Brittany_Joy wrote: »I think the werewolf transformation should be a toggle ability that doesn't have a time limit on how long you can be a werewolf, basically permawolf. ESO is all about "Be who you want to be" and if I want to be a savage werewolf then ESO should let me because of their motto.
I know they are working on a justice system so why don't they allow us to be permawolfs but if we go into a town were guards are then they should come after us. It would be fun.
Also being a permawolf is alot more fun and the game should be promoting fun instead of restrictive gameplay.
WhitePawPrints wrote: »Brittany_Joy wrote: »I think the werewolf transformation should be a toggle ability that doesn't have a time limit on how long you can be a werewolf, basically permawolf. ESO is all about "Be who you want to be" and if I want to be a savage werewolf then ESO should let me because of their motto.
I know they are working on a justice system so why don't they allow us to be permawolfs but if we go into a town were guards are then they should come after us. It would be fun.
Also being a permawolf is alot more fun and the game should be promoting fun instead of restrictive gameplay.
I would love for a permanent werewolf because I just like being a werewolf. It's fun, and I always transform near a shrine just to hang out with other werewolves. I use the one emote we can use while in the form and play around with other players. With toggle werewolf, that freedom would be so much greater. And I'd love if they'd add some /howl /growl /rage emoticons, and any similar.
I only disagree with the toggle werewolf is because with the time limitation, then the werewolf can be made many, many, many times stronger than its current form and still not be out of balance. With the suggestions above, then I'd be able to increase my Werewolf timer enough to have fun in the form, but also have the werewolf eventually become powerful enough to use and feel powerful.
Ultimate cost, and permanent werewolf, I cannot fully support if that'll discourage future buffs. Maybe they wouldn't, can't know for sure without testing, but I think the most balanced would be a very powerful Werewolf with a high Ultimate cost, and a timer. Increased timer would allow for the fun and role play in non-PVP areas. It's the most versatile solution I can think of.
Brittany_Joy wrote: »You should not spend 16 skill points into one ultimate that you can rarely use.
WhitePawPrints wrote: »Third, and what I believe would be the greatest fix to the Werewolf longevity issue, is to REMOVE THE TIMER CAP. When in Werewolf form, we can Devour as many bodies as we kill which in the case of a camp raid, can be quite a few. However, if devouring more bodies than after our Timer is filled, those bodies have no benefit at all to the Werewolf time. The initial thirty seconds is all we can ever have, forcing us to rush to find the next meat to slaughter and devour. This alone makes the Werewolf Transformation feel far more stressful than it should be.
Razum_Khar wrote: »Werewolf does not feel like a "blood fury / rageing beast". It feels like a crazy race against a clock, with the player being punished for any errors in timing.
Brittany_Joy wrote: »Bethesda Game Studios thought of excellent convenience changes to the transformation mechanic that was actually fun and didn't restrict the player. So why can't Zenimax Online Studios do the same? The werewolf transformation should be a toggle ability so you can choose when to transform and stay in form as long as you want because ESO is supposed to be all about "Be who you want to be" instead of restricting your preferred play style.
Really, why shouldn't werewolves be a toggle? look at feral druids and the vampire lord mechanic were they can shapeshift at will and stay in form for an unrestricted amount of time. Just because it is permawolf doesn't mean keep it the same underpowered werewolf. Having a toggled werewolf transformation is more convenient and fun to play.WhitePawPrints wrote: »Brittany_Joy wrote: »Bethesda Game Studios thought of excellent convenience changes to the transformation mechanic that was actually fun and didn't restrict the player. So why can't Zenimax Online Studios do the same? The werewolf transformation should be a toggle ability so you can choose when to transform and stay in form as long as you want because ESO is supposed to be all about "Be who you want to be" instead of restricting your preferred play style.
I've been avoiding addressing this for the sake of keeping the forums on topic but there are issues with this.
"Be who you want to be" statement from Zenimax in their promotion of Elder Scrolls Online was not intended in the way some have interpreted it. The motto was referring to the lack of restrictions on race-specific classes and weapon-specific classes, that are often present in most other MMO's. No matter the race, you can be any class. No matter the class, you can use any weapon and armor type. The way you say it sounds like you're interpreting it as if they meant for this game to be Spore, be who you want to be. If they truly meant "Be who you want to be" in the way you're interpreting it, then I want to play as a Lilmothiit. There are posts requesting for Maomer and Golbins to be playable races too.
Why can't Zenimax do the same as Bethesda with the Werewolf? You're not suggesting they do the same, your suggesting something completely different. Skyrim Werewolf was timed like ESO Werewolf, but had much greater longevity which is why I am suggesting for Zenimax to actually follow Bethesda's model when it comes to the timer.
Permanent wolf would cause balance concerns. If Permanent werewolf was added and left Werewolf as is, then Werewolf still have the survivability issues.
With the buff suggestions that'd actually make Werewolf packs a useful force in Cyrodil, then Permanent werewolf would make them overpowered. Any weaker, then there are very few scenarios where a werewolf guild would actually be useful in Cyrodil, Permanent or not.
As Razum_Khar said, right now we have a fairly useless werewolf that only last for a short amount of time. I'd rather have a useful werewolf with a limited timer, rather than a still mostly useless permanent werewolf.
Why should I support permanent werewolf over the suggested improved werewolf timer?
"WhitePawPrints wrote: »As Razum_Khar said, right now we have a fairly useless werewolf that only last for a short amount of time. I'd rather have a useful werewolf with a limited timer, rather than a still mostly useless permanent werewolf.
Why should I support permanent werewolf over the suggested improved werewolf timer?
Brittany_Joy wrote: »Really, why shouldn't werewolves be a toggle? look at feral druids and the vampire lord mechanic were they can shapeshift at will and stay in form for an unrestricted amount of time. Just because it is permawolf doesn't mean keep it the same underpowered werewolf. Having a toggled werewolf transformation is more convenient and fun to play.WhitePawPrints wrote: »Brittany_Joy wrote: »Bethesda Game Studios thought of excellent convenience changes to the transformation mechanic that was actually fun and didn't restrict the player. So why can't Zenimax Online Studios do the same? The werewolf transformation should be a toggle ability so you can choose when to transform and stay in form as long as you want because ESO is supposed to be all about "Be who you want to be" instead of restricting your preferred play style.
I've been avoiding addressing this for the sake of keeping the forums on topic but there are issues with this.
"Be who you want to be" statement from Zenimax in their promotion of Elder Scrolls Online was not intended in the way some have interpreted it. The motto was referring to the lack of restrictions on race-specific classes and weapon-specific classes, that are often present in most other MMO's. No matter the race, you can be any class. No matter the class, you can use any weapon and armor type. The way you say it sounds like you're interpreting it as if they meant for this game to be Spore, be who you want to be. If they truly meant "Be who you want to be" in the way you're interpreting it, then I want to play as a Lilmothiit. There are posts requesting for Maomer and Golbins to be playable races too.
Why can't Zenimax do the same as Bethesda with the Werewolf? You're not suggesting they do the same, your suggesting something completely different. Skyrim Werewolf was timed like ESO Werewolf, but had much greater longevity which is why I am suggesting for Zenimax to actually follow Bethesda's model when it comes to the timer.
Permanent wolf would cause balance concerns. If Permanent werewolf was added and left Werewolf as is, then Werewolf still have the survivability issues.
With the buff suggestions that'd actually make Werewolf packs a useful force in Cyrodil, then Permanent werewolf would make them overpowered. Any weaker, then there are very few scenarios where a werewolf guild would actually be useful in Cyrodil, Permanent or not.
As Razum_Khar said, right now we have a fairly useless werewolf that only last for a short amount of time. I'd rather have a useful werewolf with a limited timer, rather than a still mostly useless permanent werewolf.
Why should I support permanent werewolf over the suggested improved werewolf timer?
Bethesda Game Studios did think of a toggled transformation with the vampire lord and it worked very well and it didn't restrict or penalize the player, also another reason why they win awards. Why should the werewolf transformation be so restrictive? I think it shouldn't because it really is against the motto "Be who you want to be". I know you say it is a misconception on my part but really it isn't a misconception. Elder Scrolls has always been about Vampires and werewolves because they involve the Daedric Princes which are active amongst the world of Nirn. Games are about having fun and not penalizing and restricting the player.
It doesn't make sense that as someone who embraced Hircine's gift that I do not have the option to control it or have Hircine's blessing to remain in werewolf form as long as I want. Hircine blesses those who embrace the gift and curses those who refuse it.
Brasseurfb16_ESO wrote: »I have an idea on my own,
I think it is possible to improve the Werewolf form without hurting its base concept. If we could still use our Class skill during the transformation this one could be a lot more effective.
The transformation would still replace our 2 first skills, of course, but it would now also retain the 3 others we sloted in our action set making the form overall more versatile and making it a 30sec buff increasing our overall Dps without loosing our surviability.
And their should be no RP issues around this concept sinds the Werewolves boss fight in the Crucible are using class based abilities while transformed.
What do you people think?
demonlkojipub19_ESO wrote: »As long as WW transform is a super expensive ultimate with a timer, it will suck.
cwbriggs6ub17_ESO wrote: »i think those are good ideas ... but i am one to think world skills should be a bit OP ... my wish's were all ways was that there where 3 and picking one was a requirement if u wanted to maximize ur toon ... vamps ww and some third less supernatural one ( like dawngaurd was in skyrim) .... but thats too threaten to all the people who want every one running around exactly even all pretty much the same in light armor and a staff ... after all the nerfs finished thats what ESO is gonna be ...
instead of nerfing Vamps, sorc and DK's what if they boosted templ and nightblades and WW............ then added a third skill line for those who hate undead/super-natuaral.
demonlkojipub19_ESO wrote: »As long as WW transform is a super expensive ultimate with a timer, it will suck.