How much was it reduced?
I pray that the transformation bug is fixed.
motorsport71b14_ESO wrote: »It is around only half as long as current 1.4.7. The Devour timer being reduced from 20 seconds to 7 seconds is like 115% faster, so i would guess the Werewolf form was given a comparable reduction of 115% or so. I don't run Addons on PTS so i can't be exactly sure. You can't kill fast enough to make up for the timer differences. They shouldn't touch the timers from 1.4.7 at all. Werewolf is a style of gameplay, and not really useful in PVP so they shouldn't Nerf it but embrace it.
Thejollygreenone wrote: »...
Although don't get me wrong, I probably would prefer it if werewolf were an alternate playstyle rather than a 30+second burst of savagery. I'd say both are fair options, though.
motorsport71b14_ESO wrote: »The thing about the new timers is they make using the Werewolf harder to manage in dungeons and areas with a high population of baddies. Unless the 1.5.2 change in DPS allows you to drop something almost instantly you can't work with the timers to kill, feed, and keep going. Especially when some creatures are harder to drop than others. I would rather have a potentially longer lasting werewolf than a burst since the ultimate cost is higher than most. Why have "Hircine's Bounty" healing ability if the form won't really last long in 'real world' combat fighting tougher creatures like trolls? Who wants to waste that kind of ultimate cost on one creature?
I realize it uses an Ultimate Slot; but it isn't a typical Ultimate ability: Most players want to play as the Werewolf swinging their arms back and forth and being savage. I am member of a Werewolf guild and the majority of members joined it for the fun of the form, not what it has to offer the player in the way of passives like the more popular vampire. A bonus to stamina regeneration in humanoid form doesn't scream "Yay, I want to be a Werewolf" like the vampires passives. The vampires Batswarm Ultimate, even though it is under continuous adjustment and scrutiny, is still appealing.
As I see it (after the glitches are fixed) the final piece to the werewolf puzzle will be the timers. That will make or break them. Who wants to wait for a lot of ultimate to accumulate when the Werewolf form ability is short lived? I feel the Ultimate cost is very acceptable and reasonable, but with the reduction of time in form it feels like too high a cost. To reduce the ultimate cost the werewolf form further wouldn't work; it would almost feel like temporary weapon swapping at that point.
motorsport71b14_ESO wrote: »The thing about the new timers is they make using the Werewolf harder to manage in dungeons and areas with a high population of baddies. Unless the 1.5.2 change in DPS allows you to drop something almost instantly you can't work with the timers to kill, feed, and keep going. Especially when some creatures are harder to drop than others. I would rather have a potentially longer lasting werewolf than a burst since the ultimate cost is higher than most. Why have "Hircine's Bounty" healing ability if the form won't really last long in 'real world' combat fighting tougher creatures like trolls? Who wants to waste that kind of ultimate cost on one creature?
I realize it uses an Ultimate Slot; but it isn't a typical Ultimate ability: Most players want to play as the Werewolf swinging their arms back and forth and being savage. I am member of a Werewolf guild and the majority of members joined it for the fun of the form, not what it has to offer the player in the way of passives like the more popular vampire. A bonus to stamina regeneration in humanoid form doesn't scream "Yay, I want to be a Werewolf" like the vampires passives. The vampires Batswarm Ultimate, even though it is under continuous adjustment and scrutiny, is still appealing.
As I see it (after the glitches are fixed) the final piece to the werewolf puzzle will be the timers. That will make or break them. Who wants to wait for a lot of ultimate to accumulate when the Werewolf form ability is short lived? I feel the Ultimate cost is very acceptable and reasonable, but with the reduction of time in form it feels like too high a cost. To reduce the ultimate cost the werewolf form further wouldn't work; it would almost feel like temporary weapon swapping at that point.
ZOS has to walk a fine line, because Werewolf has to be powerful enough that people want to use it besides a roleplaying factor, but not powerful enough that it is the defacto-must-have for PVE DPS situation as a melee toon. Let's say in 1.5.2 it is 125% more sustained DPS (including transform time) than in human form. If you put a 50 second timer on that, it is basically a necessity. A 30 second timer makes it good but not mandatory.
ZOS has to walk a fine line, because Werewolf has to be powerful enough that people want to use it besides a roleplaying factor, but not powerful enough that it is the defacto-must-have for PVE DPS situation as a melee toon. Let's say in 1.5.2 it is 125% more sustained DPS (including transform time) than in human form. If you put a 50 second timer on that, it is basically a necessity. A 30 second timer makes it good but not mandatory.