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Give Mag Builds the Option to Viably Use Werewolf.
I am a mag warden healer and I know never to use actually use were in a trial or anything but I love it for rp reason. I have always envisioned my character to be a kind of nature Druid that’s a skin changer that turns into a werewolf through a nature shapeshifting magic and a mag warden werewolf made that a playable option for me. But when I found out that my max magicka that is very high plays little to no role in my success as a werewolf I was devastated. Like I really only want to turn into a werewolf with my friends and mess around and have fun but I do so little damage compared to their stam build that it’s embarassing and it’s really just better for me to run around as a human and heal them. I understand that there is a set that makes your weapon equal to your spell damage but it still makes you inherently worse the stam werewolves. I have 3 possible solutions.
1: make all werewolf attacks scale off of higher stat and not max stamina. This would actually make sense in the story line considering when using magic to transform into a werewolf your magic ability would dictate how powerful you are and how long you stay in form. (Just like the magic wyresses who cast a spell before they transform into wolves.) whereas a physical build would use willpower to transform and their physical ability would dictate that.
2: Keep all abilities stam based except the slotted stamina bonus and passive increases higher stat and when you morph your ultimate to pack leader it changes the damage to magicka similar to how The warden Netch switches to stamina. This would make sense considering the fact that not only during you literally summon 2 wolves but also the white looks much more ethereal. I know that some stamina builds who feel attached to the pack leader morph wouldn’t like this but you have to understand that every single mag user is left out of werewolf right now. And maybe if this was implemented you could chose between many natural wolf colors for you werewolf form since black wolves are typically higher in the pact anyway.
3: keep everything the same except for slot bonus and passive affect bigger stat but add an equal amount of ability that scale off of max magicka and do magicka damage. The first could be magical roar that does significant magic damage. There could be a magic claw ability etc.
I also understand that some people think Hircine is somewhat connected to physical hunters in the opening quest but it really doesn’t have to be this way. I find magicka effecting werewolf damage just as believable as you current physical prowess changing how powerful you are when you transform into another creature. I appreciate all constructive feedback and positive discussion. Thank you for reading.
Edited by witchtwink on June 14, 2018 6:29PM