-Allow werewolves the ability to stealth, it is a slap in the face to werewolves to finally get into The Hunting Grounds and have one of the boss mechanics require stealth and not be able to do.
usmcjdking wrote: »Stealth on the other hand is neither thematically associated with WWs, nor is it remotely required.
usmcjdking wrote: »Stealth on the other hand is neither thematically associated with WWs, nor is it remotely required.
On the other hand, what would be thematically associated with WWs is natural stealth detection:
usmcjdking wrote: »usmcjdking wrote: »Stealth on the other hand is neither thematically associated with WWs, nor is it remotely required.
On the other hand, what would be thematically associated with WWs is natural stealth detection:
Yup, WWs in the other ES games had increased detection capabilities. Could be problematic from a balance perspective though and as much as ESO should remain lore friendly, it shouldn't be at the expense of combat balance.
usmcjdking wrote: »usmcjdking wrote: »Stealth on the other hand is neither thematically associated with WWs, nor is it remotely required.
On the other hand, what would be thematically associated with WWs is natural stealth detection:
Yup, WWs in the other ES games had increased detection capabilities. Could be problematic from a balance perspective though and as much as ESO should remain lore friendly, it shouldn't be at the expense of combat balance.
Well, it is an ultimate...
@Lordwolfie
I've mentioned a taunt elsewhere, too. A taunt would allow it to be more like the templar tag team situation (which is one of my favourite play styles for a duo). With just two werewolves you could taunt back and forth and allow the other player a breather, perhaps to go 'grab a snack' or whatever they need to do to maintain werewolf, heal up, or whatever else.
A taunt would allow juggling between werewolves with any number of werewolves above 1. Even if it's just two werewolves, the taunt would grant them both more control over how they play. I've mentioned before that I really feel that werewolves need this. Not to tank, necessarily, but to juggle.
Honestly, there's a lot of things that werewolf needs that they didn't do, though. I don't think a single patch has ever killed my enthusiasm for a game so much, it's honestly spectacular. They built up my hype with Werewolf hunter and those marvellously monstrous new behemoths, whispering promises of a new werewolf model rather than the poorly made one that looks like pre-2005 era graphics in a 2018 game; They built up hype with the werewolf representatives allowing us to think like things such as the taunt and making werewolf a toggle might actually make it into the game; They didn't do anything to dissuade this...
And now here we are. The thread about werewolves pulling 50k DPS and holding perma-form that way is going to give people false hope, too. That's going to get nerfed into the ground, with gleeful reproach and abandon.
Sigh.
I honestly thought I could trust ZOS more than this.
SenorCrouch wrote: »I may be coming at this from a more aesthetic perspective here, but I was kind of hoping that this new Werewolf rework would have the Ultimate itself act more like the Sorc's Overload Ult and would function like this:
- To transform into werewolf the ultimate will remove 325 ult from your pool. So if you have a reserve of 500 ult you still have 175 ult left.
- While in combat, your Werewolf form overexerts itself for combat which starts a countdown bar which can be replenished with abilities like Devour and Feral Pounce
- While out of combat, your form stabilizes and halts the countdown bar until combat is reengaged
- You can still elect to get out of Werewolf form by toggling your ult again
I can walk from one side of Tamriel to the other in Overload form, I don't see why I can't do the same in Werewolf form. Also I hear people talking about how our werewolf forms should look more like [INSERT ADJECTIVE HERE]. What about Werewolf polymorphs? Fluffier werewolves, gory werewolves, cooler looking werewolves, friendlier looking werewolves, bulkier werewolves, Hallowjack themed werewolves...and so on and so forth.
usmcjdking wrote: »WW timer should stop when in a Home.
Kind of annoying to test when you periodically need to build 300 ult.
Avran_Sylt wrote: »Personally I'd suggest this:
Lower the Overall LA and Bleed damage. (15% each)
Buff the Feeding Frenzy Synergy, either duration or number of people effected (WW offers a group more overall DPS)
Deafening Roar: Make this morph apply Off-balance instead of Ferocious Roar
Ferocious Roar: Make this morph Grant you and nearby allies Minor Berserk for a Duration
Piercing Howl: Make the base skill (and Morphs) Apply Major Fracture.
(Add in a Taunt somehow)
Pulling my post from another thread.
Devour
Works like a dream, how I always hoped it would. It is smooth and responsive. I get about a 2k heal per second in pvp, and it can crit heal as well (unsure if spell crit or weapon crit). You get about ticks of time restore before the corpse is consumed. You can devour for two seconds and come back if the corpse is there and finish the last 2 seconds. Feels like the total duration is the same. There is now a blood pillar hovering over those you haven't devoured making it easy to detect what corpses you haven't devoured without hovering over the corpses.
There is now no cooldown on devour. This means you can devour one corpse and then immediately start devouring the next if your timer isn't full. Awesomeness!
Bloodrage
Operates like we have theorized. It is a vast improvement in pve. In pvp it leaves a little to be desired mainly in Cyrodiil during seiges. We used to have to stand in fire or draw fire from enemies to stay in form, now we have to do damage but have no range attack. Solution equip a set that procs damage on a target like twin sisters... or... fire a siege weapon. Now that damage procs our bloodrage firing a seige weapon at a wall or dumping oil will grant us time in form.
While in combat and actually fighting you don't notice much difference. While pouncing with feral pounce you notice your bar jump. As you get 8 total seconds* for a pounce while jumping into the fight.
Resurrect
Works smoothly and the animation looks solid.
Pack Leader
Direwolves do in fact return if the pack leader is killed.
Direwolves move slightly faster then before and attacks are faster. They could be used to eat away at an enemies stam or as meat shields.
The Direwolves however do not trigger bloodrage. I am not sure if this is intended or if this is how other pets operate in terms of passives.
When solo the dire wolves will taunt targets. When near an ally the dire wolves do not taunt.
Animations
New animations were added to claws (swipe streak (helps you identify impact range), howl (mini horizontal tornado vortex projectile), synergy activation animation for all synergies, resurrecting animation looks great.
Synergizes
Being able to activate synergies is a big plus, damage increase, sustain, survivability overall big bonus for group play.
Healing
Big change, a lot of recoil from the wolf community. On pts it is great! I am getting Similar heals to a pelinals set up before replacing with a new set.
Passive Reworks
Moving speed to pursuit and armor and spell resistance to savage strength makes the perks a little easier for new wolves to digest.
DPS
In pve werewolf can make use of Relequen and bloodmoon the combo of these sets can lead to some pretty extreme dps. Set light attack to your scroll wheel and watch the numbers fly.
Suggested changes
-Allow werewolf the ability to place siege, or prepare for whispers from werewolves begging to use your siege.
-Make direwolves taunt the target to you. (For werewolf tanks)
-Nerf that blood moon.
-Allow werewolves the ability to stealth, it is a slap in the face to werewolves to finally get into The Hunting Grounds and have one of the boss mechanics require stealth and not be able to do.
usmcjdking wrote: »WW timer should stop when in a Home.
Kind of annoying to test when you periodically need to build 300 ult.
Pulling my post from another thread.
Devour
Works like a dream, how I always hoped it would. It is smooth and responsive. I get about a 2k heal per second in pvp, and it can crit heal as well (unsure if spell crit or weapon crit). You get about ticks of time restore before the corpse is consumed. You can devour for two seconds and come back if the corpse is there and finish the last 2 seconds. Feels like the total duration is the same. There is now a blood pillar hovering over those you haven't devoured making it easy to detect what corpses you haven't devoured without hovering over the corpses.
There is now no cooldown on devour. This means you can devour one corpse and then immediately start devouring the next if your timer isn't full. Awesomeness!
Bloodrage
Operates like we have theorized. It is a vast improvement in pve. In pvp it leaves a little to be desired mainly in Cyrodiil during seiges. We used to have to stand in fire or draw fire from enemies to stay in form, now we have to do damage but have no range attack. Solution equip a set that procs damage on a target like twin sisters... or... fire a siege weapon. Now that damage procs our bloodrage firing a seige weapon at a wall or dumping oil will grant us time in form.
While in combat and actually fighting you don't notice much difference. While pouncing with feral pounce you notice your bar jump. As you get 8 total seconds* for a pounce while jumping into the fight.
Resurrect
Works smoothly and the animation looks solid.
Pack Leader
Direwolves do in fact return if the pack leader is killed.
Direwolves move slightly faster then before and attacks are faster. They could be used to eat away at an enemies stam or as meat shields.
The Direwolves however do not trigger bloodrage. I am not sure if this is intended or if this is how other pets operate in terms of passives.
When solo the dire wolves will taunt targets. When near an ally the dire wolves do not taunt.
Animations
New animations were added to claws (swipe streak (helps you identify impact range), howl (mini horizontal tornado vortex projectile), synergy activation animation for all synergies, resurrecting animation looks great.
Synergizes
Being able to activate synergies is a big plus, damage increase, sustain, survivability overall big bonus for group play.
Healing
Big change, a lot of recoil from the wolf community. On pts it is great! I am getting Similar heals to a pelinals set up before replacing with a new set.
Passive Reworks
Moving speed to pursuit and armor and spell resistance to savage strength makes the perks a little easier for new wolves to digest.
DPS
In pve werewolf can make use of Relequen and bloodmoon the combo of these sets can lead to some pretty extreme dps. Set light attack to your scroll wheel and watch the numbers fly.
Suggested changes
-Allow werewolf the ability to place siege, or prepare for whispers from werewolves begging to use your siege.
-Make direwolves taunt the target to you. (For werewolf tanks)
-Nerf that blood moon.
-Allow werewolves the ability to stealth, it is a slap in the face to werewolves to finally get into The Hunting Grounds and have one of the boss mechanics require stealth and not be able to do.
usmcjdking wrote: »WW timer should stop when in a Home.
Kind of annoying to test when you periodically need to build 300 ult.
One of the new homes coming with wolfhunter will have this feature, IIRC.
usmcjdking wrote: »WW timer should stop when in a Home.
Kind of annoying to test when you periodically need to build 300 ult.
One of the new homes coming with wolfhunter will have this feature, IIRC.
Resurrect and synergy animations here for anyone wondering:
https://www.youtube.com/watch?v=s-xJBkv9zxY
Love the new animation for ressing, pretty cute! I think it would be cool to see the soul gem in the left hand though, would it be possible to add that?
Synergy is fine, pretty quick but still obvious it worked, which is nice. (Added bonus footage of emotes working with werewolf currently, all work on live server)
Salvation Set
LEVEL 50 CHAMPION 160
(2 items) Adds 1096 Max Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Max Stamina
(5 items) Salvation Reduces cost of Werewolf Transformation by 33%. While in werewolf form Weapon Damage is increased by 150.
Transairion wrote: »
@ Werewolf taunt though, I am perplexed... how exactly would a Werewolf tank, let alone healer work? Even with a taunt, you'll only have 5 abilities and all the buffs Werewolves provide are damage based (no self-buffing tankiness or healing allies, only self-healing), with a taunting Werewolf only having the option to block and use the self-heal.
A WW has no ally-healing skills, so how can it be a healer? How is a WW with a working taunt any different to any DPS role using a taunt? Still can't really debuff enemies, buff allies, or survive the big hits tanks are desired for any better than any DPS of the other classes, no?
ZOS_GinaBruno wrote: »This is the official feedback thread for the Werewolf skill line, and the changes to its mechanics, abilities, and passives. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.ZOS_GinaBruno wrote: »
[*]Werewolf
- Pack Leader (morph): This morph now reduces your damage by 25%, but adds following effects:
Pounce: adds 5 seconds to the duration of the Werewolf Transformation of you and your allies
Hircines´s Bounty: Heals you and your allies over time by 50% when applied after an enemy has been killed within 15meters.
Roar: Applies Minor expedition to you and your allies
Piercing Howl: Taunts the target
Infectious Claws: Applies Minor lifesteal- Call of the Pack
Reduces the cost of maintaining werewolf form by 10%/20% for every werewolf in your group up to 12 werewolves instead of 4.