Well, we all know what's coming in Wolfhunter. The packs finally get their very own DLC. Werewolf lovers should be pleased.
The community is likely expecting some changes to werewolves as they more than likely feel neglected in comparison to Vampires.
So, I propose that werewolf be an at-will transformation with greater detriments or "riding detriments".
For example, the longer you remain in werewolf form the greater your detriments become and this would persuade you to possibly drop werewolf for some time.
The other idea would just be much, much higher poison vulnerability and greater weakness to fighter's guild abilities.
In the riding detriment model the Werewolves could still feed to reduce the severity but would not be forced to drop the transformation if they didn't want to.
What do you guys think?
Tommy_The_Gun wrote: »Werewolf currently has so much drawbacks that it is either for purely RP, Fun, or in some VERY rare cases - PvP.
The biggest problem is that werewolf does not fit in none of the "holy trinity" (DPS, Tank, Healer).
- It has only 1 bar, so you cant double bar skill combos & buffs.
- There are many things that do not carry over to WW form - this includes weapon skill passives so it pretty much kills diversity.
- You lose A LOT of character functionality while in WW form (Can't resurrect players, can't sneak, can't mount etc.)
- You have no taunt meaning that WW can't full fill tank role.
- You have a heal that heals only yourself - meaning that WW can't full fill healer role.
- Skills & light / heavy attacks are clunky (and as said above you only have 1 skill bar) - you lose A LOT of DPS when compared to non - Werewolf.
- You take 25% more poison dmg and additionally in PvP there are skills that do extra dmg to WW & Vamps (meaning that without a special, narrow build and some player experience - in PvP transforming to WW = dead).
- Resource management is trash in WW form + skills are way to expensive.
- Feeding mechanics is clunky and you have to "pixel hunt" for corpses. Animation needs to complete in order for time to be added for your WW transformation time. If you move - it does not count. Often there are situations (especially in public dungeons) when corpses will disappear during feeding animation - and it also does not count.
Personally I have no issue with WW up-time but there are so much more important fixes for WW that needs to be addressed that WW "timer" seems like a minor issue... I just hope that ZOS will not try to fix it by adding a "gear set" with new WW Dungeon DLC...
Well, we all know what's coming in Wolfhunter. The packs finally get their very own DLC. Werewolf lovers should be pleased.
The community is likely expecting some changes to werewolves as they more than likely feel neglected in comparison to Vampires.
So, I propose that werewolf be an at-will transformation with greater detriments or "riding detriments".
For example, the longer you remain in werewolf form the greater your detriments become and this would persuade you to possibly drop werewolf for some time.
The other idea would just be much, much higher poison vulnerability and greater weakness to fighter's guild abilities.
In the riding detriment model the Werewolves could still feed to reduce the severity but would not be forced to drop the transformation if they didn't want to.
What do you guys think?
I don't want the WW to be watered down just so i can switch at will/stay transformed longer. While in combat(and being hit) the transformation is practically endless anyway, so it would be a bad deal. I prefer it the way it is now.
I support a toggle as long as they will be attacked on sight by npcs and guards.
Zorgon_The_Revenged wrote: »Compared to what it used to be, WW uptime is a lot better and you can enjoy "being a werewolf" instead of spending most of your time building up ultimate. I'd like to see cc immunity and a large damage reduction applied while feeding, possibly even a short damage boost after feeding.
But a toggled ultimate, no.
Well, we all know what's coming in Wolfhunter. The packs finally get their very own DLC. Werewolf lovers should be pleased.
The community is likely expecting some changes to werewolves as they more than likely feel neglected in comparison to Vampires.
So, I propose that werewolf be an at-will transformation with greater detriments or "riding detriments".
For example, the longer you remain in werewolf form the greater your detriments become and this would persuade you to possibly drop werewolf for some time.
The other idea would just be much, much higher poison vulnerability and greater weakness to fighter's guild abilities.
In the riding detriment model the Werewolves could still feed to reduce the severity but would not be forced to drop the transformation if they didn't want to.
What do you guys think?
I don't want the WW to be watered down just so i can switch at will/stay transformed longer. While in combat(and being hit) the transformation is practically endless anyway, so it would be a bad deal. I prefer it the way it is now.
Vercingetorix wrote: »Werewolf Transformation should be a toggle Ultimate just like Overload. Player pops it on, transforms, and the WW bar abilities cost some ultimate to use (instead of the current mag/stam costs). Devour instead grants a short duration of Major Heroism upon consuming a corpse. A player can toggle off WW at any time, with a transformation back to human form. Any unspent ultimate is retained for future use, just like Overload. Should a player run out of ultimate during WW form, the WW transformation will automatically toggle off.
See? The solution is not complicated whatsoever and the code for this solution already exists in the game files so the dev team can use existing assets from the Overload code to build this. Since the code will be similar in structure to Overload, the bugs should be minimal.
*Players would not be able to place any other abilities on the WW bar, unlike Sorcs with their Overload bar. HOWEVER, they can rearrange/bind the 5 WW abilities on the bar any way they choose.
Vercingetorix wrote: »Werewolf Transformation should be a toggle Ultimate just like Overload. Player pops it on, transforms, and the WW bar abilities cost some ultimate to use (instead of the current mag/stam costs). Devour instead grants a short duration of Major Heroism upon consuming a corpse. A player can toggle off WW at any time, with a transformation back to human form. Any unspent ultimate is retained for future use, just like Overload. Should a player run out of ultimate during WW form, the WW transformation will automatically toggle off.
See? The solution is not complicated whatsoever and the code for this solution already exists in the game files so the dev team can use existing assets from the Overload code to build this. Since the code will be similar in structure to Overload, the bugs should be minimal.
*Players would not be able to place any other abilities on the WW bar, unlike Sorcs with their Overload bar. HOWEVER, they can rearrange/bind the 5 WW abilities on the bar any way they choose.
From a balance point of view, yes this is much more complicated than that. Even if you remove the fear and invulnerability frames from the transformations, having at-will werewolf after full-buff on yourself and full-debuff on your opponents would be completely overpowered, as shown in my video two posts above.
Also the overload code is not an example of bug-free / ready-to-use code ... you can currently slot another ultimate on your overload bar ...
Zorgon_The_Revenged wrote: »Compared to what it used to be, WW uptime is a lot better and you can enjoy "being a werewolf" instead of spending most of your time building up ultimate. I'd like to see cc immunity and a large damage reduction applied while feeding, possibly even a short damage boost after feeding.
But a toggled ultimate, no.
We'll just let the sorcs keep their toggled overload. It's not broken at all.
PvP Werewolf needs bugfixes, access to synergies.
PvE Werewolf needs some help with time management, possibly through a taunt.
After that they can look at adding some viability to the unused morphs.
I don't want the WW to be watered down just so i can switch at will/stay transformed longer. While in combat(and being hit) the transformation is practically endless anyway, so it would be a bad deal. I prefer it the way it is now.
I don't want the WW to be watered down just so i can switch at will/stay transformed longer. While in combat(and being hit) the transformation is practically endless anyway, so it would be a bad deal. I prefer it the way it is now.
agreed
but that is all speculation above, the next DLC may be werewolf themed but no changes to character werewolf skill have been mentioned...
Vercingetorix wrote: »Vercingetorix wrote: »Werewolf Transformation should be a toggle Ultimate just like Overload. Player pops it on, transforms, and the WW bar abilities cost some ultimate to use (instead of the current mag/stam costs). Devour instead grants a short duration of Major Heroism upon consuming a corpse. A player can toggle off WW at any time, with a transformation back to human form. Any unspent ultimate is retained for future use, just like Overload. Should a player run out of ultimate during WW form, the WW transformation will automatically toggle off.
See? The solution is not complicated whatsoever and the code for this solution already exists in the game files so the dev team can use existing assets from the Overload code to build this. Since the code will be similar in structure to Overload, the bugs should be minimal.
*Players would not be able to place any other abilities on the WW bar, unlike Sorcs with their Overload bar. HOWEVER, they can rearrange/bind the 5 WW abilities on the bar any way they choose.
From a balance point of view, yes this is much more complicated than that. Even if you remove the fear and invulnerability frames from the transformations, having at-will werewolf after full-buff on yourself and full-debuff on your opponents would be completely overpowered, as shown in my video two posts above.
Also the overload code is not an example of bug-free / ready-to-use code ... you can currently slot another ultimate on your overload bar ...
Seriously? All ZoS has to do is remove any ongoing WW specific buffs from the player upon reverting back to human form. It's not overpowered - players will have to adapt to the change, just like anything else. I never said the Overload bar was bug-free, but did say it would allow for minimal bugs. What bugs do crop up would be more easily identified as a result. By the way, what is your counter-solution since mine is "clearly overpowered"?
Vercingetorix wrote: »Vercingetorix wrote: »Werewolf Transformation should be a toggle Ultimate just like Overload. Player pops it on, transforms, and the WW bar abilities cost some ultimate to use (instead of the current mag/stam costs). Devour instead grants a short duration of Major Heroism upon consuming a corpse. A player can toggle off WW at any time, with a transformation back to human form. Any unspent ultimate is retained for future use, just like Overload. Should a player run out of ultimate during WW form, the WW transformation will automatically toggle off.
See? The solution is not complicated whatsoever and the code for this solution already exists in the game files so the dev team can use existing assets from the Overload code to build this. Since the code will be similar in structure to Overload, the bugs should be minimal.
*Players would not be able to place any other abilities on the WW bar, unlike Sorcs with their Overload bar. HOWEVER, they can rearrange/bind the 5 WW abilities on the bar any way they choose.
From a balance point of view, yes this is much more complicated than that. Even if you remove the fear and invulnerability frames from the transformations, having at-will werewolf after full-buff on yourself and full-debuff on your opponents would be completely overpowered, as shown in my video two posts above.
Also the overload code is not an example of bug-free / ready-to-use code ... you can currently slot another ultimate on your overload bar ...
Seriously? All ZoS has to do is remove any ongoing WW specific buffs from the player upon reverting back to human form. It's not overpowered - players will have to adapt to the change, just like anything else. I never said the Overload bar was bug-free, but did say it would allow for minimal bugs. What bugs do crop up would be more easily identified as a result. By the way, what is your counter-solution since mine is "clearly overpowered"?
The can of worms is more full than you think it is.
1. What do all the abilities scale off of if they now cost ult?
2. How does the transformation interact with Battle Roar?
3. Do light and heavy attacks cost ulti like overload?
4. How much is the new activation cost of the ult?
5. How much does each ability cost? Does sorc and templar passives lower this cost?
6. How does ulti gen work inform? Do sets/passives still work?
7. Is the magic pool now irrelevant?
8. How do sets like salvation, alteration, and dragon interact with the werewolf ability costs?
Aznox overpowered statement was in reference to werewolves having full buffs all the time after transforming into form.
Think of a sorc able to proc a masters bleed, bleed from slashes, pop into form, werewolf bleed proc, while having hurricane going, rally tick, Crit surge. Kills and just drops out and rebuffs/ debuffs their target 15 seconds later.
Vercingetorix wrote: »Vercingetorix wrote: »Vercingetorix wrote: »Werewolf Transformation should be a toggle Ultimate just like Overload. Player pops it on, transforms, and the WW bar abilities cost some ultimate to use (instead of the current mag/stam costs). Devour instead grants a short duration of Major Heroism upon consuming a corpse. A player can toggle off WW at any time, with a transformation back to human form. Any unspent ultimate is retained for future use, just like Overload. Should a player run out of ultimate during WW form, the WW transformation will automatically toggle off.
See? The solution is not complicated whatsoever and the code for this solution already exists in the game files so the dev team can use existing assets from the Overload code to build this. Since the code will be similar in structure to Overload, the bugs should be minimal.
*Players would not be able to place any other abilities on the WW bar, unlike Sorcs with their Overload bar. HOWEVER, they can rearrange/bind the 5 WW abilities on the bar any way they choose.
From a balance point of view, yes this is much more complicated than that. Even if you remove the fear and invulnerability frames from the transformations, having at-will werewolf after full-buff on yourself and full-debuff on your opponents would be completely overpowered, as shown in my video two posts above.
Also the overload code is not an example of bug-free / ready-to-use code ... you can currently slot another ultimate on your overload bar ...
Seriously? All ZoS has to do is remove any ongoing WW specific buffs from the player upon reverting back to human form. It's not overpowered - players will have to adapt to the change, just like anything else. I never said the Overload bar was bug-free, but did say it would allow for minimal bugs. What bugs do crop up would be more easily identified as a result. By the way, what is your counter-solution since mine is "clearly overpowered"?
The can of worms is more full than you think it is.
1. What do all the abilities scale off of if they now cost ult?
2. How does the transformation interact with Battle Roar?
3. Do light and heavy attacks cost ulti like overload?
4. How much is the new activation cost of the ult?
5. How much does each ability cost? Does sorc and templar passives lower this cost?
6. How does ulti gen work inform? Do sets/passives still work?
7. Is the magic pool now irrelevant?
8. How do sets like salvation, alteration, and dragon interact with the werewolf ability costs?
Aznox overpowered statement was in reference to werewolves having full buffs all the time after transforming into form.
Think of a sorc able to proc a masters bleed, bleed from slashes, pop into form, werewolf bleed proc, while having hurricane going, rally tick, Crit surge. Kills and just drops out and rebuffs/ debuffs their target 15 seconds later.
1. The abilities would scale off of the highest pool: stamina or magicka, as well as weapon or spell damage.
2. It wouldn't. As a toggle activation, you gain nothing from Battle Roar since nothing is paid upon activating the Ultimate. Using WW abilities while in WW has no effect on battle roar because those abilities are not ultimates.
3. Yes, they would. This is no different from Overload attacks.
4. Activation is a toggle as thus has no upfront cost to toggle on, but would have non-cancellable a transformation animation.
5. Ultimate costs for WW abilities are static values, unaffected by gear or class passives that reduce costs.
6. Any active effects, buffs, and debuffs "fall-off" during transformation between states, with an animation between shifting forms. Slotted abilities such as Inner Light or Expert Hunter would fall off since they are obviously not present on the WW bar. Gear bonuses do not apply in WW form as the WW gets its own stat/effect buffs while transformed. Gear sets that effect WW duration or costs would obviously be reworked in some way such as having bonuses that affect both human and WW form, allowing the one exception to the "no gear bonuses" rule. This allows the gear to remain interesting and useful to WW players. A player can choose to gear for WW or their human form, whichever they feel they will use more often.
7. See answer to question 1.
8. They wouldn't. I mentioned this somewhat in my response to question 5.
Your scenario is rendered largely impossible by my solution stated in question 6. Having any active buffs and debuffs fall-off during transformation ensures the WW player cannot stack human form buffs and WW enhanced stats. Hurricane, Crit Surge, and Rally are all active effects and would fall off immediately upon transformation. Werewolf abilities that are buffing the WW player fall-off upon shifting back to human form as well. Transformation has a non-cancellable animation so a WW cannot quickly shift "on the fly" for a 2H execute or anything like that. Werewolf Transformation is a tactical move to be used prior to and perhaps in-between fights. Running out of ultimate in the middle of a fight as a WW should be punished, just like any other player running out of resources.
**Also, ZoS could always add a new werewolf armor set based around hunting werewolves. The 5p bonus could afford the player to drain some ultimate from a WW-form enemy upon striking them with an attack. This effect would of course have a cooldown. This could allow counterplay for players who wish to keep WW's in check.