AtmaDarkwolf wrote: »i think a simple 'fix' would be to make ww ultimate be UNLIMITED time, and instead change the devour to a heal/stam regen (or short term damage buff)
Allow 'physical' related passives from racial/class to work as ww, but no active skills (other than ww skills) Allow reusing ult to shift back to human form.
Then all the 'changes' would make sense, and would take away that one BIG huge annoyance about being WW, the constant 'stress' of looking for your next target before your 30seconds is up. (And being horribly vulnerable during devour, and having WW form randomly 'end' too early, etc etc)
Hell i'd even be fine if the ww line 'forced' you to permanently become shifted and all your 'regular' skills being 'adjusted' to work with WW (or even 'change' your class to werewolf and give us more trees/skills to work on, maybe make werewolves a little different than as it is now, where other than the morphs, no werewolf is unique from another.)
Sneaky-Snurr wrote: »And for people saying that 'but vampires have the downside of receiving extra dmg from fire abilities/spells', you have to admit that it is barely a downside.
Stopped reading there, totally ignoring the massive downside makes the rest of your post likewise dubious
willymchilybily wrote: »OP You really think giving WWs a posion damage 25%!!! debuff so you can keep the 15% stam regen is worth it?
Stam NB Bowman, with the fighters guild passive and some Thermatage CP throw in a masters bow and some morag tong. i dont think it would be pretty in pvp. As for PVE.... shrug.
I think Vamp has some better utility because of the points you make. But i see no quick fix to balance it and keep the lore. I would strongly suggest re-wording/modifying the fighters guild passive skilled tracker, it should only effect WWs whilst they are in WW form.
that way there is no benefit but also no downside to WW. So players can just be them if they like the concept and lore. and want to change into one. That to me would make it fair.
Brasseurfb16_ESO wrote: »The boost of extra armour/spellresist represents almost 15% mitigation, I wouldn't call that "basically nothing". You say 20% stamina is useless because Werewolves have high stamina cost abilities? That extra 20% stamina can be used for any basic actions (like dodge, block, breakfree) and most of the abilities don't need to be spammed. Claws of Life is a Brawler skill version on steroid, you don't even need to spam it and the cost is relatively low. Ferocious Roar is CC, again, not something you ever need to chain and the 1sec cast time makes it perfect to use in conjucture with Howl of Agony because players can't breakfree before you hit them with that high dmg burst. What is left is a leap, which again shouldn't be spammed in combat and a heal which cost magicka.
You could spam Howl of Agony to have considerable DpS, but that would result in your character beeing quickly out of stamina or you could spam light attacks, and do almost as much damage at the cost of 0 stamina (unless ennemies are immune to bleeds, in which case you should probably use another ult anyways).
The only issue I could agree with you is the feeding time, but, if you remain under attack and leap from time to time, that timer of yours shouldn't be to much of an issue. So you shouldn't be concerned about the timer while you are fighting and should be feeding only when you are out of combat.
You ask for changes, but none of those are in regards of the WW transformation but rather your stamina bonus in humanoid form.
In my oppinion this thread is just another "I don't want to loose my 15% stamina" in disguise.
I actually agree withe the OP on the principle of the argument. WW is not even in the same league as vamp as far as usefulness goes.
Its passives compared to vampire suck.
WW costs the utility of one of two ultimate spots.
Your on a timer when you decide you actually do want to use your WW
In the next patch the one perk WW had is going to cost you an ultimate slot to keep.
Except you could have made your entire point without railing on vampires, 40 % or 25 % extra fire damage in not "easy" to mitigate. Any add or group of adds that does fire damage can 1 to 2 shot you if your not looking.
Without ridiculously priced resist fire glyphs (monetary barrier)
High end enchanter (skill point/time/ingredients barrier)
Champion Points (time barrier @ roughly 10 champion points per 5% reduction is 50 for 25% reduction which the math is not quite accurate because of diminishing returns or 80 CP is with 150 CP total or 240 total just to get close to normal mitigation)
Dark Elf choice (limit character creation choice)
So no 40 % fire damage is not "easy" to mitigate it actually a pain the ass to mitigate
Is this really a long winded whine about having to slot the werewolf ultimate to get the passive?
Sneaky-Snurr wrote: »@Brasseurfb16_ESO Are you even seeing what you wrote? Yes, WWs DO have high stamina cost of abilites and you're speaking porky pies now. Since when giving extra stamina pool gives more roll dodges/blocking frequencies? Roll dodging, blocking and break-frees are scaled off by percentages. Did you not know this? Ceteris paribus, giving oneself extra stamina pool provides no additional said actions being performed as they're percentage based.
Brasseurfb16_ESO wrote: »Do you even play Werewolf?
Every passives work in WW form unless,
- it is related to weapons. (since you do not use the same weapon set anymore)
- it needs you to slot a specific ability.
- it works out of something the WW transformation can't do. (exemple : stealth related passives)
Otherwise every other passives work fine during the transformation.
No, you're looking at it wrong. They give up the use of a class ultimate to be able to transform into a werewolf. The stamina regen is just a little bonus for the folks who want to transform into a werewolf anyway. Your idea to have a debuff that's always on would penalize the werewolf players who actually care about using the transform.
Sneaky-Snurr wrote: »No, you're looking at it wrong. They give up the use of a class ultimate to be able to transform into a werewolf. The stamina regen is just a little bonus for the folks who want to transform into a werewolf anyway. Your idea to have a debuff that's always on would penalize the werewolf players who actually care about using the transform.
@UrQuan This problem is a paradox. I suggested a nerf because I'm really trying to balance out the pros and cons of being a WW or Vamp just to make circumstances of being either a WW or a Vamp to be equal.
starkerealm wrote: »Brasseurfb16_ESO wrote: »Do you even play Werewolf?
Every passives work in WW form unless,
- it is related to weapons. (since you do not use the same weapon set anymore)
- it needs you to slot a specific ability.
- it works out of something the WW transformation can't do. (exemple : stealth related passives)
Otherwise every other passives work fine during the transformation.
Some passives do shut down. I don't remember the full list, but it's mostly stuff you'd expect or that requires skills you can't equip as a werewolf. Two of the weird ones are Intimidating Presence and Persuasive Will. I've never heard an official explanation why they shut down while you're a wolf, though I suspect it was supposed to lock you out of dialog while you were in wolf form, but that got dropped at some point.
starkerealm wrote: »Sneaky-Snurr wrote: »No, you're looking at it wrong. They give up the use of a class ultimate to be able to transform into a werewolf. The stamina regen is just a little bonus for the folks who want to transform into a werewolf anyway. Your idea to have a debuff that's always on would penalize the werewolf players who actually care about using the transform.
@UrQuan This problem is a paradox. I suggested a nerf because I'm really trying to balance out the pros and cons of being a WW or Vamp just to make circumstances of being either a WW or a Vamp to be equal.
The problem with this approach is it makes the supposition that Werewolves and Vampires have to be equivalent features. They're not, and they really shouldn't.
Vampire is a permanent power trade. You can make yourself less effective in these circumstances to have more tools to deal with those circumstances. You're trading. You lose something (for the duration of being a vampire), to gain something (for the duration of being a vampire.)
Werewolves are a frenzy system. You gain access to a skill kill mode, where you can be far more effective now, so long as you continue to play at the top of your game.
These are fundamentally different game mechanics that approach different playstyles. With different build priorities and goals.
It would be like saying the fishing mechanic and lockpicking mechanic need to be equivalent to one another. While it's true that you can't do both at once, they're vastly different aspects of the game (in spite of all their similarities), and saying, "well, these need to be equal" is missing the point.
Brasseurfb16_ESO wrote: »starkerealm wrote: »Brasseurfb16_ESO wrote: »Do you even play Werewolf?
Every passives work in WW form unless,
- it is related to weapons. (since you do not use the same weapon set anymore)
- it needs you to slot a specific ability.
- it works out of something the WW transformation can't do. (exemple : stealth related passives)
Otherwise every other passives work fine during the transformation.
Some passives do shut down. I don't remember the full list, but it's mostly stuff you'd expect or that requires skills you can't equip as a werewolf. Two of the weird ones are Intimidating Presence and Persuasive Will. I've never heard an official explanation why they shut down while you're a wolf, though I suspect it was supposed to lock you out of dialog while you were in wolf form, but that got dropped at some point.
Yeah you are right, my explanation wasn't 100% accurate, but combat wise if you follow my 3 rules stated above you should figure which passives work and which do not.
Brasseurfb16_ESO wrote: »Sneaky-Snurr wrote: »@Brasseurfb16_ESO Are you even seeing what you wrote? Yes, WWs DO have high stamina cost of abilites and you're speaking porky pies now. Since when giving extra stamina pool gives more roll dodges/blocking frequencies? Roll dodging, blocking and break-frees are scaled off by percentages. Did you not know this? Ceteris paribus, giving oneself extra stamina pool provides no additional said actions being performed as they're percentage based.
You realy need to check your stuff before back talking to someone... Dodgeroll, Breakfree, Dodge have a %cost that scale off BASE Stamina, so increasing your maximum stamina will indeed give you more opportunities to use those skills. But no point to talk to you anymore, because you never tried it out and you never will...
Sneaky-Snurr wrote: »starkerealm wrote: »Vampire is a permanent power trade. You can make yourself less effective in these circumstances to have more tools to deal with those circumstances. You're trading. You lose something (for the duration of being a vampire), to gain something (for the duration of being a vampire.)
What is this duration you speak of? I'm not aware that there is a duration for being a Vamp unless you're speaking of WWs. Please enlighten me.
Sneaky-Snurr wrote: »Also, as I've mentioned before, WWs and Vamps are the only skill lines comparable to one another (to a certain extent of course). You can't just simply put lockpicking and fishing side by side as they're incomparable. WWs and Vamps are similar due to the opportunity costs of choosing to be either one.
CheeseDivinity wrote: »The reaction people should give when they see a Werewolf in PvP is "Oh crap, a Werewolf". Currently it's "lol, a Werewolf". That alone says there's something very, very wrong.
snorlockb16_ESO wrote: »What I hate is the limited transformation time which a) means I can't fight a boss, dolmen, Cyrodil, etc. as a werewolf because I will lose my transformation and have the equivalent of a stun for a second or two, and b) the constant eating really gets old.
The current design of WW is really for grinding only. In pretty much any other circumstance it is not an advantage, not fun, and usually suicidal.
CheeseDivinity wrote: »I got yelled at on my way to the graveyard in Bangkorai for killing "defenceless" squirrels and how I was just "showing off". By the time I explained to her that I needed to do it to keep my form it had run out before I reached the next enemy. I enjoy competitions, but Werewolf is a constant race against time. I think my blood pressure has risen to unhealthy levels since receiving Lycanthropy.
You're right I should clarify that. Where possible I prefer to solo dolmens, and as a werewolf it's near impossible to defeat the timer and the dolmen both. That said, it occurs to me that dolmens aren't intended to be always soloed, so maybe that example doesn't count.starkerealm wrote: »It's funny you mention dolmens there. I find those are one of the few times where wolves really shine right now.
I think I've said it before, but I would love if Werewolf worked like overload. (Each attack consumed some ultimate, but transforming is a toggle, and you keep all unused ultimate for future transforms.)
The biggest problem right now is just, I agree, the timer. I mean, if you're good, you can extend it out. I can keep timers going basically indefinitely. But I do understand and sympathize the complaint. You never have time to really enjoy being a werewolf. Since you need to find your next meal right now.