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Werewolf inability to resurrect other players.

kelthalasa
Hey, i would like to understand why werewolves do not have the ability to rez fallen players? By not allowing this to happen i feel game performance is not very fair especially in the middle of a battle.

*Werewolves have the ability to open doors.
*Werewolves have the ability to hold a torch and burn enemy siege.
*Werewolves have the ability to repair walls and doors.
*Werewolves can operate siege.
*Werewolves can use wayshrines.
*Werewolves have the ability to use food,pots and open mail/reward boxes.
*Werewolves Can place camps and other siege.
*Werewolves can accept quests and interact on a sentient level with NPC's.
*Werewolves can trade with other players.


**Werewolves can NOT use soul gems to rez players...
**Werewolves can NOT use other players synergies.

I feel these vital components could have won COUNTLESS battles but do to lack of ability application, not only us, but our whole team is severely inhibited.

I put forth this in hopes that you will see and address these vital components. Please!!!! Thanks.


  • kelthalasa
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Agreed. . Oh wait Ww apparently is sooo OP that's why everyone its playing it :trollface:
    @Qbiken , @Chrlynsch
    Edited by IlCanis_LupuslI on March 29, 2018 8:12AM
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Qbiken
    Qbiken
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    I don´t think ZOS will change the way werewolfs interact with synergies. In one of the patch-notes last week they changed so that no other synergies will be available while in WW-form. Main reason for this was to solve an issue with werewolfs being taken out of WW-form when running over a friendly synergy. The second reason, which is just a guess, is to prevent synergies to interact with the werewolf feeding synergy. This synergy is however very clunky and is basically pixel-hunting when focusing on a corpse when trying to feed.

    I would like to see more synergies to the werewolf skilline however. Or at least make some skills promote group-play even more. I´ve written the following suggestions a few times but I´ll write them again. These are suggestions that I think would add another dimension to werewolf and make them more beneficial on more aspects in the game.

    Rework Hircine´s Fortitude:
    Current: Invoke the Huntsman's blessing to heal yourself for [x] and an additional [y] over 8 seconds.

    New: Gives major fortitude to you and nearby allies and The heal over time affects nearby allies as well.
    Invoke the Huntsman´s blessing to heal yourself for [x] and an additional [y] to yourself and nearby allies (up to 5) for 8 seconds. You and nearby allies also gets major Fortitude for the duration, increasing your health recovery by 30%.

    Reasoning: Adds another layer to the group-play aspect where you can have a supportive role in a group.

    Rework Ferocious Roar:
    Current: Roar with bloodlust to terrify up to 3 nearby enemies, afflicting them with fear and setting them off balance for 4.3 seconds. If an affected enemy is killed, enemies nearby are disoriented and set off balance for 2.5 seconds.

    New: "Empowering Roar" Skill no longer fears or sets enemies off-balance.
    Roar with bloodlust to invoke the power of Hircine to you and nearby allies (up to 5), giving them major expedition, increasing movement speed by 30% and snare immunity for 8 seconds.

    Reasoning: Same as with the change to Hircine´s Fortitude. With this morph you´ve to make a clear choice on whether you want more damage (by choosing Rousing Roar. which also synergies well with Piercing Howl) or more survivability and group-support.

    Revert "Call of the Pack":
    Current: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 80%.

    New: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 100%.

    Reasoning: Few skills (be it passive or active) screams "group-play" as this passive. This was changed a long time ago since it was considered a bug. Revert this change and promote group-play even more.

    The next and final suggestion is more of a wishful thinking change:

    New buff to Bloodrage passive:
    Current: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds.

    New: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds. Enemies that are affected by a bleed, are unable to stealth within 15 meters of a werewolf.

    Reasoning: Being able to stealth close to a beast with increased sense of smell (Werewolfs are kind of like a dog after all) should come with some risks. With this change you can still engage from stealth. This is more a nightblade related issue that has to do with cloak. But as I said, this is more of a "wishful thinking" change and nothing I put to much importance into.
    Edited by Qbiken on March 29, 2018 8:42AM
  • Swen_von_Walhallion
    but but you cannot rez them, but you can eat them !
    Adraria Argentum Draco - imperial Stamplar
    Bevdyen Tus Ntxhuav - Orc Stamplar
    Celestun Ira Dei- Imperial Tankplar
    Halldis Rautt Höfuð- Nord Tankplar
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    Lae'ozhael - Dunmer Magplar
  • Chrlynsch
    Chrlynsch
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    Qbiken wrote: »
    I don´t think ZOS will change the way werewolfs interact with synergies. In one of the patch-notes last week they changed so that no other synergies will be available while in WW-form. Main reason for this was to solve an issue with werewolfs being taken out of WW-form when running over a friendly synergy. The second reason, which is just a guess, is to prevent synergies to interact with the werewolf feeding synergy. This synergy is however very clunky and is basically pixel-hunting when focusing on a corpse when trying to feed.

    I would like to see more synergies to the werewolf skilline however. Or at least make some skills promote group-play even more. I´ve written the following suggestions a few times but I´ll write them again. These are suggestions that I think would add another dimension to werewolf and make them more beneficial on more aspects in the game.

    Rework Hircine´s Fortitude:
    Current: Invoke the Huntsman's blessing to heal yourself for [x] and an additional [y] over 8 seconds.

    New: Gives major fortitude to you and nearby allies and The heal over time affects nearby allies as well.
    Invoke the Huntsman´s blessing to heal yourself for [x] and an additional [y] to yourself and nearby allies (up to 5) for 8 seconds. You and nearby allies also gets major Fortitude for the duration, increasing your health recovery by 30%.

    Reasoning: Adds another layer to the group-play aspect where you can have a supportive role in a group.

    Rework Ferocious Roar:
    Current: Roar with bloodlust to terrify up to 3 nearby enemies, afflicting them with fear and setting them off balance for 4.3 seconds. If an affected enemy is killed, enemies nearby are disoriented and set off balance for 2.5 seconds.

    New: "Empowering Roar" Skill no longer fears or sets enemies off-balance.
    Roar with bloodlust to invoke the power of Hircine to you and nearby allies (up to 5), giving them major expedition, increasing movement speed by 30% and snare immunity for 8 seconds.

    Reasoning: Same as with the change to Hircine´s Fortitude. With this morph you´ve to make a clear choice on whether you want more damage (by choosing Rousing Roar. which also synergies well with Piercing Howl) or more survivability and group-support.

    Revert "Call of the Pack":
    Current: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 80%.

    New: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 100%.

    Reasoning: Few skills (be it passive or active) screams "group-play" as this passive. This was changed a long time ago since it was considered a bug. Revert this change and promote group-play even more.

    The next and final suggestion is more of a wishful thinking change:

    New buff to Bloodrage passive:
    Current: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds.

    New: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds. Enemies that are affected by a bleed, are unable to stealth within 15 meters of a werewolf.

    Reasoning: Being able to stealth close to a beast with increased sense of smell (Werewolfs are kind of like a dog after all) should come with some risks. With this change you can still engage from stealth. This is more a nightblade related issue that has to do with cloak. But as I said, this is more of a "wishful thinking" change and nothing I put to much importance into.

    Nightblade population is getting out of hand. Release the hounds of Hircine!

    Also let us ressurect. Let us sneak. There is no reason that these base gameplay components should get taken away.

    Some really good suggestions @Qbiken.

    Maybe do something with the direwolves, make them able to attack/follow stealthed players. They are pretty bad otherwise.
    Edited by Chrlynsch on March 29, 2018 11:04AM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • kelthalasa
    @Qbiken i like those ideas you have. Especially the stealth detect radius. I feel though as the radius should be increased when you are a ww in or out of form. In every single show ive ever seen. A werewolf is able to smell its prey, in or out of ww.

    Vampirism is not an ultimate. So why not take it one step further and make ww a standard and not just an ultimate? A rework of ww should def happen. @ZOS_GinaBruno
  • jerj6925
    jerj6925
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    The werewolf is also not house broken so that needs to be addressed before we look at something not anywhere near important as reviving fallen comrades. .. priorities man, think Priorities.
  • Princess_Ciri
    Princess_Ciri
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    look it's because you don't have thumbs!!!!!!
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • kelthalasa
    Id love to hear from @ZOS_GinaBruno regarding this pleaseeee.
    Edited by kelthalasa on March 31, 2018 1:53AM
  • kelthalasa
    I've been looking around and have not been able to find a valid reason why wws are not able to rez. Has there been any explanation why? And does anyone know if this will be fixed??
  • Glaiceana
    Glaiceana
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    I would love to be able to use synergies in werewolf form.
    Being able to rez would be very nice as well, but its always been fun for me when you have that "oh crap" moment and realise you need to back out of form to help save the situation :D
    Priests of Hircine
    Werewolves who bite for FREE! PC/EU
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  • kelthalasa
    @Glaiceana yea being able to use synergies would really help out alot as well. For rez it just doesnt seem fair at all that we have to willingly sacrifice our ww form.ZoS is basically saying we have to sacrifice all our true power in order to help others. I build to be in ww form as much as possible so it sucks. There is not one race or class that is inhibited as much as werewolf is. And that truly doesnt make sense.
  • kelthalasa
    I have full intentions of making sure this stays on the top of the forum until we get some sort of answer. Why should werewolf be restricted when you have things like zaans thats does 60k damage._. @ZOS_MichaelM @ZOS_GinaBruno @ZOS_JessicaFolsom.
  • kelthalasa
    Do yall forsee any type of changes to werewolf at all possibly this year? For the better? I am excited about the light attack buff, that will benefit us. But what else for ww?
  • Qbiken
    Qbiken
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    Well, there´s still a PTS coming up soon and we don´t know about all of the changes and PTS-notes yet. Hopefully we get something to work with there :)

    And werewolf doesn´t need major overhauls, a lot of the weaknesses with werewolfs are more or less "L2P-issues" and sometimes you just have to accepts that you´ll have weaknesses, it´s just that the learning curve can be quite steep. Some minor changes to some morphs is more or less what werewolfs need and they´re in a good spot.
    Edited by Qbiken on April 6, 2018 6:24AM
  • kelthalasa
    @Qbiken i agree. To be honest id really just like to see wws have the ability to . Its such a crucial thing to be able to do. Everything else can come later if need be. Im surprised no one for years has really pressed this topic. And still waiting for a reply from @ZOS_GinaBruno
  • SkyIsTheLimit1206
    SkyIsTheLimit1206
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    Werewolves also can't cook for some reason...


    WTF?


    Seriously, it gives me a message "your paws are too clumsy" when I try to open a Cooking Fire in werewolf form...

    I'm not too clumsy to do all these other things, but too clumsy to cook?
    With strength and intelligence comes hard work.

    Which is why not a lot of people are strong nor intelligent.
  • kelthalasa
    Bumping up! Zos any info??
  • Skullstachio
    Skullstachio
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    I have an idea (in the form of a legendary cp160 5-piece set.)

    Blood moon set (heavy armour)

    2: adds [x] max health.
    3: adds [x] max stamina.
    4: adds 2975 physical resistance.
    4: adds 2975 spell resistance.
    5: (while in werewolf form): when killed, you instead get pulled out of werewolf form, restore 100% of your max health & will not be able to enter werewolf form for 2 minutes.

    Anything lower than legendary cp160 can reduce the amount of health restored.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
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