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Confirmed Werewolf Changes with Wolfhunter! (Updated with PTS Notes!)

  • Qbiken
    Qbiken
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    Daus wrote: »
    Qbiken wrote: »
    Daus wrote: »
    What's this? Werewolves might actually become good? I guess I need to start putting points into that skill line again. Good news for you werewolves out there! You guys are in a terrible state right now lol. I'm glad to hear that you're getting some love. Heck if the changes are good enough I might play around with WW again :smile:

    Werewolfs are already good (at least in PvP). People just don´t know how to use them properly :)

    A few bug-fixes and similar "QoL" changes (like things that are mentioned in the article) would be enough to bring them back even more :)

    Lol no they're definitely not good in PvP. They're free AP for me every time I see one. Their burst is easy to avoid, and they are easy to kill. Maybe a pack of them would be a pain, but that could be said about anything honestly.

    Then you haven´t faced a decent werewolf yet :)
    A bad/mediocre werewolf is free AP. A good werewolf makes you become free AP ;)
  • geonsocal
    geonsocal
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    Daus wrote: »
    Qbiken wrote: »
    Daus wrote: »
    What's this? Werewolves might actually become good? I guess I need to start putting points into that skill line again. Good news for you werewolves out there! You guys are in a terrible state right now lol. I'm glad to hear that you're getting some love. Heck if the changes are good enough I might play around with WW again :smile:

    Werewolfs are already good (at least in PvP). People just don´t know how to use them properly :)

    A few bug-fixes and similar "QoL" changes (like things that are mentioned in the article) would be enough to bring them back even more :)

    Lol no they're definitely not good in PvP. They're free AP for me every time I see one. Their burst is easy to avoid, and they are easy to kill. Maybe a pack of them would be a pain, but that could be said about anything honestly.

    granted - there are definitely some small scale scenarios where i will make sure not to transform (particularly against a player whom i know is good...ie, snares, roots, resource poisons)...

    however, in large scale melee's - they absolutely wreck folks and are super hard to kill (heavy armor and 40k plus health) - and, if someone has more than just my wolf to focus fighting against - chances are very good that shortly after engaging - they'll be on the menu...

    but yeah, they kind of do suck at sieging and rezzing allies...i always feel a bit guilty when i need to start munching on friendlies :#
    Edited by geonsocal on July 5, 2018 6:58PM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Glaiceana
    Glaiceana
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    Qbiken wrote: »
    Daus wrote: »
    Qbiken wrote: »
    Daus wrote: »
    What's this? Werewolves might actually become good? I guess I need to start putting points into that skill line again. Good news for you werewolves out there! You guys are in a terrible state right now lol. I'm glad to hear that you're getting some love. Heck if the changes are good enough I might play around with WW again :smile:

    Werewolfs are already good (at least in PvP). People just don´t know how to use them properly :)

    A few bug-fixes and similar "QoL" changes (like things that are mentioned in the article) would be enough to bring them back even more :)

    Lol no they're definitely not good in PvP. They're free AP for me every time I see one. Their burst is easy to avoid, and they are easy to kill. Maybe a pack of them would be a pain, but that could be said about anything honestly.

    Then you haven´t faced a decent werewolf yet :)
    A bad/mediocre werewolf is free AP. A good werewolf makes you become free AP ;)

    This is true :)
    Priests of Hircine
    Werewolves who bite for FREE! PC/EU
    Our total free bites: 7000+
    Guild Subreddit | Forum Thread | YouTube Playlist
    Total Champion Points: 1000+
    Main Character: Ithaera - Stam DK, Nord, Female, DD, Werewolf.
    Rothelnog - Stam NB, Orc, Male, DD, Werewolf.
    J'Xena - Mag DK, Khajiit, Female, DD, Werewolf.
    Dances-With-Frost-Dragons - DK, Argonian, Male, Tank, Werewolf.
    Raziel The Paradox - Mag TP, Dark Elf, Male, DD, Vampire.
    Swims-Through-Starlight - TP, Argonian, Female, Healer, Werewolf.
    Glaicean Mag Ward, High Elf, Male, Ice DD, Werewolf.
    Hjurne Hircine's Forsaken - Sorc, Redguard, Male, PvP DD, Werewolf.
    My Total Free Werewolf Bites: 400+ (Ask me about bites if you need one!)
    Playing since July 2015!
  • Tasear
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    coop500 wrote: »
    I would love for werewolf healer to be a thing but... I think that's a pipe dream, even moreso than tanking

    Do a forum search there's actually such a thing. ( WW healer)
  • geonsocal
    geonsocal
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    Tasear wrote: »
    coop500 wrote: »
    I would love for werewolf healer to be a thing but... I think that's a pipe dream, even moreso than tanking

    Do a forum search there's actually such a thing. ( WW healer)

    now you got me thinking :)

    for the life of me I can't think of a single set that might heal others when you self-heal???
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Peekachu99
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    The extended time when attacking will be bad in PVP. Because any half-witted person will snare or CC you, during which your timer ticks away—currently them wailing on you actually works to your benefit (assuming you can soak or heal through it). It’s a buff for PVE though.
  • Koolio
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    geonsocal wrote: »
    Tasear wrote: »
    coop500 wrote: »
    I would love for werewolf healer to be a thing but... I think that's a pipe dream, even moreso than tanking

    Do a forum search there's actually such a thing. ( WW healer)

    now you got me thinking :)

    for the life of me I can't think of a single set that might heal others when you self-heal???

    Redistribution
  • Peekachu99
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    RouDeR wrote: »
    If they release a cool Skin/Polymorph for the WW form in the crown store , this will be the FIRST deam thing that i will fkin buy from there. SO EXITED ^^.
    PS. Hope that they wont screw the great magicka heal with some stam bullshet.

    That would be like when they made Bone Shield scale with stam...for a week on PTS before they realized it broke the game. Bone Pirate WW running around with 20k burst heals would be an unmitigated disaster. They’re not that dumb. At least I hope not.
  • geonsocal
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    Koolio wrote: »
    geonsocal wrote: »
    Tasear wrote: »
    coop500 wrote: »
    I would love for werewolf healer to be a thing but... I think that's a pipe dream, even moreso than tanking

    Do a forum search there's actually such a thing. ( WW healer)

    now you got me thinking :)

    for the life of me I can't think of a single set that might heal others when you self-heal???

    Redistribution

    Redistributor Set
    (2 items) Adds 1206 Max Health
    (3 items) Adds 1096 Max Stamina
    (4 items) Adds 1096 Max Magicka
    (5 items) When you heal yourself while at full Health, heal a nearby ally for 2347. This effect can happen once every 3 seconds.

    a craftable set - very nice - well done @Koolio :)
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Ertthewolf
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    Good things happening for sure. The Bloodrage change alone is going to help massively with the Vet dlc dungeon pack runs. Curious to if it will remain a 3 second to 3 second ratio?
  • geonsocal
    geonsocal
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    Peekachu99 wrote: »
    The extended time when attacking will be bad in PVP. Because any half-witted person will snare or CC you, during which your timer ticks away—currently them wailing on you actually works to your benefit (assuming you can soak or heal through it). It’s a buff for PVE though.

    Tumblr_mawxhmnEOb1ruyug0.gif

    that's how i read it too...not that happy about this change...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Strider__Roshin
    Strider__Roshin
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    Qbiken wrote: »
    Daus wrote: »
    Qbiken wrote: »
    Daus wrote: »
    What's this? Werewolves might actually become good? I guess I need to start putting points into that skill line again. Good news for you werewolves out there! You guys are in a terrible state right now lol. I'm glad to hear that you're getting some love. Heck if the changes are good enough I might play around with WW again :smile:

    Werewolfs are already good (at least in PvP). People just don´t know how to use them properly :)

    A few bug-fixes and similar "QoL" changes (like things that are mentioned in the article) would be enough to bring them back even more :)

    Lol no they're definitely not good in PvP. They're free AP for me every time I see one. Their burst is easy to avoid, and they are easy to kill. Maybe a pack of them would be a pain, but that could be said about anything honestly.

    Then you haven´t faced a decent werewolf yet :)
    A bad/mediocre werewolf is free AP. A good werewolf makes you become free AP ;)

    I guess not. Granted I PvP non-stop in BGs, and Cyrodiil, but I have yet fought a decent WW in 3 years. Maybe one day I'll encounter these decent werewolves you speak of lol
  • Koolio
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    geonsocal wrote: »
    Koolio wrote: »
    geonsocal wrote: »
    Tasear wrote: »
    coop500 wrote: »
    I would love for werewolf healer to be a thing but... I think that's a pipe dream, even moreso than tanking

    Do a forum search there's actually such a thing. ( WW healer)

    now you got me thinking :)

    for the life of me I can't think of a single set that might heal others when you self-heal???

    Redistribution

    Redistributor Set
    (2 items) Adds 1206 Max Health
    (3 items) Adds 1096 Max Stamina
    (4 items) Adds 1096 Max Magicka
    (5 items) When you heal yourself while at full Health, heal a nearby ally for 2347. This effect can happen once every 3 seconds.

    a craftable set - very nice - well done @Koolio :)

    I used it on a stealth NB healer for pvp. Really funny build to follow a tank with lol.
  • PlagueSD
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    How about we fix what's broken in the game before adding new stuff...

  • Chrlynsch
    Chrlynsch
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    geonsocal wrote: »
    Peekachu99 wrote: »
    The extended time when attacking will be bad in PVP. Because any half-witted person will snare or CC you, during which your timer ticks away—currently them wailing on you actually works to your benefit (assuming you can soak or heal through it). It’s a buff for PVE though.

    Tumblr_mawxhmnEOb1ruyug0.gif

    that's how i read it too...not that happy about this change...

    If you can dot up the enemy it should be fine. Staying in form during sieges will be a little bit more challenging but not impossible to overcome. Opponents won't be able to turtle the timer anymore. Overall a good change for pack play, Especially in pve.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • geonsocal
    geonsocal
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    PlagueSD wrote: »
    How about we fix what's broken in the game before adding new stuff...

    1bdd45.jpg

    unfortunately though - i don't think zos is planning on slowing down this deployment party train until the whole thing completely goes off the rails...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • geonsocal
    geonsocal
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    Chrlynsch wrote: »
    geonsocal wrote: »
    Peekachu99 wrote: »
    The extended time when attacking will be bad in PVP. Because any half-witted person will snare or CC you, during which your timer ticks away—currently them wailing on you actually works to your benefit (assuming you can soak or heal through it). It’s a buff for PVE though.

    Tumblr_mawxhmnEOb1ruyug0.gif

    that's how i read it too...not that happy about this change...

    If you can dot up the enemy it should be fine. Staying in form during sieges will be a little bit more challenging but not impossible to overcome. Opponents won't be able to turtle the timer anymore. Overall a good change for pack play, Especially in pve.

    i thought it was a complete blast being able to stay in form during an entire keep siege, from the time the outer door starts getting worked on, until the flags have flipped and the doors have all been repaired (10 to 15 minutes or so), just eating corpses and taking some occasional siege weapon damage...

    made me feel like a boss - even though i did very little to help with the actual siege :p
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • D0PAMINE
    D0PAMINE
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    DuskMarine wrote: »
    Samadhi wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    Werewolves Updated

    If you have a character that carries the curse of lycanthropy, you can enjoy a series of broad improvements and changes to how the Werewolf Skill Line plays with Update 19. These changes place an emphasis on improving their ferocity and momentum in combat, and they affect both the Skill Line's Passive and Active Abilities. For example, the Blood Rage Passive will now increase the duration of your transformation when you deal damage instead of when you take it, and the Roar Active Ability is now instant cast.

    suppose this prolly also marks the end of any hope to get a decent Taunt while transformed and be able to tank in WW form
    Q_Q

    werewolves arent meant to be tanks lol. their suppose to be massive damage dealers which they kindve suck at.

    mechanically speaking, everything in this game is "suppose to be massive damage dealers"
    Werewolf tanking could have potential for interesting new mechanics, but all ZOS ever does is focus on making twitchy players burst down content faster

    no actually your 100% wrong. werewolves in lore are not meant to be tanky they can still take damage(even if anything nonsilver is useless in actual lore) but their far from tanky. but they can rip you to ribbons and rip you apart in seconds with brute force. they were never meant to be tanks they were ferocious creatures built for speed and power and killing ability not a ability to be tanky. sorry but lore takes any "mechanically speaking" that anyone can throw out.

    Actually no, you can be quite tanky in WW form, they're 100% correct. Lore always changes, mechanically speaking :lol:
    Edited by D0PAMINE on July 5, 2018 10:02PM
  • Koolio
    Koolio
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    D0PAMINE wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    Werewolves Updated

    If you have a character that carries the curse of lycanthropy, you can enjoy a series of broad improvements and changes to how the Werewolf Skill Line plays with Update 19. These changes place an emphasis on improving their ferocity and momentum in combat, and they affect both the Skill Line's Passive and Active Abilities. For example, the Blood Rage Passive will now increase the duration of your transformation when you deal damage instead of when you take it, and the Roar Active Ability is now instant cast.

    suppose this prolly also marks the end of any hope to get a decent Taunt while transformed and be able to tank in WW form
    Q_Q

    werewolves arent meant to be tanks lol. their suppose to be massive damage dealers which they kindve suck at.

    mechanically speaking, everything in this game is "suppose to be massive damage dealers"
    Werewolf tanking could have potential for interesting new mechanics, but all ZOS ever does is focus on making twitchy players burst down content faster

    no actually your 100% wrong. werewolves in lore are not meant to be tanky they can still take damage(even if anything nonsilver is useless in actual lore) but their far from tanky. but they can rip you to ribbons and rip you apart in seconds with brute force. they were never meant to be tanks they were ferocious creatures built for speed and power and killing ability not a ability to be tanky. sorry but lore takes any "mechanically speaking" that anyone can throw out.

    Actually no, you can be quite tanky in WW form, they're 100% correct. Lore always changes, mechanically speaking :lol:

    It shouldn’t unless approved by the Elder Scrolls Loremasters
  • Chrlynsch
    Chrlynsch
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    Koolio wrote: »
    D0PAMINE wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    Werewolves Updated

    If you have a character that carries the curse of lycanthropy, you can enjoy a series of broad improvements and changes to how the Werewolf Skill Line plays with Update 19. These changes place an emphasis on improving their ferocity and momentum in combat, and they affect both the Skill Line's Passive and Active Abilities. For example, the Blood Rage Passive will now increase the duration of your transformation when you deal damage instead of when you take it, and the Roar Active Ability is now instant cast.

    suppose this prolly also marks the end of any hope to get a decent Taunt while transformed and be able to tank in WW form
    Q_Q

    werewolves arent meant to be tanks lol. their suppose to be massive damage dealers which they kindve suck at.

    mechanically speaking, everything in this game is "suppose to be massive damage dealers"
    Werewolf tanking could have potential for interesting new mechanics, but all ZOS ever does is focus on making twitchy players burst down content faster

    no actually your 100% wrong. werewolves in lore are not meant to be tanky they can still take damage(even if anything nonsilver is useless in actual lore) but their far from tanky. but they can rip you to ribbons and rip you apart in seconds with brute force. they were never meant to be tanks they were ferocious creatures built for speed and power and killing ability not a ability to be tanky. sorry but lore takes any "mechanically speaking" that anyone can throw out.

    Actually no, you can be quite tanky in WW form, they're 100% correct. Lore always changes, mechanically speaking :lol:

    It shouldn’t unless approved by the Elder Scrolls Loremasters

    Werewolves indeed are "tanky" in lore.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Minyassa
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    I am kind of hoping they'll offer some cosmetic alternatives for werewolves as well. It'd be nice to have one's fur color match one's hair color, which I would think they could do with a simple color mask, and it'd be nice if they spent a little more time on the NPC werewolves as well. White's an okay wolf color but that tuxedo-cat black...is very tuxedo cat, and where's the gray? Since they are spending the time to work on werewolves maybe they'll take a handful of extra hours to do us some pretty. :) I will happily volunteer my time to help!
  • coop500
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    I just gave away like 10 WW bites in the last hour, this thing is HYPED
    Hoping for more playable races
  • leepalmer95
    leepalmer95
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    DuskMarine wrote: »
    Samadhi wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    DuskMarine wrote: »
    Samadhi wrote: »
    Werewolves Updated

    If you have a character that carries the curse of lycanthropy, you can enjoy a series of broad improvements and changes to how the Werewolf Skill Line plays with Update 19. These changes place an emphasis on improving their ferocity and momentum in combat, and they affect both the Skill Line's Passive and Active Abilities. For example, the Blood Rage Passive will now increase the duration of your transformation when you deal damage instead of when you take it, and the Roar Active Ability is now instant cast.

    suppose this prolly also marks the end of any hope to get a decent Taunt while transformed and be able to tank in WW form
    Q_Q

    werewolves arent meant to be tanks lol. their suppose to be massive damage dealers which they kindve suck at.

    mechanically speaking, everything in this game is "suppose to be massive damage dealers"
    Werewolf tanking could have potential for interesting new mechanics, but all ZOS ever does is focus on making twitchy players burst down content faster

    no actually your 100% wrong. werewolves in lore are not meant to be tanky they can still take damage(even if anything nonsilver is useless in actual lore) but their far from tanky. but they can rip you to ribbons and rip you apart in seconds with brute force. they were never meant to be tanks they were ferocious creatures built for speed and power and killing ability not a ability to be tanky. sorry but lore takes any "mechanically speaking" that anyone can throw out.

    Have already come to terms with the fact that ZOS will not be doing anything more mechanically interesting with this game,
    it is a DPS race-hell, VMA evidences that most clearly with environmental hazards f

    my hopes are that Fallout 76 will do something more in my style of desired play, given that the engine is more closely related to the one utilized for traditional TES titles

    the Dwemer are the Brotherhood of Steel, that is why Nirnroot is on the Prydwen
    Josajeh and Nocturnal are the same Redguard from different timelines
    the rabbit hole keeps going deeper
    fKUmHtV.gif

    fallout 76 is gonna be a failure. as nobody who likes fallout for fallout is gonna play a open world pvp game. especially since you cant mod it, nor can you enjoy it as people will likely be killing you ever 2 minutes. so that games gonna flop hard. so eso is gonna be god for awhile

    You're acting like eso is an amazing game and hasn't flopped hard.

    I have high hopes for fallout 76.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Mettaricana
    Mettaricana
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    Kinda wish they'd do away with feeding and duration and make it a toggle on and off like overload doesnt even seem like a curse at this point its like on no im a ww now im curs... oh im human again..
  • terrordactyl1971
    terrordactyl1971
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    Needs to be more viable for magicka builds
  • PrinceDamien
    PrinceDamien
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    I would like to see more WW passives that works all the time, and not when you're only transformed.
    Like, make the WW have more stam regen or something, and make the Vampire more magica based.
  • Facefister
    Facefister
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    Needs to be more viable for magicka builds
    Being a werewolf is the very definition of being a rampaging melee brawler and berserker. Being a bloodsucking degenerate is the counterpart.

    PS:
    Changes aren't even on the PTS and we already have pvpers whining about those. Jesus f**king Christ.
  • LordSemaj
    LordSemaj
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    I think I wouldn't be surprised if in the usual ZOS fashion these quality of life improvements are followed with a counterbalancing nerf to various skills. They already nerfed the pounce with the charge changes a few months back. Werewolf is said to be a great class when played right. These changes seem aimed at making it an easier class to play. DPS sustainable werewolf form and immediate fear make it simpler to play by eliminating two hardships pros have to work around. Surely this is going to cause ZOS to knock the numbers down a peg to counteract that.
  • Strider__Roshin
    Strider__Roshin
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    Okay so I'm officially a believer. I just tried out WW in pvp and I was murdering everything! How are people so bad at WW?
  • SickleCider
    SickleCider
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    I'm enthusiastic about these changes, the potential for cosmetic reworks, and those dope hats.
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
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