starkerealm wrote: »I'm not a big fan of the whole idea of a meter that decreases by hits.
I think he was actually talking about a meter that refreshed whenever you hit or were hit. I'd certainly be in favor of one that refreshed by a second or so with every successful attack. I'm not sure if receiving damage would be a good refresh, though, since that could create situations where you're not actually fighting anyone, but DoTs keep your transform going. It would also make crowd control a lot more serious for werewolves (kind of like how it is now, with the no break free bug).
nicedragon wrote: »[...] Every hit (from enemy or to enemy) increase it and every second decrease. [...]
I'm not a big fan of the whole idea of a meter that decreases by hits. I can see the advantages of it, such as more pvp viability and rp scenarios, but at the same time one of the great things about the current system is how you can potentially stay a werewolf for as long as you like so long as you keep feeding. I don't really mind at all what the werewolf currently is in pts but then again I'm a strict PVE player that's happy just being a werewolf and not paying too much attention to dps increase. I think what the devs really need is to just somehow find that sweet spot between better damage than in human form, with a decent timer so then one can stay wolfed out for an acceptable time in pvp (that, or somehow make it so player bodies will still linger around for a little while after they respawn) But the problem with that is that in human form, we have access to a plethora of abilities that increase our damage resistance, damage output, weapon speed, etc. which results in a large increase in potential DPS. Werewolves, however, rely on the buffs that come from the transformation and little else. If we were to be given some kind of buff that gave us more damage than we do in a funded human form, I think the only result would be an overpowered wolf with a ten-second timer and many a gamer complaining about how op they are, eventually leading to a crippling series/immediate nerf which could make the werewolf worse than it is currently (and despite all these reasonable complaints, I think we can all agree the current werewolf isn't all that bad, and a MUCH better improvement than what we had at launch.)
Darkstar101 wrote: »The change to 30 seconds is a terrible move. It would be no different than a sorcerer having to charge up an ultimate just to be able to cast any of their spells for 30 seconds. But during that 30 seconds of spell casting they do not get to keep any ultimate they generate and have to start all over again for 30 seconds of being a sorcerer.
Werewolf should not be treated as an Ultimate. It should be a skill line like any other. Only having access to a skill line you have a large number of points invested in for 30 seconds is not enjoyable. Many people want to play as a werewolf when and were they see fit. Not in a sporadic hit and miss play style. It just isn't fun, and that's the whole point of playing a game. Make it a toggle so people can switch in and out when they choose. In werewolf form they are sacrificing all of their class and weapon abilities. Give it an actual ultimate ability. Something that actually is deserving of the name ultimate. Currently were wolves have no bite or execute attack. Perhaps turn Devour into an execute type attack Ultimate.
As it stands at then end of the day werewolf just isn't fun or competitive. High cost, prohibitive penalties, short duration and loss of class skills are just too many negatives for what you get from it.
Darkstar101 wrote: »The change to 30 seconds is a terrible move. It would be no different than a sorcerer having to charge up an ultimate just to be able to cast any of their spells for 30 seconds. But during that 30 seconds of spell casting they do not get to keep any ultimate they generate and have to start all over again for 30 seconds of being a sorcerer.
Werewolf should not be treated as an Ultimate. It should be a skill line like any other. Only having access to a skill line you have a large number of points invested in for 30 seconds is not enjoyable. Many people want to play as a werewolf when and were they see fit. Not in a sporadic hit and miss play style. It just isn't fun, and that's the whole point of playing a game. Make it a toggle so people can switch in and out when they choose. In werewolf form they are sacrificing all of their class and weapon abilities. Give it an actual ultimate ability. Something that actually is deserving of the name ultimate. Currently were wolves have no bite or execute attack. Perhaps turn Devour into an execute type attack Ultimate.
As it stands at then end of the day werewolf just isn't fun or competitive. High cost, prohibitive penalties, short duration and loss of class skills are just too many negatives for what you get from it.
i like where this is going.ZOS thank you for the time and effort that has been put into werewolf lately. Here are some opinions of both myself and my pack (about 20 of us).
Werewolf should be an alternative play syle that uses an ultimate slot and should stop being considered and compared to a ultimate ability.
ZOS you have too much time and passion into werewolf, and we have invested as many skill points into this ability as we did a class tree, I feel that werewolf is closer to where it needs to be. Though with some altering it can be really fun!
Pros:
-Faster and more mobile
-Unique and deadly set of skills
-Third skillbar (this is huge)
-Stam regen in both forms
-Great resource management
-Bleed ticks are great in pvp
-Future justice system consequences
-Werewolf
Cons:
-Weak to poison in all forms (pretty much archers)
-Weak to fighters skill line of abilities only in wolf form (Everyone has access to these abilities)
-Vulnerable to damage and situational mechanics when changing forms (when trying to switch bars)
-Strictly melee (howl has a slight range)
-Bleed doesn't work on all enemies
-Can't mount (scare ponies)
-Future justice system consequences
-Can't taunt
-form removed on death/phasing
-high cost to build up rage
- No ultimate ability in form
I really can't see werewolf becoming op skill line in pvp due to the amount of stam archers and Fighter's Guild skill lines to keep them in check.
Here are the things that need to be added if this were to come to fruition:
-remove the timer
-alter the pounce animation. The current pounce seems to focus it's energy on jumping for height(leaping), instead of focusing it's energy toward an enemy. Overall the animation takes too long and lacks "powerful" feeling
-allow sneak and abilities able to deal sneak damage
-pack leader: 10% damage mitigation for self and nearby werewolves(non-stacking)
- call of the pack now reduces sprint cost by 10% up to 40% and increase speed by 5% up to 20%
-feral pounce now becomes a taunt 15s
-devour heals and increases stam and health recover by 50% for 30 sec
The skills and damage are right where they need to be.
Thanks for everything and
Neutronium_Dragon wrote: »My feeling since the outset is that the werewolf form and attacks largely look and work like a weapon skill line (except that you're stuck with a buff timer to use it), right down to the point of requiring a similar skill point investment to make it work;
Why not have the thing function as a weapon toggle instead of as an ultimate? Whether there's a virtual 'item' to slot or it simply takes up your toggle slot by default (and if the developers are looking for an appropriate 'downside', that's one right there), it would actually GIVE people the toggle that's in such demand, and since it would be making use of an existing toggle mechanism, I can't see any reason for there to be 'technical limitations' with it.
Yes, I get the fact that design is currently fixated on the 'timed buff' approach, probably because that's how Skyrim did it, but it was a bad model there too. It certainly isn't in keeping with how any other werewolf (every non-PC one) works in either this game or the rest of the series, either.
Neutronium_Dragon wrote: »My feeling since the outset is that the werewolf form and attacks largely look and work like a weapon skill line (except that you're stuck with a buff timer to use it), right down to the point of requiring a similar skill point investment to make it work;
Why not have the thing function as a weapon toggle instead of as an ultimate? Whether there's a virtual 'item' to slot or it simply takes up your toggle slot by default (and if the developers are looking for an appropriate 'downside', that's one right there), it would actually GIVE people the toggle that's in such demand, and since it would be making use of an existing toggle mechanism, I can't see any reason for there to be 'technical limitations' with it.
Yes, I get the fact that design is currently fixated on the 'timed buff' approach, probably because that's how Skyrim did it, but it was a bad model there too. It certainly isn't in keeping with how any other werewolf (every non-PC one) works in either this game or the rest of the series, either.
This. To be indefinately in wolf form would be the user's choice, having its own drawbacks as per the justice system guard hostility towards wolf (to prevent abuses) and the clear disvantage one have as wolf in the battlefield. Giving choices is the way to go and this would satisfy both parties.
Thejollygreenone wrote: »
Thejollygreenone wrote: »
Thejollygreenone wrote: »
hate to bust bubbles but, if your rocking a stamina build... and the healing is off magicka, and your don't have reflective scales, blazing shield, or sparks, that ability the shield has to deflect projectiles. so you might be a DK for 10 seconds, as you spam heals on yourself and then run out of magicka as your are singled out and cc/annihilated by NB archers, dks, and sorcs. That is, if your using it on the front lines of a zerg vs zerg. I always thought werewolves were opportunist hunters like how gank squads work. Take your pack and cut of reinforcements between two points of interest with enemy traffic in-between.
Though I guess if your weren't alone and you have help from other wolves fearing people that would use things like crystal shards, silver bolts, and poison arrow off ya while you did work.. that wouldn't be a heaping pile of failure on the battlefield.
omy_mkeb17_ESO wrote: »What about the drain of ultimate points when changing back to human form? Is it fixed yet?
Thechemicals wrote: »Anyone know if you still need the ultimate slotted to gain ultimate?
Thechemicals wrote: »Anyone know if you still need the ultimate slotted to gain ultimate?
And if so, anyone know if it needs to be on your active bar? or can we can finally slot it on bar 2 and gain ultimate while using bar 1?