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A Werewolf's Journal: Summerset

Chrlynsch
Chrlynsch
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Here is written the state of werewolves observed by Caius.

Fixes/Changes:

-Claws of Anguish now also debuffs Health Regen.

-Claws of _____ can no longer be dodged.

-Werewolf Fear no longer snares the werewolf when it is cast.

-Brutal pounce damage increased to equal that of feral pounce single target. Spash damage for all other targets.

-Light attack damage on weapon damage heavy builds was nerfed. Werewolf builds with higher stamina slightly buffed.

Bugs:

Pack Leader: Does not spawn dire wolves after death and res, until you drop form and retransform.

Synergies: Can not use them except for feeding Frenzy.

Feeding Frenzy: Does not grant resources through undaunted passive when proc'd.

Unchained: Does not work with werewolf abilities.

Summerset Summary:

Funtionality fixes were greatly appreciated. The Nerf to light attack damage was unnecessary but is understandable how it happened. The stamina scaling change should have been a positive change for all werewolves. A slight increase to the weapon damage formula should bring it back in line with the rest of the game's changes.

With the ability to change traits on jewlery, summerset wolves have gained a lot of functionally by diversifying possible builds, though there is still room for improvement.

Ability/Passive change suggestions:

Roar: Base ability now grants Major Brutality.

Rousing Roar: Now grants Major Sorcery, and Brutality.

Hircine's Rage: Increases weapon and spell damage of nearby allies by 8%.

Ferocious Roar: Major Brutality and removed snares/roots and povides snare immunity for 8 seconds to nearby allies no longer fears, now instant.

Hircine's Fortitude: Now becomes a toggle ability that drains 2k magic/sec. While slotted increases health recovery by 1.5k. While toggled create a 6m ring around you healing all allies in the area for roughly 1/3 of Hircine's Bounty and reveals all stealthed enemies in the area.

Blood Rage: Now Perpetual Hunt. Increase time in werewolf form by 4 seconds everytime you use a werewolf ability.

Savage Strength: Increases weapon damage by 20% to offset Hircine's Rage change.

Howl of Agony synergy applies to all nearby allies when activated.

Devour: Now gains werewolf time per second as well as stamina/magicka/health.

Quality of life improvements:

-Let Werewolves resurrect players/other wolves.

-Let werewolves Stealth.

-Let werewolves activate all synergizes.

Suggested Changes Recap:

-The first concept of these changes is not to increase Werewolf's damage output, but to provide them a meaningful place in endgame content as support dps.

-The second concept of these changes is to raise the floor on werewolf build funtionality. Giving players a better platform to build off of if not devoting themselves 100% to the werewolf ultimate.

-The final concept around these proposed changes is to provide meaningful choices to the werewolf morphs, at the same time encouraging group play between werewolf players and non werewolf players.
Caius
Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
PC NA
  • Aznox
    Aznox
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    Very nice post, nearly missed it !

    It's rare to see a change suggestion for werewolf that isn't asking for unneeded power buff or breaking what currently works and makes our toolkit unique and enjoyable.

    My observations about your proposal :

    This list would immediately make Werewolf viable in PvE, and add diversity and QoL to PvP.
    However, applying all these change at once could be too much (see below) and we would risk to see a LOT more werewolf running around ... is that really what we want ? (honest question :) )

    I worry that giving unique group buffs (proposed Hircine's Rage and Howl of Agony) would make people run werewolf in trials, not because it is fun and slightly unique, but because "we need the buffs and someone has to".
    Maybe try to work with Minor Brutality / Savagery / etc.. instead ?

    Now to the details :
    Roar: Base ability now grants Major Brutality.
    Rousing Roar: Now grants Major Sorcery, and Brutality.
    Ferocious Roar: Major Brutality and removed snares/roots and povides snare immunity for 8 seconds to nearby allies no longer fears, now instant.
    Makes Ferocious Roar viable and gives a slight boost to werewolf heals with Rousing Roar.
    I'm good with that if the new morph is carefully thought and not overtuned.
    Hircine's Rage: Increases weapon and spell damage of nearby allies by 8%.
    Hircine's Fortitude: Now becomes a toggle ability that drains 2k magic/sec. While slotted increases health recovery by 1.5k. While toggled create a 6m ring around you healing all allies in the area for roughly 1/3 of Hircine's Bounty and reveals all stealthed enemies in the area.
    Interesting, again the new morph would not be easy to balance, looks like an instant pick for me in PvP ...
    Let werewolves activate all synergizes.
    Let Werewolves resurrect players/other wolves.
    Devour: Now gains werewolf time per second as well as stamina/magicka/health.
    Nice little QoL changes.
    Let werewolves Stealth
    Doesn't seem like much, but things like that add up quickly to make a very significant change ...
    Blood Rage: Now Perpetual Hunt. Increase time in werewolf form by 4 seconds everytime you use a werewolf ability.
    Here we are ... the single most impacting change in your proposal, probably bigger than everything else combined.

    This does two things :

    PvP : Allows for perma-wolf outside of combat.
    PvE : Allows for perma-wolf as a stamina DPS.

    What this means for PvE is that if a rotation/build is found to outperform the standard dual wield / maelstrom bow, every single stamina DPS will be running werewolf in Trial. You think that's not possible ? A medium armor Kena / Automaton / Hundings wolf is probably autoattacking at north of 30k DPS, and that the first think that came to my mind ...
    If such a thing were to happen, nerf would come inevitably and it would be a loss for werewolf on the long term.

    Another solution to make werewolf viable in PvE without risking to make it used by every single stam setup (this is not acceptable for game diversity) is to make werewolf viable as a tank.
    Just give us a taunt (through a skill morph or by making the jump work with the set that adds at taunt to gap-closers) and Blood Rage passive in its current form will make sure we can perma-wolf as long as we get aggro. No need to change anything else at first, we are already able to build tanky enough for everything up to some VetDLC dungeons.

    For PvP, the risk seems lower for this single change to trigger World of Werewolf Online, but i would still be wary of the consequences.



    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Qbiken
    Qbiken
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    Love these "Werewolf Journal" posts :)

    For PvP this would greatly improve the group-play aspect of being a werewolf. While I see werewolfs from time to time in PvP, they´re almost exclusively solo players. So promoting group-play is always nice :)

    I think these changes would have a balanced impact on PvP. Something I think could be cool is to add to the "Let werewolfs stealth" suggestion:
    * While you´re in stealth as a werewolf, you also gain increased stealth detection by X meters.


    When it comes to PvE I don´t think werewolfs will have any place in any serious end-game raiding unless they get a unique group-buff that can´t be found anywhere else. And the limitation to only use one bar in werewolf form is also a main reason they´ll probably never be competing with other stamina/melee setups. So I wouldn´t be too worried about a"werewolf PvE-meta" anytime soon ;)
    Edited by Qbiken on May 25, 2018 11:35AM
  • geonsocal
    geonsocal
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    @Chrlynsch ...thanks for posting...

    i'm on console so haven't played summerset yet - but, it seems to me that devour can't be interrupted at the moment...

    just recently made my fifth werewolf (tuesday :)) , and, noticed while I was eating my way through auridon, that it didn't seem as though any npc attacks were breaking my feeding animation...

    played one of my full grown wolf's in cyro earlier this week and I think I noticed the same thing...

    any idea if this is intended, been in effect for a while - or, am I just imagining things...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Chrlynsch
    Chrlynsch
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    geonsocal wrote: »
    @Chrlynsch ...thanks for posting...

    i'm on console so haven't played summerset yet - but, it seems to me that devour can't be interrupted at the moment...

    just recently made my fifth werewolf (tuesday :)) , and, noticed while I was eating my way through auridon, that it didn't seem as though any npc attacks were breaking my feeding animation...

    played one of my full grown wolf's in cyro earlier this week and I think I noticed the same thing...

    any idea if this is intended, been in effect for a while - or, am I just imagining things...

    @geonsocal
    You can still be interrupted, the attack needs to be a hard CC or a bash from an enemy player.

    I think I got CC'd or bashed roughly 23 times this last Werewolf Wednesday in PVP.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • geonsocal
    geonsocal
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    oh well, sounds like i just got lucky with my feeding for a period of time...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
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