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Werewolf tweaks and improvements suggestions

unlord116
unlord116
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Sup guys,

Recently tried playing with the werewolf skillline. It's really fun but I also think there is a huge missed opportunity for a more enjoyable experience.

After morphing into werewolf, you continue to build ultimate. That ultimate is not usable since it disappears after u unmorph. What if while in werewolf form, once you reach a certain amount of ultimate you get a small buff called [Rage] or something. Maybe at 200ult, you get 10% more runspeed, attackspeed and stam regen. Maybe even have it stack up to 5 times if you can manage to stay in form that long and generate that much ult. Perhaps even small perks at additional levels, nothing OP but making it fun to reach higher rage levels. Like 5% lifesteal, or 5% more weapon damage. I think it would make the ww experience alot more fun, cause you are constantly trying to stay in WW going on a killspree while getting stronger and stronger.

Also it would be great if morphing in combat wasn't so buggy, sometimes you morph in middle of fighting, and someone taps you with 10damage and it cancels ur morph and still eats ur ultimate :/ Be great that was fixed and also allow movement during the morph, so I can run into combat and morph midrun, would be pretty epic feeling.

thoughts?
Edited by unlord116 on January 14, 2015 1:23PM
  • yodased
    yodased
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    In concept I can get behind this, in reality seeing what I have seen with stackable passives and synergies in PvP this would make WW so OP it would be redonkulous.

    WW Sorc Emp @ full stack would melt the entire buff server and stay in WW until there was 0 AP left to farm.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Beerbill
    Beerbill
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    Ultimate points could be used to extend its duration, I saw a guy post complaining about the duration is not enough in Cyrodil even with the pack passive stack and killing deers to extend its duration was not enough (and possibly worst now since they are removing the critters ç.ç).

    I think personally think (never played ww in eso) that ww should be toggle ultimate and only ends when you remove or die, in both cases you should have to build the ultimate again in order to use that and fear.

    I don't have a clue if it would be OP due to the move speed or not but they could reduce it in combat, I don't think balance would be much of a problem if they really wanted to.
  • NobleX35
    NobleX35
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    The long standing suggestion is to change the werewolf form from an ultimate to a toggle, though I don't really think that would work simply because of how the toggle mechanic works (now obviously they can change it). Once you swap weapon bars (which you basically do when you activate the transformation) all toggles are reset. This doesn't even take into consideration that you would then be forced into keepin the toggle ability somehow locked onto both your werewolf bar and your standard ability bar. Now like I said, with the given mechanics I just don't really see a toggle ability being that viable, instead I'll quote my suggestion I made about 6months ago.

    "One idea that I've had for quite some time now is to change the transformation to Werewolf from an Ultimate ability to consuming a weapon slot. The theory behind this is to basically give players another "weapon line" option that would now level to 50 instead of 10, and would have both positive and negative aspects attached to it; and obviously changes to the light and heavy attacks would have to be made so as to not make the transformation too OP. One of the perks to this change is that it would not only allow players to stay in Werewolf form for as long as they like, but would give them the freedom to change as often as they like because they could simply swap between there main-hand weapon set and the Werewolf transformation. One of the potentially negative side-effects to this idea is that it forces the player to decide if they'd rather have 2 standard bars for class and other traditional skills or have 1 standard bar and 1 bar being strictly for Werewolf skills.

    Also all current negative side effects of being a Werewolf would remain ie. -50% poison resistance and all Fighters guild abilities give the correct passive trait has been purchased.

    Two possible new ultimate abilities could be (numbers are arbitrary and based off my stats at v12 six months ago):

    Ultimate - cost 200

    Rage - Player goes into state of rage, swinging claws violently and dealing 592 physical damage
    Blinding Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Player gains 40% damage for 6 seconds (50% at rank IV)
    Relentless Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Deal's 75 damage to the target every second for 18 seconds (21 seconds at rank IV)

    *or*

    Ultimate - cost 75

    Call of the Omega - Player gains 450 armor rating for 10 seconds
    Call of the Alpha - Player gains 450 armor rating and 450 spell resistance for 10 seconds
    Call of the Pack - Player gains 450 armor rating for 10 seconds; Increases allies weapon and spell critical ratings by 10% for 10seconds (15% at rank IV)."


    Now the transformation animation might also have to be tweaked to not make swapping super tedious, but I feel this provides werewolves the most justice and overall best balance possibilities.
    "Only the dead have seen the end of war."
  • Iago
    Iago
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    they definitely aren't as cool as they should be. werewolves in their current state feel more like a chore then they do a fun experience.
    That which we obtain to cheap we esteem to lightly, it is dearness only that gives everything its value.

    -Thomas Pain

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