World
- Werewolf
- You can now safely press the button for the werewolf ultimate repeatedly without fear of immediately reverting back to normal again.
- Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
- Reduced the poison damage you receive while in Werewolf form to 25% from 40%.
- Fixed an issue which was allowing Negate Magic to pull Werewolves out of Werewolf Form.
- Fixed an issue where heavy attacks would play twice before striking your target while in werewolf form.
- You can no longer fish or use the dye station while in werewolf form.
- Devour: This ability can no longer target a destroyed Aura of Protection totem.
- Infectious Claws (Claws of Anguish morph): Fixed an issue where the healing debuff was stacking with other healing debuffs.
- Savage Strength (passive): This passive will no longer will be removed when your character is killed.
1 - You can now safely press the button for the werewolf ultimate repeatedly without fear of immediately reverting back to normal again.
Nice change to see, an improvement that I would say is long overdo. That'll compensate well of the occasional server lag or lack of responsiveness and is a nice change.
2 - Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
Good, so now people won't grab the skill line just for free stamina regen, now they'll have to give up an ultimate to get the passive, not like people haven't slotted ww like that before.
3 - Reduced the poison damage you receive while in Werewolf form to 25% from 40%.
Split on my feelings with this change. It waters down the choice of using the transformation (same for vampire) but I didn't feel that a massive weakness was good justification for a drawback. Something game play related would be better than a debuff like this in my opinion, but it'll be nice not handing snipers in cryodiil a free 40% damage buff on my.
4 - Fixed an issue which was allowing Negate Magic to pull Werewolves out of Werewolf Form.
Never noticed this one but nice, not sure how many sorcs are using negate now however, but still nice (bug fix/change?).
5 - Fixed an issue where heavy attacks would play twice before striking your target while in werewolf form.
Never noticed this one myself but seeing as the heavy attack is the thing zos seems to be banking on for the ww to sustain itself this is nice, but do we still need to clap while doing the power attack?
6 - You can no longer fish or use the dye station while in werewolf form.
Ok, guess this is the same as locking the crown store in werewolf form. Fine, helps prevent bugs.
7 - Devour: This ability can no longer target a destroyed Aura of Protection totem.
Another minor change but I guess being able to feed off of that is expected.
8 - Infectious Claws (Claws of Anguish morph): Fixed an issue where the healing debuff was stacking with other healing debuffs.
Bug fix, fair enough.
9 - Savage Strength (passive): This passive will no longer will be removed when your character is killed.
From my experience most people wouldn't last long enough in wolf form without needing to transform back after being killed.
Overall a few helpful bug fixes and made the werewolf less of a mandatory skill line to have. I don't feel that a whole lot of people will jump into the skill line now to use it more because it is still held back by the design decisions that went into it. Why would someone spend 21 skill points (one more than class/weapon lines) for something that is locked behind a short duration timer and restricts you from using most everything else your character has developed? What advantages does using the transformation have as being a part of your playstyle when you could easily replace it with another ultimate and save yourself the skill points and other problems?
I made a thread "Why Werewolf" a while back but nothing has changed since then to adjust my points. It is still just a thing that people get to have some perk, early on it was a way for tanks to generate ultimate and now its for the stamina regen, even if someone has to slot an unused ultimate for it.
@ZOS, can we expect anything else for the werewolves in 2.1 or does the combat team still feel that "werewolves are fine as is?" Also if anyone wants to throw their 2 cents at this as to how they feel the transformation is now feel free.