix.
  • Kadigan
    Kadigan
    ✭✭✭

    No it is a good thing they let werewolves and vampires at release. Now that alot of players experienced how vampires and werewolves perform in various situations they can give better feedback than PTS players. With the better feedback from various experiences ZoS can research on what to improve and fix.
    Sure, only I don't think a lot of paying customers were expecting to beta test the werewolves and vampires after launch. People who paid for the finished product are disappointed with the actual result of their efforts in-game and rightfully so.
    Daggerfall Covenant: Fork-Stealer, Argonian Dragonknight
    Aldmeri Dominion: Kadigan, Bosmer Nightblade
    Let's be civil, shall we?
  • Zromguy_ESO
    Zromguy_ESO
    ✭✭✭
    I'm a level 27 nightblade and my werewolf skill line is at level 7. My max stamina is level 12 right now (roughly 800 in PvE), and I have honestly noticed just about no change in the amount of damage I do in wolf form compared to my human form. In fact, I have an easier time killing sh*t while in human form because I have access to abilities. Werewolf actives are a joke just like the rest of the skill tree. Pounce can only be used when you're around 10-15 meters away, it seems, nothing more, nothing less. And, it often seems that my character refuses to use pounce even after I mash the hotkey over and over (this is a glitch for me, obviously). Roar is not as useless, but there are no other actives available for close range. This is utter horse sh*t because it forces me to have to spam click the default attack, which is no fun by any stretch of the imagination, and it looks pathetic. And, to top it off, I only get minor boosts to damage and attack speed while in the form. I have literally never gotten a kill in beast form while in PvP yet, and I have managed to turn into one at least 5 times while in Cyrodiil. The problem is the damn fighters' guild and poison arrow abilities that everyone seems to have at this point. Plus, werewolves have just about no crowd control abilities due to roar only being able to affect 3 people, which doesn't cut it in PvP; and, the morphed AoE pounce is still useless due to the long range limitations. I am a rank 6 Tyro and have no trouble killing multiple players in a row without dying while in human form, so it's not like I just suck at PvP or anything. But, one thing's for sure... like everyone else before me in this thread has said, being a werewolf sucks and is completely broken atm. Sorry for sounding b*tchy, but I just wanted to put my input into this issue.
    Edited by Zromguy_ESO on April 11, 2014 2:43AM
  • Brittany_Joy
    Brittany_Joy
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    Kadigan wrote: »

    No it is a good thing they let werewolves and vampires at release. Now that alot of players experienced how vampires and werewolves perform in various situations they can give better feedback than PTS players. With the better feedback from various experiences ZoS can research on what to improve and fix.
    Sure, only I don't think a lot of paying customers were expecting to beta test the werewolves and vampires after launch. People who paid for the finished product are disappointed with the actual result of their efforts in-game and rightfully so.

    No game is completely balanced or bug free. Werewolves are now being tested in various situations that no amount of beta tests can accomplish. The live version shows that the werewolf's ultimate is too costly and being a werewolf in PvP is not viable at all due to a numerous amount of weaknesses. I hope ZoS fixes werewolf form to make it more fun and powerful so the weaknesses are justified.

    I am hoping that they significantly reduce the ultimate cost to 300 and greatly increase the time and buffs given by devour. I also wish that they changed werewolf form so I can actually dodge and CC break. Currently werewolf form is so underpowered and easily countered by so many things.

    I am disappointed in the werewolves too and people do have a reason to be due to the many problems. But ZoS will make changes if we provide constructive feedback instead of making demands and QQ threads.
    Edited by Brittany_Joy on April 11, 2014 3:30AM
  • Mustaklaki
    Mustaklaki
    ✭✭
    300 is way too little. That on top of the Salvation set and you've got a total cost of 201 Ultimate (-33% cost). You wouldn't even need to Devour, you'd come out of form and just have it again soon enough. 600-700 is a good amount, and I plan on getting the Salvation set, which would currently drop it to a mere 620 ultimate.

    I do good damage really quickly in form. Survivability sucks, but I don't think that is the point of Werewolf. Roll with a healer if you're in trouble (PvP/Dungeons), anywhere else you can CC and kill the enemies so fast that they won't even hit you that much.

    Trouble is the bugs and, mostly, the cost. 925 is too much in most cases, you go to do a quest and have 600 ultimate by the end, if there's a decent amount of combat. You do a public dungeon, by the time you get to the boss you only have 800 Ultimate. You kill the boss without using the form once. The only time I've used Werewolf is if I am grinding, and I hate grinding. I did it at first to level Werewolf to 10, but now it seems that's the only chance I get to use the form.

    Devour also needs to be used on more enemies. Screw the lore and all, this is a videogame and as such it needs balance. I don't like being restricted to human-dungeons and areas. Chomping down on a Skeleton shouldn't work, but things like undead warriors and Daedra should (Considering most of the game are these enemies).
  • Rashanitsu
    Rashanitsu
    Soul Shriven
    "Pursuit" (1st werewolf passive skill) only working in wolf form? Or in human form too?
  • Brittany_Joy
    Brittany_Joy
    ✭✭✭✭
    Mustaklaki wrote: »
    300 is way too little. That on top of the Salvation set and you've got a total cost of 201 Ultimate (-33% cost). You wouldn't even need to Devour, you'd come out of form and just have it again soon enough. 600-700 is a good amount, and I plan on getting the Salvation set, which would currently drop it to a mere 620 ultimate.

    I do good damage really quickly in form. Survivability sucks, but I don't think that is the point of Werewolf. Roll with a healer if you're in trouble (PvP/Dungeons), anywhere else you can CC and kill the enemies so fast that they won't even hit you that much.

    Trouble is the bugs and, mostly, the cost. 925 is too much in most cases, you go to do a quest and have 600 ultimate by the end, if there's a decent amount of combat. You do a public dungeon, by the time you get to the boss you only have 800 Ultimate. You kill the boss without using the form once. The only time I've used Werewolf is if I am grinding, and I hate grinding. I did it at first to level Werewolf to 10, but now it seems that's the only chance I get to use the form.

    Devour also needs to be used on more enemies. Screw the lore and all, this is a videogame and as such it needs balance. I don't like being restricted to human-dungeons and areas. Chomping down on a Skeleton shouldn't work, but things like undead warriors and Daedra should (Considering most of the game are these enemies).
    Even 300 ultimate is too costly for PvP. 300 is a good amount because I want to be able to go into werewolf form as much as possible, especially if I completely embrace sanies lupinus. With Savior's hide set it can reduce it to 201 which is basically the same cost of a vampire's ultimate. I don't think you understand how bad werewolves are right now. I am a werewolf and with experience I can tell you no matter what you will end up just being a hindrance to your healer because you take more damage and are more susceptible to CC. Currently, being a werewolf has more drawbacks than advantages.
  • Karunama
    Karunama
    ✭✭
    I'll be honest; It's 1000 ultimate to suck for 20 seconds. I would like werewolf, but not being able to use my regular abilities or even passives while in WW form is just absurd, IMO. I had WW form for all of 2 days before i was compelled to ditch it.
  • Censorious
    Censorious
    ✭✭✭✭
    It's just a fun thing.

    All transforms of this sort in MMOs are kept muted to avoid screwing class balance too much for PvP. That's why the racial abilities are lacklustre too.

    Don't expect to be handed a skill that suddenly changes you into some sort of PvP 'boss'.
    'Clever' sigs get old real fast - just like this one.
  • Mustaklaki
    Mustaklaki
    ✭✭
    Even 300 ultimate is too costly for PvP. 300 is a good amount because I want to be able to go into werewolf form as much as possible, especially if I completely embrace sanies lupinus. With Savior's hide set it can reduce it to 201 which is basically the same cost of a vampire's ultimate. I don't think you understand how bad werewolves are right now. I am a werewolf and with experience I can tell you no matter what you will end up just being a hindrance to your healer because you take more damage and are more susceptible to CC. Currently, being a werewolf has more drawbacks than advantages.

    I'm not sure who you believe you are talking to, but I've been a max rank Werewolf for a while. What you're suggesting is way too overpowered. While I'd like to be that strong, being in Werewolf nearly all of the time is too strong. You can easily do twice as much DPS in Werewolf at max rank, compared to using abilities in your normal form. With the Blood Rage passive you get 100 Ultimate per minute, taking you a total of 3 minutes of just taking damage to build up the form. In combat, you would probably get your WW form up every 1.5-2 minutes with what you're suggesting, and much less with the Savior's Hide.

    I'm not disagreeing that Werewolves are underpowered, I'm disagreeing with your suggestions because they would make us unbalanced in the opposite direction.

    In PvE, I've rolled with healers as a Werewolf, becoming the main target of enemies because of how much damage I deal. Not really a hindrance to healers, it's mostly the same routine. Luckily for Werewolves the Fighter's Guild need a special passive for them to even affect us (Though I'm sure the silver bolt knockdowns are ridiculous). I doubt Werewolves are made for large zerg fights. Hell, most builds aren't. But roaming Cyrodiil and getting into small encounters, you bet your ass you're going to be a huge asset to your team. You can deal so much damage so fast that people cannot react. Even in my regular form I can kill a player in a 5 or so seconds.

    I'll upload a video soon comparing the damage output of Werewolf and normal form. In other news, I don't get the Ultimate points resetting much with the Werewolf Berserker morph. Could be coincidence.
    Edited by Mustaklaki on April 11, 2014 8:18AM
  • MasterLanz
    MasterLanz
    ✭✭✭
    Rashanitsu wrote: »
    "Pursuit" (1st werewolf passive skill) only working in wolf form? Or in human form too?

    All werewolf actives and passives only affect werewolf. The combat passives all function while in beast form, and the passive to gain ult from hits only works while beast form is slotted.

    Stuff in the werewolf tree does nothing for your character outside of affecting werewolf stats.

    edit: Obviously the poison weakness and fighter's guild vulnerabilities don't count towards this. Those are active at all times, regardless of your form.
    Edited by MasterLanz on April 11, 2014 10:41AM
  • Rashanitsu
    Rashanitsu
    Soul Shriven
    All werewolf actives and passives only affect werewolf
    not being able to use my regular abilities or even passives while in WW form is just absurd
    Obviously the poison weakness and fighter's guild vulnerabilities don't count towards this. Those are active at all times, regardless of your form
    :\
    lol lol lol....
    So... what is "werewolf" - funny room dog?
    Vampires take IMBO passive and active skills, that works all time (-% damage, regen, impruwed stealth, all active and good ult) + you can use another skills.
    Edited by Rashanitsu on April 11, 2014 1:34PM
  • Wakkatata
    Wakkatata
    Mustaklaki wrote: »
    Even 300 ultimate is too costly for PvP. 300 is a good amount because I want to be able to go into werewolf form as much as possible, especially if I completely embrace sanies lupinus. With Savior's hide set it can reduce it to 201 which is basically the same cost of a vampire's ultimate. I don't think you understand how bad werewolves are right now. I am a werewolf and with experience I can tell you no matter what you will end up just being a hindrance to your healer because you take more damage and are more susceptible to CC. Currently, being a werewolf has more drawbacks than advantages.

    I'm not sure who you believe you are talking to, but I've been a max rank Werewolf for a while. What you're suggesting is way too overpowered. While I'd like to be that strong, being in Werewolf nearly all of the time is too strong. You can easily do twice as much DPS in Werewolf at max rank, compared to using abilities in your normal form. With the Blood Rage passive you get 100 Ultimate per minute, taking you a total of 3 minutes of just taking damage to build up the form. In combat, you would probably get your WW form up every 1.5-2 minutes with what you're suggesting, and much less with the Savior's Hide.

    I'm not disagreeing that Werewolves are underpowered, I'm disagreeing with your suggestions because they would make us unbalanced in the opposite direction.

    In PvE, I've rolled with healers as a Werewolf, becoming the main target of enemies because of how much damage I deal. Not really a hindrance to healers, it's mostly the same routine. Luckily for Werewolves the Fighter's Guild need a special passive for them to even affect us (Though I'm sure the silver bolt knockdowns are ridiculous). I doubt Werewolves are made for large zerg fights. Hell, most builds aren't. But roaming Cyrodiil and getting into small encounters, you bet your ass you're going to be a huge asset to your team. You can deal so much damage so fast that people cannot react. Even in my regular form I can kill a player in a 5 or so seconds.

    I'll upload a video soon comparing the damage output of Werewolf and normal form. In other news, I don't get the Ultimate points resetting much with the Werewolf Berserker morph. Could be coincidence.

    I don't think her suggestion was meant to be to ONLY change the Ultimate cost to 300. There were mechanic ideas and other changes she suggested earlier, that would work well with the lowered Ultimate cost, however, I agree that in the current state, 300 Ultimate is far too little for Werewolves without changing other aspects of the skill line.
  • Kyubi_3002b16_ESO
    Kyubi_3002b16_ESO
    ✭✭✭
    what tells you this isn't what they planning to begin with... maybe they actualy gunna give us 2 new spells per world line and none of us believed they would. Dawnguard optimised vampirism and werewolf to a huge level back then because if you remember well vampirism used to SUCK.
    Edited by Kyubi_3002b16_ESO on April 11, 2014 5:23PM
    One bow to darken the sun
    One bow to unite the clans
    One bow to conquer the world and in darkness drown it...

    - Prophecy of the tyranny of the sun
  • Omega_K2
    Omega_K2
    Yes, it's useless, actually it's only good for gimping your char. It doesn't have any really any upsides, only downsides. Really, the only upside is that you can sell a bite for 20k gold :neutral_face:

    To summarize the issues:
    • You don't have any passives that benefit humaniod form
    • You lose access to all your abilities in WW form, making healing or buffing impossible unless you do it before
    • WW form lasts incredibly short, so you can at most kill 3 enemies before it ends (although extendable by some)
    • WW form damage is pretty low, it does some more damage then my weapons, but hardly worth it, even with decent amount of stamina
    • You have to use your ultimate slot for a medicore ability, and there are much better alternatives
    • You gain extra posion damage and suffer from fighter guild skills in PvP, adding a pretty major boon to your char, regardless of whether you are transformed or not
    • Ultimate takes ridiocusly long to gather unlike other ultimate skills
    • You need to spend about 10 skill points into the skill line to have it being useful at all

    Imho, they should do the following:
    • Make WW toggle-able and not an ultimate; think of it as a second ultimate slot
    • Make the passives affect the humaniod form (stamina, ulti recharge boost)
    • Add some more active ww-form only abilities at higher WW levels, that can address the healing/buff/damage problem

    And they should be worth it and somewhat on par with vamps I guess, and you'd still suffer from the large downsides in pvp.

    Edited by Omega_K2 on April 11, 2014 6:07PM
  • thedudeprt2
    WHat are you guys complaining about? Werewolf works just fine for me. My main is a Nightblade and in the siphoning tree there is a passive to give you Ultimate points every time you use something for that tree. There are also other skill lines that offer additional Ultimate accumulation.

    My Werewolf rank is currently rank 8. My attributes are sitting at Magicka 5, Health 10, and Stamina 25. As damage in WW form is based on maximum stamina I do some insane damage. THe largest problem is that I am a Pack Leader (Morphed form of WW transformation). Pack Leaders help their allies gain ultimate faster.

    From the sound of things you guys just need to find a group of other Werewolves to play with and most of your problems would be solved.
  • LazerusKI
    LazerusKI
    ✭✭✭
    my friend is werewolf, im a vamp.
    so far i have to say, that the WWs is...meh.
    he told me that all of his passives are only active when he has the Transform slotted...and thats crap. He has a very big disadvantage because he loses his ulti slot, is stronger affected by poison, and is vulnerable to warrios-skills.
    not to mention the obsene amoutn of ulti that you need. i think i have seen him not even 5 times in his form.

    the vamp on the other hand is very usefull as a nightblade, as soon as they fix the bugs. currently the dark stalker does not work (deactivates on death) and his essence drain does not work on stunned or knocked down targets, not to mention that it has a random delay. my ulti is morphed into lifedrain, saved me a few times.

    i think the WW needs a complete rework. the ulti cost is way to high for what you get, my friend dies faster in his ww form than in his human form...because he cant block anymore.
    also ww needs more active skills to fill his skillbar. two skills is not enough.
    and his passives need to affect him when he has no transform ability equipped.
    blood rage could be so usefull...but not in the way it currently is.
    WHat are you guys complaining about? Werewolf works just fine for me. My main is a Nightblade and in the siphoning tree there is a passive to give you Ultimate points every time you use something for that tree. There are also other skill lines that offer additional Ultimate accumulation.
    There is the problem...NB profits from both, WW or Vamp...but what about the other classes?

    Edited by LazerusKI on April 11, 2014 9:01PM
  • Mustaklaki
    Mustaklaki
    ✭✭
    Werewolf can block perfectly fine... Can bash too.
  • Brittany_Joy
    Brittany_Joy
    ✭✭✭✭
    Mustaklaki wrote: »
    Even 300 ultimate is too costly for PvP. 300 is a good amount because I want to be able to go into werewolf form as much as possible, especially if I completely embrace sanies lupinus. With Savior's hide set it can reduce it to 201 which is basically the same cost of a vampire's ultimate. I don't think you understand how bad werewolves are right now. I am a werewolf and with experience I can tell you no matter what you will end up just being a hindrance to your healer because you take more damage and are more susceptible to CC. Currently, being a werewolf has more drawbacks than advantages.

    I'm not sure who you believe you are talking to, but I've been a max rank Werewolf for a while. What you're suggesting is way too overpowered. While I'd like to be that strong, being in Werewolf nearly all of the time is too strong. You can easily do twice as much DPS in Werewolf at max rank, compared to using abilities in your normal form. With the Blood Rage passive you get 100 Ultimate per minute, taking you a total of 3 minutes of just taking damage to build up the form. In combat, you would probably get your WW form up every 1.5-2 minutes with what you're suggesting, and much less with the Savior's Hide.

    I'm not disagreeing that Werewolves are underpowered, I'm disagreeing with your suggestions because they would make us unbalanced in the opposite direction.

    In PvE, I've rolled with healers as a Werewolf, becoming the main target of enemies because of how much damage I deal. Not really a hindrance to healers, it's mostly the same routine. Luckily for Werewolves the Fighter's Guild need a special passive for them to even affect us (Though I'm sure the silver bolt knockdowns are ridiculous). I doubt Werewolves are made for large zerg fights. Hell, most builds aren't. But roaming Cyrodiil and getting into small encounters, you bet your ass you're going to be a huge asset to your team. You can deal so much damage so fast that people cannot react. Even in my regular form I can kill a player in a 5 or so seconds.

    I'll upload a video soon comparing the damage output of Werewolf and normal form. In other news, I don't get the Ultimate points resetting much with the Werewolf Berserker morph. Could be coincidence.

    I think you need to consider the fact that you are veteran rank amongst low levels in PvP, of course you are going to dominate when you outgear and outlevel your opponents. But how powerful are you gonna be when you fight another veteran rank hmm? with no way to CC break or dodge.

    To be honest I want a werewolf form that I can shapeshift into at will. So that way I can choose when to stun myself, by turning back into humanoid, and choose to go werewolf when the time needs it. 'cause most of the time all you need is a vet rank dragonknight or an archer to stop you in your tracks, then bam 925 ult wasted. Of course you can farm it back up but several times the ult disappears before I actually have a chance to use it. The problem is the ultimate is way too high and in order to lower it you have to give up other set benefits. So, you take more damage, more susceptible to CC, and are forced to wear weaker armor if you want to be a werewolf.

    Also if gear scales to a higher level then werewolf damage will be negated, this probably won't happen for awhile but it is a possibility.
  • LazerusKI
    LazerusKI
    ✭✭✭
    Mustaklaki wrote: »
    I'm not sure who you believe you are talking to, but I've been a max rank Werewolf for a while. What you're suggesting is way too overpowered. While I'd like to be that strong, being in Werewolf nearly all of the time is too strong. You can easily do twice as much DPS in Werewolf at max rank, compared to using abilities in your normal form. With the Blood Rage passive you get 100 Ultimate per minute, taking you a total of 3 minutes of just taking damage to build up the form. In combat, you would probably get your WW form up every 1.5-2 minutes with what you're suggesting, and much less with the Savior's Hide.
    Does it generate power even outside a combat? or jsut when you are taking damage? the tooltip with the 5 every 3 seconds when taking damage is a little bit confusing.
    Mustaklaki wrote: »
    I'll upload a video soon comparing the damage output of Werewolf and normal form. In other news, I don't get the Ultimate points resetting much with the Werewolf Berserker morph. Could be coincidence.
    that would be interesting :)
    Mustaklaki wrote: »
    Werewolf can block perfectly fine... Can bash too.
    im not a WW so i can just quote what my friend mentioned^^

  • Darkholynova
    Censorious wrote: »
    It's just a fun thing.

    All transforms of this sort in MMOs are kept muted to avoid screwing class balance too much for PvP. That's why the racial abilities are lacklustre too.

    Don't expect to be handed a skill that suddenly changes you into some sort of PvP 'boss'.

    If it's just a cosmetic "fun" thing for variety a lulz... then why impose 50% extra damage taken from poison AND stun/15% extra damage taken from players in pvp? It's quite the opposite of being a "PvP boss". Even if you don't use your transform on your bars and gain any benefit from lycanthopy, you'll be taking more damage just because!

    IMO, add a stipulation in the fighter's guild skills/passives that say it only works on NPCs. Isn't 50% extra damage from poison/fire a big enough drawback? Currently it only serves to punish everyone in pvp because even the non ww/vamps feel like they have to waste 3 skill points in the fighter's guild tree for a passive that increases damage to only certain players. Not to mention that many players only waste a slot on silver bolts BECAUSE they feel like they have to against vamps/ww.

    Imagine if they gave non-elves a bonus passive to purchase that increased damage vs. Elves and Elves could purchase one against non-elves. You'd feel like you HAD to purchase that ability to do competitive damage against elves or non elves. There are no daedra and undead npcs in pvp, so why should this be a mandatory skill?

    Less mandatory skills/builds, more variety please.
    Edited by Darkholynova on April 11, 2014 10:36PM
  • LazerusKI
    LazerusKI
    ✭✭✭
    Censorious wrote: »
    It's just a fun thing.

    All transforms of this sort in MMOs are kept muted to avoid screwing class balance too much for PvP. That's why the racial abilities are lacklustre too.

    Don't expect to be handed a skill that suddenly changes you into some sort of PvP 'boss'.

    If it's just a cosmetic "fun" thing for variety a lulz... then why impose 50% extra damage taken from poison AND stun/15% extra damage taken from players in pvp? It's quite the opposite of being a "PvP boss". Even if you don't use your transform on your bars and gain any benefit from lycanthopy, you'll be taking more damage just because!

    IMO, add a stipulation in the fighter's guild skills/passives that say it only works on NPCs. Isn't 50% extra damage from poison/fire a big enough drawback? Currently it only serves to punish everyone in pvp because even the non ww/vamps feel like they have to waste 3 skill points in the fighter's guild tree for a passive that increases damage to only certain players. Not to mention that many players only waste a slot on silver bolts BECAUSE they feel like they have to against vamps/ww.

    Imagine if they gave non-elves a bonus passive to purchase that increased damage vs. Elves and Elves could purchase one against non-elves. You'd feel like you HAD to purchase that ability to do competitive damage against elves or non elves. There are no daedra and undead npcs in pvp, so why should this be a mandatory skill?

    Less mandatory skills/builds, more variety please.
    at in the same tiem it adds more variety to the pvp battlefield.
    do you have specialized skills with you to absolutely destroy them? or do they have a bonus agaisnt you? what if he is just a "normal" player?
    the thing with fighters guild, fire/poison resistance is fine. the vamp itself is (besides the bugs) fine. the werewolf on the other hand feels to weak compared to them.
  • Darkholynova
    LazerusKI wrote: »
    Censorious wrote: »
    It's just a fun thing.

    All transforms of this sort in MMOs are kept muted to avoid screwing class balance too much for PvP. That's why the racial abilities are lacklustre too.

    Don't expect to be handed a skill that suddenly changes you into some sort of PvP 'boss'.

    If it's just a cosmetic "fun" thing for variety a lulz... then why impose 50% extra damage taken from poison AND stun/15% extra damage taken from players in pvp? It's quite the opposite of being a "PvP boss". Even if you don't use your transform on your bars and gain any benefit from lycanthopy, you'll be taking more damage just because!

    IMO, add a stipulation in the fighter's guild skills/passives that say it only works on NPCs. Isn't 50% extra damage from poison/fire a big enough drawback? Currently it only serves to punish everyone in pvp because even the non ww/vamps feel like they have to waste 3 skill points in the fighter's guild tree for a passive that increases damage to only certain players. Not to mention that many players only waste a slot on silver bolts BECAUSE they feel like they have to against vamps/ww.

    Imagine if they gave non-elves a bonus passive to purchase that increased damage vs. Elves and Elves could purchase one against non-elves. You'd feel like you HAD to purchase that ability to do competitive damage against elves or non elves. There are no daedra and undead npcs in pvp, so why should this be a mandatory skill?

    Less mandatory skills/builds, more variety please.
    at in the same tiem it adds more variety to the pvp battlefield.
    do you have specialized skills with you to absolutely destroy them? or do they have a bonus agaisnt you? what if he is just a "normal" player?
    the thing with fighters guild, fire/poison resistance is fine. the vamp itself is (besides the bugs) fine. the werewolf on the other hand feels to weak compared to them.

    I agree, it could also be fixed by making werewolves more powerful so it justifies the increased damage they take. Or they could just make it so the fighter's guild perks only work WHILE you're in werewolf form.

    A vampire is always a vampire, they'll have perks that benefit them regardless of if they use the vampire skills. Werewolves who don't slot their ultimate are just regular players who take extra damage.
  • cubansyrusb16_ESO
    cubansyrusb16_ESO
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    Werewolf makes it hard work to tank in fungal grotto vet version the poison is just to much.
  • Darkholynova
    Werewolf makes it hard work to tank in fungal grotto vet version the poison is just to much.

    Are you using any poison resistance equipment?

  • cubansyrusb16_ESO
    cubansyrusb16_ESO
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    Werewolf makes it hard work to tank in fungal grotto vet version the poison is just to much.

    Are you using any poison resistance equipment?

    I don't think the resists are separate and I am already well over the overcharge for spell resistance and armour, wouldn't it just not work ?

    Its possible I could build an heavy armour set with just poison resistance on as enchantments, but really I think -50% weakness is slightly to high thoses AoE's destroy over half my hp in one second.
  • MasterLanz
    MasterLanz
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    That aside, I don't think you keep the benefits of your armor while in beast form. In which case armor-based poison resistance wouldn't work while you're beasted out.
  • ploddab16_ESO
    ploddab16_ESO
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    I think that WW in it's current state is a massive slap in the face for those who, like me, have spent days trying to attain a bite. The ultimate cost for the ability is simply too high, the buffs and abilities only work in the ultimate form, and there's no cosmetic changes to show that you've actually become a werewolf, rather than the vampires, who are changed to show folks that they've done this very hard to get quest and now have what should be a 'cool' skill tree, and who have abilities that can be used alongside the regular combat abilities, and whose buffs are always active.

    At the moment, vampire is INFINITELY more attractive than the werewolf skill line, and from the sounds of it both need an immediate rework. Hopefully much of the complaints about the ultimate can be resolved by switching it to a togglable perma-form that costs stamina to use, and which then allows you to use your abilities (think the feral druid from WoW) as you wish.

    So in short: lower or remove the ultimate cost for the werewolf form, and allow the form to be togglable. Oh, and fix the pack morph!
  • Neutronium_Dragon
    Neutronium_Dragon
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    Be sure to put werewolf issues/concerns (and I share most of them) into /feedback in-game. It's a lot more likely that they'll get attention that way.
  • MasterLanz
    MasterLanz
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    So I'm rank 10 Werewolf Berserker now, and the investment is starting to pay off. I can build up my ult very quickly (maybe 5-6 pulls of 2-3 enemies) and I can sustain it for as long as there is stuff to kill. Within my wolf form I just massacre things that I normally would have to take a bit of care with and can tear through public dungeons and mob-dense areas like it's nothing.

    In fact, I'm prone to killing sprees in wolf form where I just ignore the objective and focus on mauling things. It's quite fun. It's also funny to see all these players swarming and rallying around me. Werewolf form seems to still be a very rare thing, as I've yet to run into any werewolves other than myself on Daggerfall Covenant, so the players seem to like to group up and follow you on your massacre. It makes running public dungeons very easy since the healers just gravitate to you naturally if they're around.

    Also, I've determined that once you morph Werewolf Form into Werewolf Berserker, it suffers from losing ult far less, and so far I've been able to leave it at full-charge for ages without losing the ult. So that's nice too. I'm not sure if the other morph (werewolf alpha or whatever) also has this effect.

    While my opinion hasn't changed that the tree needs a good deal of work, I can attest that it does get a lot better once you've got further along.
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