First and foremost a big thumbs up to
@ZOS. They are trying new things and mixing it up. My opinions are more influnced by a pvp point of view, but I will do my best to think of rp/pve crowd. Requiring the slotting of a vamp/ww skill in order to get the regen buff helps enforce the lifestyle
choice of becoming infected.
Regeneration passives:
-Vampires have much more wiggle room with solid skills, and fantastic ultimate. Working at least one of these skills onto each bars isn't too much of a sacrifice as many people already met this requirement pre-patch.
-Werewolves require their ultimate to be slotted for the regeneration to be unlocked. So in order to keep the regeneration on both bars I now have to Sacrifice both ultimates to Hircine. This is a little tougher to do. I appreciate that this gets rid of "everybody be a werewolf cuz why not.
Is there a better way to make abominations earn their passives without giving up space on our very limited bars, and finally bring purpose to a lacking part of our afflictions? Yes.
FEEDING:
-Vampires in elder scrolls games have always had an interesting trade off when it comes to feeding and not feeding. But in ESO Feeding is very blah, and almost every vamp in Cyrodiil just hangs out at stage 4 in order to get the cheapest batswarm and doesn't bat an eye at the reduced health regen. I'm aware the changes to burst healing, health regen is starting to be looked at differently.
-Werewolf's devour increase time in werewolf form, and provides a nice little heal. Though in order two do this there are some requirements, as a werewolf you have to stop whatever your doing and drop your guard for 3 seconds.... in pvp this is suicide, in pve this leads to massive drops in dps. Secondly in order to get the added time to werewolf the corpse needs to be there at the end of the devour. In order to minimize lag
@ZOS made corpses despawn quickly unless holding loot, players in IC really have no reason not to rez instantly after being killed, leaving you no food after a meal.
Feeding as a werewolf or feeding as a Vampire should grant you one hour of regen bonus, non stacking. Werewolf Devour in particular needs to be shorted significantly in order to stay in line with the fast paced state of the game. Make the devour less than 1 sec only enough time for me to wrap my jaws around my prey's throat and taste my kill... taste.... Hircine's chosen don't kill to eat and survive, we kill for the sport and the thrill,
@ZOS seems to have confused these two.
Ultimate & Skills:
-Vampires need to fill out their ability tree. My suggesion connect bloodlines, allow clans that vampires can join fusing their current bloodline to that of the clan's. This results in a unique new ability related to that clan. There are soo many clans in ES that you could really have some fun with this one; stealth, transformations, illusions.
-Werewolf transformation in eso is a very tricky thing to nail down between skill line and Ultimate due to how the skill line is accessed.
-Ultimates scales off of highest attribute, Werewolf scales off stamina and weapon damage... like a skill line.
-Its attacks cost resouces... like a skill line
-It has passives... like a skill line
-It has a duration... like an ultimate
-It costs ultimate... like anew ultimate
-Damage is on par... with a skill line
-It doesn't allow ultimate generation while in use... like nothing else in the game
So why does werewolf have a time limit if being in form doesn't make you OP? No darn reason... so let's think of it this way please!
-Werewolf skill line requires the slotting of werewolf on one of your bars
-At anytime 0 cost, you may activate werewolf form, doing so consumes any stored Ultimate and stops Ultimate generation in form.
-The timer is now gone!!!! Stay in werewolf form as long as you want. Devour is now valid as a combat heal/Long term buff granter, much like repetince.
-Damage invulnerability is now gone for transformation animation, it is much shorter on PTS.
-With access to our form anytime we now have to face our poison weakness all the time.
-Bloodrage now increases health regeneration by 15% for 3 seconds when hit.
-The new armor and spell resistance perk is now available the pack leader's morph
-Feral pounce is now a taunt
-Call of the pack now decreases sprint cost be x based on the amount of werewolves around
-increase our detection range
The new Werewolf:
PROS:
-Tank options
-Devour is a option not a nessesity, makes for fluid combat, more survivable with quick heal. Also applies human regen bonus
-You make the beserker black
-Transform to suit your situation, and not be afraid to revert back to human form if need be
-packs have an easier time hunting together
-increased health regeneration when struck
-Fast
-Strong
Cons:
-Can't mount
-Can't stealth
-Increased poison damage all the time
-Ultimate cut off while in form
-No range abilities in form
-Can't battle rez in form
-No Damage shields
-No reflects
-Justice System reacts to transformed werewolves, sorry no Barber Shop Quartets in Mournhold.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_LURK