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Please FIX WEREWOLF in the upcoming SummerSet patches.

Wuuffyy
Wuuffyy
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This game has been out for at least 2 years on console. Werewolf hasn't changed but like 3 minor things since after update 1.6. Please fix this.

ISSUES:
Werewolf healing is based on Magicka, won't crit, and it's bad (Making the devour passive heal for 16k flat with no chance for crit and making the animation faster might fix this without breaking it)
Heavy attack animation is twice the time it actual takes for the hit to land
Bare minimum stam cost for my cheapest move is like 4-5 stam in werewolf
No access to synergies = no competition end game at all, anywhere, anytime
THERE IS STILL A TIMER... In this fast past environment there is a timer wth...
I could use an ult in the ult. I mean I'm dropping my heals and bar swap, the least I could have is a purge ult for like 125 or something.

Next time I post I'm adding screenshots and vids. I'm somewhat sick of this. IT HAS A LOT OF BURST DAMAGE but this is completely outweighed by the terrible everything else. NERF THE DAMAGE BUFF EVERYTHING ELSE PLEASE!!!

Sincerely, AN ESO PLUS PLAYER who owns all the DLC personally, has purchased every special edition that has been out, and has been here since launch on ESO. Please here me out!

@ZOS_GinaBruno
Edited by Wuuffyy on March 23, 2018 1:51AM
Wuuffyy,
WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
ESO player since 2014 (Xbox and PC for PTS)
-DM for questions
  • Wuuffyy
    Wuuffyy
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    Not letting this one die to people and nightblades.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Gorylas1
    Gorylas1
    indeed.. ww needs some love..
  • Qbiken
    Qbiken
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    Werewolf heal:
    The fact that the healing is magicka based isn´t that bad, believe me. If it was stamina based your resource management would be even more terrible. The heal can crit, that I can guarantee you. The trick is to put at least 30 points into the apprentice tree to unlock "Spell Precision" passive. You´ve to use certain sets to make good use of Hircine´s Rage/Fortitude. Pelinial and Shacklebreaker is more than enough to help you with that. Werewolf is extremely dependent on what gear you use and the only "class" in the game that I would say is carried by gear.

    Heavy attack:
    You actually hit the opponent before the animation is finished. However, the animation is extremely clunky and the hitbox is acting weird. The heavy attack hitbox has similar issues to Templar Sweeps hitbox where it doesn´t always hit depending on whether your enemy moves or not (which they usually do). So I can get behind a "fix" for that and maybe an increased range of the heavy attack.

    Cost of abilities:
    The high cost comes from the potential of dealing high damage. So it´s from a balance perspective. And if you can utilize off-balance + heavy attack your stamina issues are no longer a problem. And the biggest mistake many people do as a werewolf is to spam their skills. See your skills more like utility skills and let light/heavy attacks + bleed damage be the main source of damage.

    Synergies:
    Morphs that are no longer used (or very rarely used) should be reworked into skills that promotes and enhance group-oriented playstyle more.

    * Hircine´s Fortitude: Now gives Major Fortitude (Increased HP recovery by 30%) for 10 seconds to you and nearby allies.
    * Ferocious Roar: No longer fears or set enemies off-balance. Instead gives snare immunity and major expedition to you and nearby allies for 8 seconds.

    Werewolf timer & Ultimate:
    Revert the changes to "Call of the Pack" so it´s possible to be permanently in werewolf-form when playing together with 5 or more werewolfs. The skill screams "group-play". Regarding the ultimate I like that I can go out of werewolf-form when I please. That part of the werewolf is fine.

    Bug-fixes:
    At the moment there´re a few bugs that needs to be addressed. I´ll list the ones I know and a few that I suspect are bugged.

    Known bugs:
    - Unchained Passive not working in werewolf form. All other CP passives are functioning in werewolf form.
    - The dogs/companions from the Pack Leader Morph doesn´t respawn when killed. You´ve to go out of werewolf-form and transform again for them to come back.
    - Claws of Anguish: Major Defile from this skill doesn´t affect HP-recovery

    Possible bugs (not fully tested yet):
    - Certain armor passive from both the medium armor and heavy armor skilline not working while in werewolf form.


    Issues regarding resource-management and survivability while playing a werewolf can be solved by changing your gear or change your playstyle. If you haven´t checked this thread out, I highly recommend you to do so. It´s very informative and gives you a lot of options and suggestion on what to use on your werewolf.

    https://forums.elderscrollsonline.com/en/discussion/393796/werewolf-theorycrafting-pvp/p1

    Edited by Qbiken on March 23, 2018 7:22AM
  • Brrrofski
    Brrrofski
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    You just have to build for werewolf. Your entire build needs to be about it. Which is fine, because ww is super strong in the right situation. You can't run a normal build, switch to ww and tear it up.

    Your build needs the usual stuff like high Stam, WD and Stam regen but you also want decent Magica, Magica regen and 30 points into whichever tree gives you spell crit.

    No way can the heal scale off Stam. Scaling off around 50k Stam and like 3.5-4k weapon damage? If they changed it to Stam the numbers would have be needed a lot.
  • Qbiken
    Qbiken
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    Another thing about the werewolf heal:
    - It has one of the best scaling in the game (aka how much heal you get for each point of spell-damage and max magicka). Creating a build that doesn´t add anything that can boost your WW-heal, is a build that needs a rework.
  • Bashev
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    The change I want most for werewolves is a toggle for the ultimate.
    Because I can!
  • Sharee
    Sharee
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    Bashev wrote: »
    The change I want most for werewolves is a toggle for the ultimate.

    I think its fine as it is.

    Changing the ult to a toggle (i.e. making the transformation permanent until cancelled) would have to come at a price, one that i am not willing to pay. Not for something that i don't really need.

    When i am in fight, the timer is a non-issue because assuming you are constantly being hit, every 3 seconds the timer moves back 3 seconds(meaning the transformation is "permanent" anyway).

    When i am not in a fight, i don't want to be in werewolf form. It takes away the huge impact of me transforming when the enemy does not expect it and completely turning the fight upside down. It is not hard to counter a werewolf when you know you are fighting a werewolf. But transform just at the right moment...

    Basically, a permanent wolf form is useless to me. Note however that i am speaking purely from a PvP perspective.
  • Qbiken
    Qbiken
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    Bashev wrote: »
    The change I want most for werewolves is a toggle for the ultimate.

    I don´t really see why this would be a good change to be honest. Better to revert the changes to "Call of the Pack" so you can stay in werewolf form longer when playing in a group. No other passive in the game screams "group-play" as the Call of the Pack passive. Slightly ironic that ZOS nerfed it.

    If it becomes a toggle ultimate it would have to have sort of timer or "drain". The most logical thing would be to let it drain ultimate in that case. That would lead to a situation where you´ve to transform with 500 ultimate to get the most out of the werewolf form. For me a change like that is a nerf rather than a positive change.

    However it depends highly on the playstyle you like to play. @Sharee likes to use werewolf as a "surprise" to turn battles around as far as I can tell), while I prefer a more "permawolf" playstyle. But in none of those cases can I see the ultimate being toggle as a good thing.
    Edited by Qbiken on March 23, 2018 9:15AM
  • Wuuffyy
    Wuuffyy
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    ...
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Cathexis
    Cathexis
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    make pack leader a toggle!!
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Aznox
    Aznox
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    I Agree that Werewolf is perfectly fine and doesn't need any change beside a few bugfix.

    You are welcome to our Werewolf theory crafting thread where we will help you build a strong WW.
    Edited by Aznox on March 24, 2018 3:56PM
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Jarryzzt
    Jarryzzt
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    ..............oh. For a moment there I thought the OP meant "fix" werewolves in the "help control the pet population, have your pets spayed and neutered" Bob Barker-esque sort of way...


    I shall leave it up to professional furries degenerates werewolves to debate the finer points of WW healing skills or what have you - but as a non-WW player the one structural change I would advocate for is to give players who do not want to transform some reason to go into the tree. Like with vampires - you can literally ignore all the actives and pick up some of the passives (plus the wan, veiny look). I know that some will disagree with this view, but this is my view - as is, there is literally no reason whatsoever for me to make any of my characters a furry degenerate werewolf because I like building around class/weapon skills with most of the other lines coming in only as passives (except stuff like Fighters' Guild, of course).
  • Sharee
    Sharee
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    Jarryzzt wrote: »
    ..............oh. For a moment there I thought the OP meant "fix" werewolves in the "help control the pet population, have your pets spayed and neutered" Bob Barker-esque sort of way...


    I shall leave it up to professional furries degenerates werewolves to debate the finer points of WW healing skills or what have you - but as a non-WW player the one structural change I would advocate for is to give players who do not want to transform some reason to go into the tree. Like with vampires - you can literally ignore all the actives and pick up some of the passives (plus the wan, veiny look). I know that some will disagree with this view, but this is my view - as is, there is literally no reason whatsoever for me to make any of my characters a furry degenerate werewolf because I like building around class/weapon skills with most of the other lines coming in only as passives (except stuff like Fighters' Guild, of course).

    Well, technically there is a reason to become a werewolf when you do not want to transform: slotting the ultimate gives you a passive 15% bonus to stamina regen, even in human form. (I agree it is not a very good reason >.<)
  • starkerealm
    starkerealm
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    Sharee wrote: »
    Bashev wrote: »
    The change I want most for werewolves is a toggle for the ultimate.

    I think its fine as it is.

    Changing the ult to a toggle (i.e. making the transformation permanent until cancelled) would have to come at a price, one that i am not willing to pay. Not for something that i don't really need.

    When i am in fight, the timer is a non-issue because assuming you are constantly being hit, every 3 seconds the timer moves back 3 seconds(meaning the transformation is "permanent" anyway).

    When i am not in a fight, i don't want to be in werewolf form. It takes away the huge impact of me transforming when the enemy does not expect it and completely turning the fight upside down. It is not hard to counter a werewolf when you know you are fighting a werewolf. But transform just at the right moment...

    Basically, a permanent wolf form is useless to me. Note however that i am speaking purely from a PvP perspective.

    Yeah, this is entirely accurate. You can get some pounce/pierce kills if someone doesn't realize what they're dealing with (or the DK that kindly chained me to him last night before he became dinner), but in general, werewolves are very dangerous because you don't know they're there until it's too late.
  • starkerealm
    starkerealm
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    Sharee wrote: »
    Jarryzzt wrote: »
    ..............oh. For a moment there I thought the OP meant "fix" werewolves in the "help control the pet population, have your pets spayed and neutered" Bob Barker-esque sort of way...


    I shall leave it up to professional furries degenerates werewolves to debate the finer points of WW healing skills or what have you - but as a non-WW player the one structural change I would advocate for is to give players who do not want to transform some reason to go into the tree. Like with vampires - you can literally ignore all the actives and pick up some of the passives (plus the wan, veiny look). I know that some will disagree with this view, but this is my view - as is, there is literally no reason whatsoever for me to make any of my characters a furry degenerate werewolf because I like building around class/weapon skills with most of the other lines coming in only as passives (except stuff like Fighters' Guild, of course).

    Well, technically there is a reason to become a werewolf when you do not want to transform: slotting the ultimate gives you a passive 15% bonus to stamina regen, even in human form. (I agree it is not a very good reason >.<)

    Used to be permanent.
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