Maintenance for the week of March 30:
• [COMPLETE] ESO Store and Account System for maintenance – April 1, 1:00PM EDT (17:00 UTC) - 5:00PM EDT (21:00 UTC)

WW feel lacking, These changes would make it more on par with what it should be!

cchin256b16_ESO
Why does it feel like people that want to play WW as you know a WW get shafted? Not all of us went WW for the passive. So here are some balances I would love to see for the WW at some time(and yes all of them). This list assumes all the old passives are kept in play accept for the 15% boost in stam for having the ulti slotted that would be scrapped.

+++ While Transformed +++
  • Immunity to CC(other than stated)
  • 30% increase to stamina regen
  • 120% Damage increase to your Light Attack damage
  • 70% increase to your Heavy Attack damage
  • 200% Increase to damage taken from poison
  • Heavy Attack restores 50% of damage into stamina
  • Fears are only breakable by Circle of Prot(If they spec'd the passive), Purify, and Purge(as well as their morphs)
  • Cannot enter a Purification Circle, or Protection Circle(If they spec'd the passive) (It causes an unbreakable fear until they leave the circle)

+++While Human+++
  • Takes 20% more damage from poison
  • Depending on moon cycle has different transformation time (Instant being full moon - new moon being 3 seconds)
  • Day time transformations take 5 seconds and do not cause fear
  • WW timer is halved during the day
  • Not effected by fighters guild abilities while human
  • cchin256b16_ESO
    I forgot to mention anything you see on the list are direct changes not adding to the current damages and would replace the current modifiers.
  • AshySamurai
    AshySamurai
    ✭✭✭✭✭
    You're making WW too OP.
    Make sweetrolls, not nerfs!
  • cchin256b16_ESO
    You're making WW too OP.

    not even a purify circle is huge, not to mention 200% damage to poison. as long as you have 1 templar or someone with CoP you should have no issues.
    Edited by cchin256b16_ESO on March 1, 2015 1:28PM
  • kongkim
    kongkim
    ✭✭✭✭✭
    Way to OP. All would be WW then.
  • cchin256b16_ESO
    kongkim wrote: »
    Way to OP. All would be WW then.

    not at all, you get about a 100% increase to your base attack damage right now. and its not enough to 1v1 because you lose functionality also being CC'd as a WW is a joke as it stands. Its also one of the hardest ultimates to power up. On top of that with the upcoming update its going to be even harder. You clearly didn't read the negatives your only truly scary at night 5 seconds of being stunned with no fear from the transform is brutal. As someone who plays as a WW I can tell you the ultimate is not enough. How many WW's do you see transform on the battlefield right now? I bet you could count on 1 hand how many you see per 500 people.
    Edited by cchin256b16_ESO on March 1, 2015 1:52PM
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
    ✭✭✭✭
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    Edited by Brasseurfb16_ESO on March 1, 2015 1:51PM
  • cchin256b16_ESO
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    My biggest issue with them is they can be CC'd if nothing else fix that

  • Brasseurfb16_ESO
    Brasseurfb16_ESO
    ✭✭✭✭
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    My biggest issue with them is they can be CC'd if nothing else fix that

    And you can CC break, so how is this an issue?
  • cchin256b16_ESO
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    My biggest issue with them is they can be CC'd if nothing else fix that

    And you can CC break, so how is this an issue?

    Breaking CC is way too expensive you're a giant lumbering beast about the same size as a troll can they be CC'd?
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    If we went that route... actually... change 2 to "Werewolf functions as a toggle." And 3 to "You cannot revert to human form without first generating enough ultimate to trigger the transform again."
  • cchin256b16_ESO

    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    My biggest issue with them is they can be CC'd if nothing else fix that

    And you can CC break, so how is this an issue?

    Breaking CC is way too expensive you're a giant lumbering beast about the same size as a troll can they be CC'd?

    Sorry I forgot that slows are a CC, being affected by slows are fine but stuns unless from fighters guild abilities should not be possible.
  • Wolfchild07
    Wolfchild07
    ✭✭✭✭✭
    Werewolves are almost perfectly fine on PTS.

    the only things ZOS has to change are :
    1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
    2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
    3) Keep the ultimate we generated while we fought in beast form.

    Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.

    With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.

    If we went that route... actually... change 2 to "Werewolf functions as a toggle." And 3 to "You cannot revert to human form without first generating enough ultimate to trigger the transform again."

    I actually like this bit. :smiley:
Sign In or Register to comment.