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Werewolf Issues

Tasear
Tasear
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Is it just me or do they lose timers at wayshires?

Are bodies disappearing faster?


Do you guys experience this?
  • ccfeeling
    ccfeeling
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    No, nothing is changed.
  • Tasear
    Tasear
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    ccfeeling wrote: »
    No, nothing is changed.

    You don't experience this?
  • Kilcosu
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    are you saying that wayshrines are affecting the ww timer in a similar way to the shrine of hircine or it ticks faster? I've not noticed either way.

    and bodies disappearing or are you not able to devour corpses shortly after killing a mob? because devour synergy definitely has something funny going on but I'd rather dev's not try to "fix" that bug
  • Tasear
    Tasear
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    Kilcosu wrote: »
    are you saying that wayshrines are affecting the ww timer in a similar way to the shrine of hircine or it ticks faster? I've not noticed either way.

    and bodies disappearing or are you not able to devour corpses shortly after killing a mob? because devour synergy definitely has something funny going on but I'd rather dev's not try to "fix" that bug

    Yeah wayshires are affecting my timer. In regards to corpses some disappear before I can use them.
  • Wuuffyy
    Wuuffyy
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    Tasear wrote: »
    Kilcosu wrote: »
    are you saying that wayshrines are affecting the ww timer in a similar way to the shrine of hircine or it ticks faster? I've not noticed either way.

    and bodies disappearing or are you not able to devour corpses shortly after killing a mob? because devour synergy definitely has something funny going on but I'd rather dev's not try to "fix" that bug

    Yeah wayshires are affecting my timer. In regards to corpses some disappear before I can use them.

    Love you but you must be newer to WW (JK). Welcome to the sheer neglect. Gotta cage that dog and feed it a little once every three to four.... years.
    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
  • Tasear
    Tasear
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    Tasear wrote: »
    Kilcosu wrote: »
    are you saying that wayshrines are affecting the ww timer in a similar way to the shrine of hircine or it ticks faster? I've not noticed either way.

    and bodies disappearing or are you not able to devour corpses shortly after killing a mob? because devour synergy definitely has something funny going on but I'd rather dev's not try to "fix" that bug

    Yeah wayshires are affecting my timer. In regards to corpses some disappear before I can use them.

    Love you but you must be newer to WW (JK). Welcome to the sheer neglect. Gotta cage that dog and feed it a little once every three to four.... years.

    Yeah haven't played mine in awhile till now.

    🤔 Let's tag someone for attention to it.

    @ZOS_JessicaFolsom @ZOS_KaiSchober
    Edited by Tasear on April 10, 2019 3:30AM
  • RaptorRodeoGod
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    I've noticed that if I loot corpses, they will normally disappear before I can devour them.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • ZeroXFF
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    At the very least the timer needs to stop out of combat. Otherwise werewolves are just irritating in groups when they:
    1. Don't ress after a wipe to remain in WW form for the next pull.
    2. Stay behind to feed on corpses making others wonder if they are afk.
    3. Pull bosses when some people are still catching up, because they are about to lose WW form.

    And considering that WWs are pretty balanced when it comes to their DPS, I don't see why WWs shouldn't be able to shift in and out of the form at will. Maybe nerf them slightly overall for PvP sake, but turn the transformation into something that works like the warden bear ulti to compensate (and of course allow ulti regen in WW form then). This would open up so many new interesting build options, and make WWs so much easier to deal with in groups. It's weird that wolves, pack animals, are more annoying than welcome in groups.
  • Qbiken
    Qbiken
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    ZeroXFF wrote: »
    At the very least the timer needs to stop out of combat. Otherwise werewolves are just irritating in groups when they:
    1. Don't ress after a wipe to remain in WW form for the next pull.
    2. Stay behind to feed on corpses making others wonder if they are afk.
    3. Pull bosses when some people are still catching up, because they are about to lose WW form.

    And considering that WWs are pretty balanced when it comes to their DPS, I don't see why WWs shouldn't be able to shift in and out of the form at will. Maybe nerf them slightly overall for PvP sake, but turn the transformation into something that works like the warden bear ulti to compensate (and of course allow ulti regen in WW form then). This would open up so many new interesting build options, and make WWs so much easier to deal with in groups. It's weird that wolves, pack animals, are more annoying than welcome in groups.

    From a PvP balance perspective, reworking ww transformation will cause severe balanced issues. Staying in ww form is a learn to play issue and there isn't a single dungeon (except for mazzatun last boss, which is most likely a bug,) where you can't stay in ww form for the entire run, without causing problems for your group.

    Reason werewolfs aren't welcomed in groups has absolutely zero to do with their timer and ability to stay in form. Just look at their skills and show me buff/debuff that a werewolf can bring for a group (both for PvP and PvE)?

    Answer = Absolutely nothing. Werewolf are just pure single target dps machines (or high HP meatshields that hits like wet noodles in PvP) and nothing more.

    Werewolf need to get a small rework when it comes to group utility. My suggestion is to reduce the effectiveness of their selfheal (which is severely overperforming), up their damage a bit, and give them access to unique buffs/debuffs that makes them more viable in group.

    But for the love of god, don't mess with the timer or make it a toggle. ZOS will 100% mess it up and break werewolf so badly it will be unplayable.
  • cpuScientist
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    Qbiken wrote: »
    ZeroXFF wrote: »
    At the very least the timer needs to stop out of combat. Otherwise werewolves are just irritating in groups when they:
    1. Don't ress after a wipe to remain in WW form for the next pull.
    2. Stay behind to feed on corpses making others wonder if they are afk.
    3. Pull bosses when some people are still catching up, because they are about to lose WW form.

    And considering that WWs are pretty balanced when it comes to their DPS, I don't see why WWs shouldn't be able to shift in and out of the form at will. Maybe nerf them slightly overall for PvP sake, but turn the transformation into something that works like the warden bear ulti to compensate (and of course allow ulti regen in WW form then). This would open up so many new interesting build options, and make WWs so much easier to deal with in groups. It's weird that wolves, pack animals, are more annoying than welcome in groups.

    From a PvP balance perspective, reworking ww transformation will cause severe balanced issues. Staying in ww form is a learn to play issue and there isn't a single dungeon (except for mazzatun last boss, which is most likely a bug,) where you can't stay in ww form for the entire run, without causing problems for your group.

    Reason werewolfs aren't welcomed in groups has absolutely zero to do with their timer and ability to stay in form. Just look at their skills and show me buff/debuff that a werewolf can bring for a group (both for PvP and PvE)?

    Answer = Absolutely nothing. Werewolf are just pure single target dps machines (or high HP meatshields that hits like wet noodles in PvP) and nothing more.

    Werewolf need to get a small rework when it comes to group utility. My suggestion is to reduce the effectiveness of their selfheal (which is severely overperforming), up their damage a bit, and give them access to unique buffs/debuffs that makes them more viable in group.

    But for the love of god, don't mess with the timer or make it a toggle. ZOS will 100% mess it up and break werewolf so badly it will be unplayable.

    I dunno but AOE fracture and empower along with more synergies seem pretty good to me. Pretty great even.

    They are not usually brought along cause they are really a pain unless the group is good enough to kill quick and move along and not stay smelling daisies or wiping.
  • cpuScientist
    cpuScientist
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    WW is strong in PvP no doubt. They are beatable and have some major issues even 1v1 though. They have no snare removal/immunity heal uses mag and just absolutely terrible sustain. But they are very strong and can overwhelm. But dang I wish the timer was either doubled or just done away with. Such a different experience I wish the timer wouldn't get in the way. Or at least as was said didn't run out while not in combat but instead Regened. Or was just kept for PvP but thrown away in pve...
  • Qbiken
    Qbiken
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    Qbiken wrote: »
    ZeroXFF wrote: »
    At the very least the timer needs to stop out of combat. Otherwise werewolves are just irritating in groups when they:
    1. Don't ress after a wipe to remain in WW form for the next pull.
    2. Stay behind to feed on corpses making others wonder if they are afk.
    3. Pull bosses when some people are still catching up, because they are about to lose WW form.

    And considering that WWs are pretty balanced when it comes to their DPS, I don't see why WWs shouldn't be able to shift in and out of the form at will. Maybe nerf them slightly overall for PvP sake, but turn the transformation into something that works like the warden bear ulti to compensate (and of course allow ulti regen in WW form then). This would open up so many new interesting build options, and make WWs so much easier to deal with in groups. It's weird that wolves, pack animals, are more annoying than welcome in groups.

    From a PvP balance perspective, reworking ww transformation will cause severe balanced issues. Staying in ww form is a learn to play issue and there isn't a single dungeon (except for mazzatun last boss, which is most likely a bug,) where you can't stay in ww form for the entire run, without causing problems for your group.

    Reason werewolfs aren't welcomed in groups has absolutely zero to do with their timer and ability to stay in form. Just look at their skills and show me buff/debuff that a werewolf can bring for a group (both for PvP and PvE)?

    Answer = Absolutely nothing. Werewolf are just pure single target dps machines (or high HP meatshields that hits like wet noodles in PvP) and nothing more.

    Werewolf need to get a small rework when it comes to group utility. My suggestion is to reduce the effectiveness of their selfheal (which is severely overperforming), up their damage a bit, and give them access to unique buffs/debuffs that makes them more viable in group.

    But for the love of god, don't mess with the timer or make it a toggle. ZOS will 100% mess it up and break werewolf so badly it will be unplayable.

    I dunno but AOE fracture and empower along with more synergies seem pretty good to me. Pretty great even.

    They are not usually brought along cause they are really a pain unless the group is good enough to kill quick and move along and not stay smelling daisies or wiping.

    Stamwarden brings a much more reliable aoe fracture that also does damage. + You won't apply the fracture buff as a werewolf if your enemy is cc immune. And when it comes to group synergy, nothing beats a warden. The empower buff is debatable, but not good enough to make werewolf considered in either pvp or pve.

    And staying in ww-form is a l2p issue.

    And as a side note:
    Off-balance morph (Ferocious Roar) >>>>> Deafening Roar. Both for damage and sustain.
    WW is strong in PvP no doubt. They are beatable and have some major issues even 1v1 though. They have no snare removal/immunity heal uses mag and just absolutely terrible sustain. But they are very strong and can overwhelm. But dang I wish the timer was either doubled or just done away with. Such a different experience I wish the timer wouldn't get in the way. Or at least as was said didn't run out while not in combat but instead Regened. Or was just kept for PvP but thrown away in pve...

    Stamina sustain is the last issue you should have as a werewolf (use Ferocious Roar and heavy attack is all sustain you need). The fact that the heal cost magicka is a good thing, since it means you don't have to use your stamina pool for that.

    And 1v1/ dueling is one of few occasions werewolf perform good. They're even banned in dueling tournaments because of how goos they perform there (Credit to Aznox for making it happen)

    ZOS has stated that they don't want people to stay in ww form forever unless they're actively in combat (think I can find quote from one of the class reps about that)
    Edited by Qbiken on April 11, 2019 5:27PM
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