Allow heavy attacks to apply Heavy werewolf bleed, compare with axe passives giving both a light and heavy bleed.
Heavy attacks need slight boost to resource return, they were missed when heavy attack return values were adjusted with marrowind
The hardest thing about balancing the werewolf is that there is soo much being added and even more so being taken away from them that it is hard to really see where they are balance wise. I'll breakdown a couple of balance points, as well add some quality of life improvements and susuggestions.
The Werewolf Ultimate cost: 300 when ranked, without passive reductions and gear. This is way too high, most characters that build for werewolf do so by having to use very specific sets that more or less make you weaker in human form then your humanoid counterparts. My thought is to reduce the ultimate to 100, this will allow players to go in and out of werewolf easier, lowering the investment of the transformation, allowing you to be more situation with your ultimate instead of having to hold on to it for the absolute opportune moment.
The Timer: I overall have grown to enjoy the timer, as it takes time to master, and gives some counterplay for certain situations. The call of the pack is great as well, as it allows a pack to sustain form, but some functions need tweeked. Remove the minimum range requirement for Feral Pounce, increase the minimum range if you need to. Devour should be a channel, giving me time in form, stamina, health, magic/sec. I think 1,500/sec is fair number, as the devour leaves you exposed, can be interrupted, and givin how fast corpses disappear. Werewolves have no other way to restore stamina besides heavy attacks and potions.
Damage: The werewolf is in a good place when it comes burst, but their overall dps leaves something to be desired. We can't just expect ZOS to increase our Howl of "Blank" damage and call it a day. I also don't want to see abilities just spammed more by reducing the costs. Two thing I would request. 1. Increase light attack damage by 10% 2. Allow heavy attacks to apply Heavy werewolf bleed, compare with axe passives giving both a light and heavy bleed.
Survivability & Sustainability: The speed of the wolf used to be a great utility of the ultimate. With the speed cap put in place this means that the mobility of the wolf has much to be desired due to the amount of snares that can be stacked from multiple sources, with no way to remove them. The solution is add at the very least a snare effect reduction of 50% and Sprint cost reduction to the werewolf. With the unique devour mechanics restoring resources, and increased light attack and bleed, this gives wolves extra damage allowing them to refrain from spaming expensive abilities. Heavy attacks need slight boost to resource return, they were missed when heavy attack return values were adjusted with marrowind, 2000 return at base value is a good number. Let werewolves sneak, they took increased damage away from stealth attacks. Hunters gotta hunt.
Spark Notes
-Lower ultimate cost to 100
-Devour restores resources
-Increase light attack damage
-Add heavy attack bleed, increase base stamina return from heavy attacks.
-Sprint cost reduction (add to pursuit), snare reduction (add to savage strength)
-Let werewolves sneak
Allow heavy attacks to apply Heavy werewolf bleed, compare with axe passives giving both a light and heavy bleed.
Heavy attacks need slight boost to resource return, they were missed when heavy attack return values were adjusted with marrowind
100% agree on these two points.
Looks Like Heavy attack resource return in Werevolf form were just forgotten by developers, as in Morrowind all the others were somehow adjusted, except WW heavy attack. And keep in mind that Heavy Attack is the ONLY way you have to recover Stamina when you are in WW form. At the moment WW is almost impossible to sustain.
Heavy Attack should apply beeding as well. I just don't understand why they don't apply it already.
This is one of my biggest complaints..way too much ultimate..
The Werewolf Ultimate cost: 300 when ranked, without passive reductions and gear. This is way too high, most characters that build for werewolf do so by having to use very specific sets that more or less make you weaker in human form then your humanoid counterparts. My thought is to reduce the ultimate to 100, this will allow players to go in and out of werewolf easier, lowering the investment of the transformation, allowing you to be more situation with your ultimate instead of having to hold on to it for the absolute opportune moment.
DoonerSeraph wrote: »I was thinking about a way to make WW as good as vampire for a while, requiring transformation and worst, locking you out of skills kills WW completely, also it makes all WW look the same, without looking at the icon, can you tell the a WW player class? It would be pretty difficult, their only differences are passive ones.
So I was thinking about a middle ground, WW needs buffs and nerfs to compensata those buffs.
1. WW needs 2 bars, period. You lose a lot of versatility just for transforming.
2. WW Transformation must be a toggle and not a timer, and maybe not even a ultimate one, maybe another key could be bound just for transforming.
3. WW could use a compromise, instead if having all skills avaliable like vampires, they could use non-weapon skills since you got paws now, kinda like Overload sorks for sorcerers.
4. WW could have their own ultimate based on berserker (like some huge aoe claw swipe with stun) or a pack leader (buffing howl or w/e)
5. Some passives would work on human form but on a lower degree. Like the Savage Strength would increase the weapon damage by 1% / 2% in human form. Passives based on duration shoul be reworked with a similar framework: micro buffs to human form and okay buffs to wolf form.
6. Poison vulnerability and FG bonus would apply to human form in a lesser degree, like 5% too, and the defense buff for transforming would go to like 2k while in wolf form (since it would be free to transform) and 750 for human.
7. Some more bursty WW skills could use a nerf in this case and a cost reduction, also fixing WW heavy attacks to restore decent stamina would help a lot.
These are just rough ideas for a healthy compromise without taking away the uniqueness of wolf and vamp, also the numbers here are just figure, take all with a grain of salt.
What you think about it?