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.
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.Brittany_Joy 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.Brittany_Joy 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.
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.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).
Brittany_Joy 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.
Rashanitsu wrote: »"Pursuit" (1st werewolf passive skill) only working in wolf form? Or in human form too?
Mustaklaki wrote: »Brittany_Joy 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.
There is the problem...NB profits from both, WW or Vamp...but what about the other classes?thedudeprt2 wrote: »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.
Mustaklaki wrote: »Brittany_Joy 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.
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'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.
that would be interestingMustaklaki 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.
im not a WW so i can just quote what my friend mentioned^^Mustaklaki wrote: »Werewolf can block perfectly fine... Can bash too.
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'.
at in the same tiem it adds more variety to the pvp battlefield.Darkholynova 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.Darkholynova 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.
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.
cubansyrusb16_ESO wrote: »Werewolf makes it hard work to tank in fungal grotto vet version the poison is just to much.
Darkholynova wrote: »cubansyrusb16_ESO wrote: »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?