Hail_Sithis wrote: »What I would do is, A pack leader can use pounce for free, and reduces the cost of nearby wolf-pounces. In addition, the other nearby wolves will not go back to human form until the pack leader himself runs out of time.
It increases the ultimate gain of nearby allies. The pack leader morph is going to be fixed next patch.WhitePawPrints wrote: »Does anyone actually know what the benefits of the Pack Leader is? Allowing other Werewolves' Ultimate to increase faster has no meaning when already in Werewolf form.
Brittany_Joy wrote: »It increases the ultimate gain of nearby allies. The pack leader morph is going to be fixed next patch.WhitePawPrints wrote: »Does anyone actually know what the benefits of the Pack Leader is? Allowing other Werewolves' Ultimate to increase faster has no meaning when already in Werewolf form.
Brittany_Joy wrote: »It increases the ultimate gain of nearby allies. The pack leader morph is going to be fixed next patch.WhitePawPrints wrote: »Does anyone actually know what the benefits of the Pack Leader is? Allowing other Werewolves' Ultimate to increase faster has no meaning when already in Werewolf form.
Yeah, realistically albino animals are considered outcasts but it is kinda odd how that is because usually animals are color blind...oh well lets not question nature lol.WhitePawPrints wrote: »Brittany_Joy wrote: »It increases the ultimate gain of nearby allies. The pack leader morph is going to be fixed next patch.WhitePawPrints wrote: »Does anyone actually know what the benefits of the Pack Leader is? Allowing other Werewolves' Ultimate to increase faster has no meaning when already in Werewolf form.
Pack Leader was fixed and you could say it was buffed with lower cost, but Pack Leader is still an albino outcast rather than an Alpha Werewolf leading mighty packs. Those who choose it, like me, admit that we only choose it for the white werewolf appearance.
I admit, I have seen Pack Leaders used in PVP now about three times. Still with the vague description, and not noticing any change in my own Ultimate gain, I'm not sure what the use of the Pack Leader benefits are.
Brittany_Joy wrote: »Yeah, realistically albino animals are considered outcasts but it is kinda odd how that is because usually animals are color blind...oh well lets not question nature lol.WhitePawPrints wrote: »Brittany_Joy wrote: »It increases the ultimate gain of nearby allies. The pack leader morph is going to be fixed next patch.WhitePawPrints wrote: »Does anyone actually know what the benefits of the Pack Leader is? Allowing other Werewolves' Ultimate to increase faster has no meaning when already in Werewolf form.
Pack Leader was fixed and you could say it was buffed with lower cost, but Pack Leader is still an albino outcast rather than an Alpha Werewolf leading mighty packs. Those who choose it, like me, admit that we only choose it for the white werewolf appearance.
I admit, I have seen Pack Leaders used in PVP now about three times. Still with the vague description, and not noticing any change in my own Ultimate gain, I'm not sure what the use of the Pack Leader benefits are.
The way I see it; is the werewolves in Elder Scrolls tend to resemble Van Helsing or Underworld or it could just be a big coincidence. We all watch movies and enjoy them so there are has to be ideas influenced by them. The white werewolf leader is very cool. In Underworld lore there was a white werewolf that was revered by the lycans. William was basically the first werewolf and gave the gift of lycanthropy to humans so he is the original werewolf or the pack leader. Movies can influence design because the art team always needs some good references.
https://www.youtube.com/watch?v=tXEIWAKQOek
I use the pack leader morph too because it looks cool but it doesn't seem to make a difference. So I wonder about the specifics too like how much ultimate does it actually give to my allies and how come I can't receive the benefits. ZoS really needs to answer questions every time they make changes or to clarify their intention for the ability.
I do think giving survivability or survivability being given to a Pack Leader would be quite beneficial. Given the passive perks that the Fighters Guild members are given, all you really do is wait the were out if you're caught out of position. I would like a more robust timer depiction something a tad bit longer.
One issue I've found is sometimes Devour just doesn't work and I lose a large chunk of time feeding only to be given nothing in return.
There was also one issue I ran into the other day where leveling up my were skill made me deform.
Losif00800 wrote: »I think what matters the most is that one isn't obviously better then the other. Theres really no reason besides just wanting to be a white werewolf to be a pack leader. If you read the description of beserker it is obvious if an alpha and beserker got into a one on one fight the beserker would probably win. It shouldnt be this way. If your going to give beserkers a bleed and increasing attack speed at least give alphas more health or a summon or something. I think what skyrim had where you howled with the totem of brotherhood and you got 2 werewolf buddies to help you out was great and i think itd be a good idea here too. Scale them however you need to to balance it 75% of your damage o ten percent of your damage, whatever. The easier and quicker fix to this would be to make it so alphas increase allies ultimate gain AND gain increased health. Nothing crazy just more so then a beserker, just enough to compete with the bleed and increased attack speed. On a more creative and in depth note personally i think Beserkers and Alphas should have acess to entirely different skills if zenimax ever decides to take it that far, with beserkers being more bloodcrazy damage dealers and alphas being more practical for various situations and overall having more survivability. All Wolves should have pounce and roar but make the morphs different depending on your path, and as wolves only have 2 moves currently i think we NEED 3 more and the other three moves should just be compleatly different for the beserkers and alphas. I feel this would add a little immersiveness and pride to your choice, because currently i dont have that werewolf pride. Maybe it's that werewolves suck right now but i feel the vamp and werewolf trees are too easy as they are only 10 points deep. I was a level 10 werewolf in no time just by finding a humanoid rich dungeon and using my ult whenever i had it. While i was happy to climb the ladder so quickly once i actually looked and saw i was already level 8 i was kind of dissapointed. Being a vamp or a werewolf should be a way of life for the character something as immersive or at least half or even a third as the class skill lines. Sadly a fifth just doesn't seem adequate to me. I also don't care for how the color of your werewolf form is being dictated by which path you take in terms of your werewolf transformation. Id much rather prefer a color wheel or more simply a 20 color list you could choose from to modify your werewolf's fur color. I enjoy the idea of being a white, blonde, brown, or even red, purple, or green werewolf if im in the mood.
Pounce - Rename as "Rush" or "Tackle". Given the same affect as Pounce, this ability will close distance by having the Werewolf (four-legged) sprint and tackle, or "pounce" the enemy causing them to be knocked down.
(Morph Choice) Maul - Werewolf swings repeatedly while opponent is knocked down, dealing X damage each hit for six hits. The sixth hit deals 2X damage.
(Morph Choice) Feast - (Cooldown 1 second) Werewolf bites downed opponent, dealing X damage and recovering Y% of X damage into health.
Roar - Rename "Howl". Ability causes casting time to be active, but causes greater fear-affect duration.
(Morph Choice) Rally - Howl adds Z second to Werewolf timers for every Y second Howl is active. Howl only affects Werewolves within X distance of active ability.
(Morph Choice) Roar - Increase duration of fear-affect, and distance of Howl.
Werewolf Vigor - Active Ability - Werewolf becomes immune to Crowd Control abilities for X seconds. (Animation is the Shield icon that NPC's Werewolves have.)
(Morph Choice) Ravenous - Affect remains active during channeling abilities such as Howl or cooldowns such as Feast.
(Morph Choice) Strength - Werewolf gains X boost to Armor and Spell Resistance.
Ravage - Active Ability - Werewolf bites opponent dealing X Damage.
(Morph Choice) Hunger - Ravage now grants life leech of Y health.
(Morph Choice) Fury - If opponent is below X% Health, Werewolf will continue to attack dealing Y damage until opponent is killed, or Crowd Control affect is broken.
Ancestral Rage - Active Ability - Summon the spirit of a fallen werewolf (or regular wolf) to fight beside you for X seconds.
(Morph Choice) Soul Renewal - Summoned Spirit can now take damage. Increase damage to X amount, and remove timer.
(Morph Choice) Summon Y spirits to fight for X seconds.
Hircine's Blessing - Passive - Reduce Cost of Werewolf Tranformation by X%.
(Second Tier) Reduce by Y%.
(Third Tier) Reduce by Z%
Pack Member - Passive - (Beserkers) When active Pack Leader is nearby, gain X% life leech on all attacks. (Pack Leader) When Beserker is nearby, gain Y% Armor and Spell Resistance.
(Second Tier) Increase X and Y percentages.
Monster's Hide - Passive - Increase base Health by X.
(Second Tier) Increase Health by Y.
Bloodlust - Passive - After each successful Devour, gain X% armor and spell resistance. Stacks up to Z times.
(Second Tier) Increase Y% after each successful Devour.
Shadow - Werewolves can now sneak. Sneak radius on werewolf is increased (they're easier to detect).
(Second Tier) Werewolves don't suffer speed penalty while sneaking.
The Hunt - Passive - While werewolves are (four-legged) sprinting, they can activate Pounce to take down their prey.
(Second Tier) - Werewolves sprint speed is increased by X%.
Elongated Claws - Passive - Werewolves deal X% damage to all enemies nearby.
(Second Tier) Increase X%.
Neutronium_Dragon wrote: »I don't think the Pack Leader is MEANT to be equal to the Berserker in a one-on-one context. The concept of the Pack Leader seems to be that a group of werewolves that includes one will win out over a group that doesn't, so 5 Berserkers + 1 Pack Leader > 6 Berserkers.
This is okay as a concept but it relies on the werewolf implementation being reasonably functional and right now it isn't.
Neutronium_Dragon wrote: »I don't think the Pack Leader is MEANT to be equal to the Berserker in a one-on-one context. The concept of the Pack Leader seems to be that a group of werewolves that includes one will win out over a group that doesn't, so 5 Berserkers + 1 Pack Leader > 6 Berserkers.
This is okay as a concept but it relies on the werewolf implementation being reasonably functional and right now it isn't.