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https://forums.elderscrollsonline.com/en/discussion/683901

The Werewolf is riddled with bugs.

  • Victoria_Marquis
    Victoria_Marquis
    ✭✭✭
    Is there any Werewolves that are on the Ebonheart Pact that could come to Davon's Watch and escort us to the ritual sight and embrace my husband & I so that we can become werewolves?
  • doz1337
    doz1337
    Agree with op, simply too many issues with werewolf atm.

    also adding to the pile; went to an alter today to turn someone. The "X" to bite option would appear but nothing happend, after moving about a little the option would completely disapear. Farmed 3 times for the form to try all kind of different stuff, nothing worked.

    also #2; the devour option (at least for me) has once in a while what i can only imagine what must be an extremely small hitbox and is crazy hard to locate / hit

    and finally, the walk/run animation looks way too goofy and needs some polishing imo.
  • shinkicker444rwb17_ESO
    ^^ I had the same problem as you, but someone near the shrine told me you have to kill one of the senche-tigers near by, devour it then come back and devour your friend. After which, it worked as expected.

    On the topic though, yeah, buggy.. so buggy. I still have fun, and it does seem to do a fair amount of damage pve wise - but you're oh so squishy. But my biggest issue appears to be model lockup - and subsequently being unable to attack at all leading to death. It seems to happen if I try to attack to fast, the WW model just can't take it and it freezes and the only way I'm able to 'free' it and be able to attack again is to press Alt.

    Also, 2 skills seems awfully limited, I'm not saying it needs to be more powerful, on the contrary, but it should be a full array of unique skills (same with Vamps), ie; in combat heal - maybe heals on melee hits, and some active party attack buff - not the buggy morph, something separate -, or an AoE attack, in addition to what it has now. The ability to summon wolves would be awesome - kind of like the NB morphed Shade skill. And all those skills could have comparable power to the regular class ones.

    Also, I'd love to know why my WW is so damn picky about what it wants to eat... Flesh is flesh! The bloodier the better!
    Edited by shinkicker444rwb17_ESO on April 15, 2014 8:06AM
  • Ace_SiN
    Ace_SiN
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    ^^ I had the same problem as you, but someone near the shrine told me you have to kill one of the senche-tigers near by, devour it then come back and devour your friend. After which, it worked as expected.

    lol that was a bit much, but I respect the creativity. It reminds me of my FFXI days when crafters would face certain directions on different days because it was said to increase your odds.

    The workaround for this bug is just moving away from the shrine and then go back to bite. Going ankle deep into the water should be far enough.
    Edited by Ace_SiN on April 15, 2014 8:50AM
    King of Beasts

  • shinkicker444rwb17_ESO
    Water? What water? It's only a dried lakebed in Reapers March I think.
  • sinz_xb16_ESO
    sinz_xb16_ESO
    ✭✭✭
    Seems Werewolves have it even worse than us Vampires. Both skill lines are riddled with bugs (over 75% of actives/passives not working correctly) but right now it seems like there is no advantage AT ALL of being a Werewolf.

    Hoping for a quick fix for you guys!
    "We will make sure that no matter where you live, every player in North America, Europe, Oceania, and many places beyond will have a polished, lag-free launch experience" - Matt Firor

    Proud second-rate customer (PC-EU)
  • PurpleFox
    PurpleFox
    ✭✭✭
    So anyone watch the blood moon IRL? Im still awake :3
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Anoteros
    Anoteros
    ✭✭✭✭
    Ace_SiN wrote: »
    Playing as a werewolf has shown me that it was obviously a late development thing. There are too many bugs and questionable game design choices, like not being able to break CC in a game with no CDs, that greatly hurt the user experience. It's obvious that it didn't go through much testing and was rushed to meet player demand.

    I don't hold that against ZOS. I just hope they are aware of the issue that is plaguing the Werewolf and will have it fixed soon.

    Bugs:

    1) Pounce can cause your character to get stuck in a kneeling position. The only way to fix it is by wasting a potion or some food.

    2) The pathing for Pounce is very bad. One moment it will reach running targets and the next it will go to the location the target was at when the skill was activated.

    3) Roar is unresponsive. In the middle of combat it takes about 2-3 seconds before you roar. This makes interrupting an opponents skills with it near impossible. On the other hand it makes combat as a werewolf feel clunky.

    4) Werewolves are NOT affected by an allies buffs. At least not all of them. For example, Rousing Roar, from a werewolf ally, will not increase my damage output if I'm transformed(though the effect will be displayed on my werewolf).

    5) The buff "Call of the Pack" also does not show up on my character list as a Werewolf. Considering how fast my WW timer goes down, I'm not convinced my werewolf is being affected when rolling in a pack.

    6) Pack Leader(morph) can not be sustained. It randomly breaks and forces you back into human form. However, you can still use your werewolf abilities.

    7) I assume the ultimate gain for pack leader should be a passive. Since there is no point in increasing an allies ult gain if they are werewolves. I have not noticed any increase when running with a Pack Leader.

    8 ) Werewolf Berserker(morph) does not increase attack speed with each hit consistently. It starts to speed up, but then it slows back down. It feels clunky and sometimes unresponsive.

    Game Design Flaws:

    1) CC can't be broken. There is no way a Werewolf can be a major threat when you can chain abilities that have no cd.

    2) Too much reliance on stam abilities without an effective way to lower the costs. Vampires have high costs, but are able to lower them by spell cost % AND increasing their stages. Werewolves should have something similar. Reduce stam cost as you get "stronger" for some additional cons.

    3) The Bleed effects on your claw attacks, for Berserker, does not scale well. Does an extra 10 damage means nothing when fighting another player.

    4) Pack leader needs more than an ult gain. There is no reason to pass up the increased DPS for a "pack". The Pack leader should add another buff that only affects himself and Berserkers. This way it doesn't become op and force a pack to be all pack leaders.

    5) 1000 ultimate is way too much of a requirement. This should be lowered to 700. By going through "stages"(again similar to vampires), that amount should be lowered to about 400-450.

    6) A werewolf character throws away his/her entire build just for 2 abilities. That's a major problem. Werewolves should get a full bar of skills including an ultimate.

    7) There is no effective way to sustain yourself in a fight as a Werewolf. You're only able to use potions which is not meant to be the primary way of support in ESO. Devour is easily broken and requires you to to through an entire animation. We need abilities that allows us to get HP back mid fight.

    8 ) The werewolf timer is way too short. In just 1 engagement you'll be close to changing back. As long as I'm fighting I should be able to maintain my form. High costing abilities like Feral Pounce is not a viable way.

    Not so much late development, more like totally ignored all bug/feedback from alpha/beta and just threw everything together.
    Same applies to Vampires and Nightblades atm.
  • Ace_SiN
    Ace_SiN
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    Water? What water? It's only a dried lakebed in Reapers March I think.

    Sorry...I just assume everyone is DC...

    You shouldn't have to move too far away from the shrine though. You definitely do not have to kill another mob.

    Edited by Ace_SiN on April 15, 2014 11:20AM
    King of Beasts

  • shinkicker444rwb17_ESO
    Hmm, weird, cause I moved a fair distance away and came back and it didn't work - but nomming the tiger did.
  • Ace_SiN
    Ace_SiN
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    Hmm, weird, cause I moved a fair distance away and came back and it didn't work - but nomming the tiger did.

    That is weird. The bug seems to affect both sides differently.
    King of Beasts

  • Nistu
    Nistu
    ✭✭
    WilliamTee wrote: »
    Bugs are bugs, and need to be fixed...

    But beyond this I keep getting the impression that werewolf/vampire players think they should be stronger than non 'corrupted' players...

    I dunno, maybe that was the intention from the game developers, but I thought we were meant to be playing a balanced game... not twlight.

    The time players put in to finding the spawns...hoping some dummy does'nt blow in and kill the spawn before you have a chance to get infected...then the quest to finalize the whole deal...yeah there should be perks to the tree above and beyond "uninfected" players...WWs or Vamps.Noone here wants to run around a WW the entire time they are playing...well,some would...but having to build ultimate in battle all the way to 1000 only to have it disappear randomly is too much to ask."Normal" players would be calling for a ZOS head on a plate by now if it were them.Not to mention the gimpy-ness of only having 2 ablilities and a left click for about 30-50 secs worth of form....yeah something should be done.

    Edited by Nistu on April 15, 2014 12:33PM
    Eternity
    "War does not determine who is right...only who is left"
    -Shells of Glenumbra
  • Sadae
    Sadae
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    We seriously need an on-screen timer showing how much time is left for the werewolf transformation morph. At least add an API call for it so AddOns can be created to show the time remaining. This way decisions can be made based on the remaining time before you engage an enemy, only to have your morph where off and die while it does the animation.

    I don't think the Stamina costs for WW are so bad. If you're playing a Magicka-based character and choose to become a werewolf of you're going to have issues. I play a Stamina-based character and don't have a problem.

    Werewolf definitely needs something to counter CC. It just doesn't feel right to be this terrifying beast, yet be so easily bound and turned into an easy target. There should be a 3-stage passive skill that grants immunity for up to 3 CC's. Or maybe an Active skill that flat out breaks all CC's.
  • Daethz
    Daethz
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    Vampires broken too, there are many forum posts on it.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Sadae
    Sadae
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    Vampires broken too, there are many forum posts on it.
    And you're posting that in a werewolf thread why?

  • Spacefiddle
    Spacefiddle
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    Directed at the title:

    Those bugs are known as fleas.
    Damn you, beat me to it! I was going to suggest a good bath and maybe a new collar.
  • PurpleFox
    PurpleFox
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    Sadae wrote: »
    We seriously need an on-screen timer showing how much time is left for the werewolf transformation morph. At least add an API call for it so AddOns can be created to show the time remaining. This way decisions can be made based on the remaining time before you engage an enemy, only to have your morph where off and die while it does the animation.

    I don't think the Stamina costs for WW are so bad. If you're playing a Magicka-based character and choose to become a werewolf of you're going to have issues. I play a Stamina-based character and don't have a problem.

    Werewolf definitely needs something to counter CC. It just doesn't feel right to be this terrifying beast, yet be so easily bound and turned into an easy target. There should be a 3-stage passive skill that grants immunity for up to 3 CC's. Or maybe an Active skill that flat out breaks all CC's.

    The timer is under the magika bar
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Wolfster
    Wolfster
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    Hah, I literally just posted about some of this and then spotted this thread. FML.
  • Sadae
    Sadae
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    PurpleFox wrote: »
    The timer is under the magika bar
    HA! So it is! I was using the Foundry Tactical Combat (FTC) AddOn and it doesn't show the werewolf timer so I just assumed there was none. I turned off the AddOn and there's my timer bar! Nice!

    They still need an API for it though. The only werewolf call is IsWerewolf() which returns true or false.
  • murklor007neb18_ESO
    After having been a werewolf a mere 3 days, its easy to see that it need a complete redesign.

    It just isnt very fun.

    I'm totally OK with a short period of a "raging beast", especially with nice transform effects, but the ultimate cost is HORRIBLE for that. It take ages to gain enough in order to transform and when you do... Lousy skills and mediocre damage/survivability (or worse than normal).

    Sure I'll level up my Werewolf skill line just for the heck of it, but I dont see myself using it effectivly, ever. All 3 class ultimates are far, far better than a pointless werewolf ultimate at 4x the cost.
    Edited by murklor007neb18_ESO on April 15, 2014 8:54PM
  • Xbloody_m3ssx
    bump,
    def more of a debuf then anything.
  • Stiler
    Stiler
    ✭✭
    IMO the major things werewolves need are:

    1. A "CC" break ability that gets you out of a snare/stun.
    2. Some type of sustain, rather it be lifesteal on attack or giving health when you use devour.
    3. Some kind of timer/bar showing you how much time you have left in werewolf form.

    Also I am getting a bug where you seem to get "Stuck" in the attack animation, you are unable to attack/use abilities or anything and just basically have to stand around until it fixes itself and hope you still have time left.

    This has made it a huge pain to level the werewolf line.
  • Anoteros
    Anoteros
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    both transformations are knackered.
    Been knackered from beta right through to launch.

    It's great to see feedback/bug reporting from BETA was put to great use.
  • murklor007neb18_ESO
    Stiler wrote: »
    IMO the major things werewolves need are:

    1. A "CC" break ability that gets you out of a snare/stun.
    2. Some type of sustain, rather it be lifesteal on attack or giving health when you use devour.
    3. Some kind of timer/bar showing you how much time you have left in werewolf form.

    Also I am getting a bug where you seem to get "Stuck" in the attack animation, you are unable to attack/use abilities or anything and just basically have to stand around until it fixes itself and hope you still have time left.

    This has made it a huge pain to level the werewolf line.
    For 1, I would argue that a werewolf should be immune to all CC. This would give it some purpose in PvP.

    Some type of heal/lifesteal/insane HP regen is also needed, yes.
  • Darkholynova
    Stiler wrote: »
    IMO the major things werewolves need are:

    1. A "CC" break ability that gets you out of a snare/stun.
    2. Some type of sustain, rather it be lifesteal on attack or giving health when you use devour.
    3. Some kind of timer/bar showing you how much time you have left in werewolf form.

    Also I am getting a bug where you seem to get "Stuck" in the attack animation, you are unable to attack/use abilities or anything and just basically have to stand around until it fixes itself and hope you still have time left.

    This has made it a huge pain to level the werewolf line.
    For 1, I would argue that a werewolf should be immune to all CC. This would give it some purpose in PvP.

    Some type of heal/lifesteal/insane HP regen is also needed, yes.

    Agreed. I feel so much weaker because of werewolf. I rarely use it in pve because it's not faster/safer/easier in anyway than my bow or dual wielding. I lose my healing from siphon and I lose my controllable CC for messy howl. I can kill a pack or two of decently challenging mobs, but I'm almost always near death by the time I change back.

    In pvp, I just take more damage. Turning makes me a huge target and I rarely live long enough to get more than couple swipes off if I'm not perma CC'd. In a 1v1 or 1v2 fight, you'll find that enemy CC wastes most of your werewolf time and you're stunned for 5 second from the change back animation.
  • Wolfborn
    Wolfborn
    ✭✭✭
    I took werewolf soley for the fact it matches my Nord backstory who happens to play DC. I have leveled it to level 6 for the bit but now I have removed it from my hotbar, its simply not worth to have it.

    I am hoping they balance the werewolf bonus to have some effect when in normal form, like vamps as well as when you change.
  • Zeeed
    Zeeed
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    Love WW but 1 costs to much to charge and does not last nong enough :(
  • lyndsayporterb16_ESO
    I just hope they get fixing some of the major bugs, but judging by how long it takes them to patch main quests and such, I won't get my hopes up for it being any time soon.
  • Zeeed
    Zeeed
    ✭✭✭
    ye wer talking Months by looks of it :(
  • trenss_ESO
    If Pack Leader still doesn't work I do not want to take it. Using WW Berserker I never saw a melee attack speed gain per swing unless I pounce to a target and it only seemed to speed up 3-4 swings. It might have increased my attack speed after roaring, but I cannot confirm that.

    It sounds like I made a bad choice turning into a WW so soon after release. One has to wonder how many and the ability of the individuals working on the, more to blame -> the money behind the management and said management, if after release a game like this doesn't even have skills that work. Let alone the quests that break the game and the failed attempts, this last patch, to fix them.

    I do however enjoy the idea of being a WW... the reality not so much. I am not saying they should change the WW passives to all work in human form or any of them. I have not played the game being a vampire, others I play with have/are, but they sound completely different from WW which is great. I believe it would lessen the experience being a WW if it was changed so that it functionally played like a vampire, minus the ultimates, staging mechanic, night thing to a lesser degree, and the passives all working in human form.

    I currently do not want to be a WW, but I am unwilling to go through the hoops to lose it, and then regain it once WW works the way it is supposed to. Due to the other parts of ESO that are broken and how they wasted my time.

    One thing I believe that has been mentioned in this thread is the day/night cycle and how it might affect a WW player.

    Day/Night cycle indoor/outdoor

    While the sun is raising/sinking maybe the cost of the WW ultimate cost, WW duration, and the speed at which the WW ultimate transformation occurs varies, including level of WW and the skill.

    Basically the brighter it is outside due to the sun a WW player would see a significant increase in the ultimate cost, transformation animation time (keep it the same currently), or remove the initial howl/roar, and a decreased duration WW form.

    The darker the night/indoor areas and depending on the amount of moonlight based on the phase of said moon. The WW player would see a decreased WW ultimate cost, increase WW ultimate duration, decreased ultimate transformation animation time. Maybe on special nights full of moonlight, just before, during, and a bit after the moon is climaxing WW transformations would happen so fast that simply looking away for a moment and you'd miss it. (could be a temp morph given to all WW, during this time, which makes the transformation happen during a pounce)

    That is enough time wasted here as I do not believe the "original devs" or the less than functional reporter/mouth pieces will pay much attention to this thread and especially not my response. Realistically they do have much more dangerously broken or nearly broken(basically broken) and missing basic functionality of the server/client, interface, gm tools, ui, everything... This blatantly, without meaningful recourse, means the add-on/mod community is expected to function as an unpaid ui/lua guru workhorse, which they are unfairly. Willing to go far beyond what might be expected to extend/add/fix/rework what little functionality that exist from now and until the servers are shut down.

    I need to be much less sober ... much much much MUCH
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