I have played this game since launch on Xbox on and off. I have always been and will always be an above average player regardless of meta sets, buffs, nerfs, etc. I have played many classes in many ways that are both meta or non-meta/theorycrafted. Please listen to me when I suggest these very simple, and easy to implement, suggestions for further changes to the werewolf "class". So
@ZOS_GinaBruno,
@EveryDevOutThere
I think the changes from 4.1.0 are solid changes to begin with. Werewolf
needs a taunt to play a tank roll. Since werewolf used to have a heavy attack ultimate morph and because the Pack Leader ultimate morph is somewhat lackluster, why not add to it
where the initial or closest target hit with a heavy attack while using this morph is taunted for
8-10 secs (lower than other taunts because sustain restoring nature of Heavies).
Also, this patch you have essentially
nerfed our weapon dmg by 30% (loss of major brutality by reasonable means and also the specialized Hircine's damage buff) now this wouldn’t mean much except those were there to serve as placeholders for the lack of executes or weapon passives. A solid idea would be to
add major brutality for 10 seconds to both claws morphs since you nerfed the duration of the effect of the Anguish by 60% and because it still costs 3k stam and the
other morph has weak healing (
especially in PvP) and still costs 3k stam. (this way people running special pots for PvE can have the extra heal from the other healing morph and still retain consistent healing, while those in PvP can use Tri-Resto-Pots for magic sustain and still have easy access to the most essential buff in pvp like every other class.
The new
blood rage passive is okay but it should be
taken down to 3 seconds with a 4 second cooldown (so solo WW isn’t permanent w/o using the time-adding jump from skill morphs or devour like now) but be applied on
damage done OR damage taken.
The
healing howl is awesome and
should stay the same (or at least the one that gives 60 percent health). The
other morph should be reverted to still scale off magic (Hircine's Rage) the way it does on live but
grant minor brutality as a morph effect rather than an odd 10% wep damage buff that doesn’t exist elsewhere. This keeps Pelinials builds (these have existed for years) and builds with the desire to hit higher healing numbers alive which also pleases the community on both sides.
Other than that I love the fixes and only think that
werewolf should be able to remove snares but other than that everything is great.
*Add an effect where the total damage done to
Non player targets is 25% less because of the ease of rotation OR
change the Bloodmoon set especially in reference to combinations with other sets and we are good.
Please Drop A LIKE, REPLY, OR EVEN ADD SUGGESTIONS to keep the issue train rolling!
Edited by Wuuffyy on July 13, 2018 12:11AM Wuuffyy,
WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
ESO player since 2014 (Xbox and PC for PTS)
-DM for questions