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A Werewolf's Journal: Dark Brotherhood

Chrlynsch
Chrlynsch
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Here is written a Werewolf's opinion on the gift/curse in current state. Most of my opinions come from much time spent in form 100s of hours in PVE and PVP

First and Foremost, Great Job ZOS! You are soo close to a great werewolf!

-Call of the Pack: score 5/5:
Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
Pretty Cool for those that run Werewolf groups in PVP or PVE, and also adds a little more time for solo wolves. Keep the timer, I am a fan of the mechanic now, as in a group of 4 one devour will get you about 2 min of werewolf time, and encourages "pack play".

-Berserker Werewolf: 5/5:
Model now has black skin, nice!

-Pack Leader: 1/5:
Pack leader Werewolf now spawns 2 dire wolves to fight along side the werewolf, Pack leader was ultimately striped of it's defining ability to help add time to form and was given two pets. So now you have two ultimate choices that both give DPS increases. their damage though shadows what is capable of the berserker. This leaves only the argument that they can pull agro in PVE, which is all well and good, if your passive blood rage didn't rely on you taking damage to add time to your werewolf. Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

-Opening things: 4/5
A swiping animation was added when you open doors and such.


Here are some things that need some work still.

-The heal from claws of life needs to be tweaked. Increase the heal and have it delayed on damage as it is now. Or let the heal apply from the application of damage like Templar sweeps does.
-Increase the major brutality buff from rousing roar from 5 seconds to 20.
-Ferocious Roar just needs to be changed, So many of the werewolves abilities already apply CC and CC immunity that this ability is redundant. Change it to a mage light pull out of stealth ability.
-Let Werewolves Stealth.
-Werewolves still cant synergize abilities.


Happy Hunting!
-Caius Rockclaw
Edited by Chrlynsch on June 7, 2016 2:19PM
Caius
Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
PC NA
  • ADarklore
    ADarklore
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    Prothwata wrote: »
    Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

    Actually, the Dire Wolves DO respawn after they die but there is a GCD and that cool-down lessens the higher the skill is leveled.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Chrlynsch
    Chrlynsch
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    ADarklore wrote: »
    Prothwata wrote: »
    Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

    Actually, the Dire Wolves DO respawn after they die but there is a GCD and that cool-down lessens the higher the skill is leveled.

    Played for 1 hour straight as a werewolf and the Dire wolves did not respawn, the 3 other Pack leaders in my group also had non respawning wolves.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Dark_Dread
    Dark_Dread
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    I do not think the werewolf will be good until they do one thing. Make the transformation a toggle. Vampires get to use their abilities when ever they want, we do not.

    And if you ever wanted to role play as a werewolf you only get a few seconds to do so as you will not be engaged in combat.

    Now if ZOS wants to keep it so that people are not running around as werewolves all the time, leaving it tied to the ultimate should work out fine, as people would have to fill up the ultimate to use the werewolf form, limiting the amount of people that stay in werewolf form in public areas.
    "Any man can overcome adversity. To truly test a man, give him power."(Thornwolf, Rowan Redwolf~AD)
  • ADarklore
    ADarklore
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    Prothwata wrote: »
    ADarklore wrote: »
    Prothwata wrote: »
    Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

    Actually, the Dire Wolves DO respawn after they die but there is a GCD and that cool-down lessens the higher the skill is leveled.

    Played for 1 hour straight as a werewolf and the Dire wolves did not respawn, the 3 other Pack leaders in my group also had non respawning wolves.

    Well here is the patch notes:

    Pack Leader (Werewolf Transformation morph): Redesigned this morph so it now summons 2 dire wolf companions to fight by your side for the duration of your transformation. If killed, the dire wolves will return after 16/14/12/10 seconds at Ranks I/II/III/IV respectively.

    So if this isn't working it should be reported as a bug.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • JimT722
    JimT722
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    Prothwata wrote: »
    Here is written a Werewolf's opinion on the gift/curse in current state. Most of my opinions come from much time spent in form 100s of hours in PVE and PVP

    First and Foremost, Great Job ZOS! You are soo close to a great werewolf!

    -Call of the Pack: score 5/5:
    Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
    Pretty Cool for those that run Werewolf groups in PVP or PVE, and also adds a little more time for solo wolves. Keep the timer, I am a fan of the mechanic now, as in a group of 4 one devour will get you about 2 min of werewolf time, and encourages "pack play".

    -Berserker Werewolf: 5/5:
    Model now has black skin, nice!

    -Pack Leader: 1/5:
    Pack leader Werewolf now spawns 2 dire wolves to fight along side the werewolf, Pack leader was ultimately striped of it's defining ability to help add time to form and was given two pets. So now you have two ultimate choices that both give DPS increases. their damage though shadows what is capable of the berserker. This leaves only the argument that they can pull agro in PVE, which is all well and good, if your passive blood rage didn't rely on you taking damage to add time to your werewolf. Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

    -Opening things: 4/5
    A swiping animation was added when you open doors and such.


    Here are some things that need some work still.

    -The heal from claws of life needs to be tweaked. Increase the heal and have it delayed on damage as it is now. Or let the heal apply from the application of damage like Templar sweeps does.
    -Increase the major brutality buff from rousing roar from 5 seconds to 20.
    -Ferocious Roar just needs to be changed, So many of the werewolves abilities already apply CC and CC immunity that this ability is redundant. Change it to a mage light pull out of stealth ability.
    -Let Werewolves Stealth.
    -Werewolves still cant synergize abilities.


    Happy Hunting!
    -Caius Rockclaw

    Agree with nearly everything, especially the rousing roar. I recommended that in pts forums, but it got no attention. Pack leaders are likely going to be less common now. Now if I can only find ps4 werewolf players to play with to take advantage of cotp.

    Great write up.
  • Asmael
    Asmael
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    -Ferocious Roar just needs to be changed, So many of the werewolves abilities already apply CC and CC immunity that this ability is redundant. Change it to a mage light pull out of stealth ability.

    Nope, it is not redundant.

    Fear ignores blocking. This might make little to no difference in PvE (can't fear bosses), but in PvP, this is completely different. It's an emergency CC that bypasses block, affects multiple targets, and synergizes with Piercing howl for a big damage boost.

    If you ask me, pack leader wolfies need a pretty big buff, a single light attack deals more damage than both of them attacking for 10 seconds...
    Dark_Dread wrote: »
    I do not think the werewolf will be good until they do one thing. Make the transformation a toggle. Vampires get to use their abilities when ever they want, we do not.

    And if you ever wanted to role play as a werewolf you only get a few seconds to do so as you will not be engaged in combat.

    Now if ZOS wants to keep it so that people are not running around as werewolves all the time, leaving it tied to the ultimate should work out fine, as people would have to fill up the ultimate to use the werewolf form, limiting the amount of people that stay in werewolf form in public areas.

    Small reminder: vampires have abilities available at all time, which also means they have weaknesses available at all time.
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Wolfchild07
    Wolfchild07
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    Vampires have more control over their weaknesses now.
  • Chrlynsch
    Chrlynsch
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    Asmael wrote: »
    -Ferocious Roar just needs to be changed, So many of the werewolves abilities already apply CC and CC immunity that this ability is redundant. Change it to a mage light pull out of stealth ability.

    Nope, it is not redundant.

    Fear ignores blocking. This might make little to no difference in PvE (can't fear bosses), but in PvP, this is completely different. It's an emergency CC that bypasses block, affects multiple targets, and synergizes with Piercing howl for a big damage boost.

    If you ask me, pack leader wolfies need a pretty big buff, a single light attack deals more damage than both of them attacking for 10 seconds...
    Dark_Dread wrote: »
    I do not think the werewolf will be good until they do one thing. Make the transformation a toggle. Vampires get to use their abilities when ever they want, we do not.

    And if you ever wanted to role play as a werewolf you only get a few seconds to do so as you will not be engaged in combat.

    Now if ZOS wants to keep it so that people are not running around as werewolves all the time, leaving it tied to the ultimate should work out fine, as people would have to fill up the ultimate to use the werewolf form, limiting the amount of people that stay in werewolf form in public areas.

    Small reminder: vampires have abilities available at all time, which also means they have weaknesses available at all time.

    Never said to get rid of the fear part of the ability just the morph part that makes nearby enemies become disoriented and set off balance...
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Chrlynsch
    Chrlynsch
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    ADarklore wrote: »
    Prothwata wrote: »
    ADarklore wrote: »
    Prothwata wrote: »
    Pack leader dire wolves do not respawn after death, and die soon as you shift out of Werewolf.

    Actually, the Dire Wolves DO respawn after they die but there is a GCD and that cool-down lessens the higher the skill is leveled.

    Played for 1 hour straight as a werewolf and the Dire wolves did not respawn, the 3 other Pack leaders in my group also had non respawning wolves.

    Well here is the patch notes:

    Pack Leader (Werewolf Transformation morph): Redesigned this morph so it now summons 2 dire wolf companions to fight by your side for the duration of your transformation. If killed, the dire wolves will return after 16/14/12/10 seconds at Ranks I/II/III/IV respectively.

    So if this isn't working it should be reported as a bug.

    it isn't working that is why I said the wolves don't respawn...
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Chrlynsch
    Chrlynsch
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    Dark_Dread wrote: »
    I do not think the werewolf will be good until they do one thing. Make the transformation a toggle. Vampires get to use their abilities when ever they want, we do not.

    And if you ever wanted to role play as a werewolf you only get a few seconds to do so as you will not be engaged in combat.

    Now if ZOS wants to keep it so that people are not running around as werewolves all the time, leaving it tied to the ultimate should work out fine, as people would have to fill up the ultimate to use the werewolf form, limiting the amount of people that stay in werewolf form in public areas.

    Seriously if you want to RP get 4 other Werewolves... your timer will not move...
    Edited by Chrlynsch on June 7, 2016 5:38PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
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