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Is the Werewolf time limit really necessary?

  • Runkorko
    Runkorko
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    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    I mean, lets be real, in combat you wont run out of time anyway. Be it PvE or PvP, the amount of time you get back from all your abilities and passives will make sure that you will always stay in WW unless you dont want to.

    The only thing the time limit really does, is to make sure you cant read any quest-texts, cant watch events or do anything but rush from one mob to another. When you run a new dungeon first time as a werewolf you have no chance to actually enjoy the quest, especially when it includes events.

    And cmone, while Werewolfs are strong fighters, they come with enough drawbacks to balance it out, there is really no reason for them to be so time-gated.

    You are troll or just cant kill anyone outside ww form?
    WW is damn strong. Should be nerfed not buffed.
    Immortal in pve. Nearly unkilable in pvp. Big duck dps, cc and heal.
    Wth you want more?
    Auoto pilot?

    If you complain about werewolf in scalebreaker you're trash at the game and need a large dose of L2P

    Complain? I`m the one creating this discusion?
    As long as they keep changes only cosmetics i`m fine.
    WW dont need overbuffs like perma form and sh,t.
    The last thing i want to see is towns full of dogs.
    Ult is fast to build.
    And seems you are the one who need dose of l2p.

    Werewolf need so many buffs to be viable at the moment (pvp) that I would need to make an entirely new thread to fit all improvements needed.......

    You mean YOU need buffs to be viable WW.
    Seems we play diferent pvp.
    If you dont play pvp, you can stil check yotube.
    WW is with the most 1vX clips there.

    I've mained werewolf in PvP since thieves guild, so yes I do play PvP with it. And werewolf has never been a good 1vX tool against semi decent players. Werewolfs has been really good for group play, but not as good for solo pvp

    And out of curiosity, feel free to link what YouTube videos you've in mind, because I check YouTube on a regular basis for werewolf pvp content and I've yet to see any real evidence of godlike 1vX clips (excluding murkmire patch with bugged enchants) with werewolf. Most content creators that released werewolf videos have stopped doing so since long ago.

    mained=/= good with it/ not always.
    and ww is more than viable now. i dont see why you guys want it overbuffed and then nerfed to the ground ?
    because that will happen.

    I've never advocated for werewolf to get overbuffed (been mostly been asking for bug fixes and group utility) I even suggested back in Dragonbones that the heal should lose some of it's potency (but keep its cost).

    Werewolf has lost both damage, sustain and survivability since the Summerset was released (but still being viable due to certain core mechanics being relatively unchanged).

    With scalebreaker werewolf lost an insane amount of damage, survivability and sustain. And werewolf has become less viable now than it has ever been for both pve and pvp. All you've do to is read the latest patch notes. And if your conclusion after reading the scalebreaker notes is that ww became more viable, I honestly don't think you've played enough werewolf (or at least vs competent players) to understand them enough.

    Still looking forward for those YouTube videos that I seem to have missed where ww is a great 1vX tool vs good players :)

    Sane as vampire. Is intended.
    And there is no class cabable to 1vX (vs good players) even 1v2 and you know it.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    I mean, lets be real, in combat you wont run out of time anyway. Be it PvE or PvP, the amount of time you get back from all your abilities and passives will make sure that you will always stay in WW unless you dont want to.

    The only thing the time limit really does, is to make sure you cant read any quest-texts, cant watch events or do anything but rush from one mob to another. When you run a new dungeon first time as a werewolf you have no chance to actually enjoy the quest, especially when it includes events.

    And cmone, while Werewolfs are strong fighters, they come with enough drawbacks to balance it out, there is really no reason for them to be so time-gated.

    You are troll or just cant kill anyone outside ww form?
    WW is damn strong. Should be nerfed not buffed.
    Immortal in pve. Nearly unkilable in pvp. Big duck dps, cc and heal.
    Wth you want more?
    Auoto pilot?

    If you complain about werewolf in scalebreaker you're trash at the game and need a large dose of L2P

    Complain? I`m the one creating this discusion?
    As long as they keep changes only cosmetics i`m fine.
    WW dont need overbuffs like perma form and sh,t.
    The last thing i want to see is towns full of dogs.
    Ult is fast to build.
    And seems you are the one who need dose of l2p.

    Werewolf need so many buffs to be viable at the moment (pvp) that I would need to make an entirely new thread to fit all improvements needed.......

    You mean YOU need buffs to be viable WW.
    Seems we play diferent pvp.
    If you dont play pvp, you can stil check yotube.
    WW is with the most 1vX clips there.

    I've mained werewolf in PvP since thieves guild, so yes I do play PvP with it. And werewolf has never been a good 1vX tool against semi decent players. Werewolfs has been really good for group play, but not as good for solo pvp

    And out of curiosity, feel free to link what YouTube videos you've in mind, because I check YouTube on a regular basis for werewolf pvp content and I've yet to see any real evidence of godlike 1vX clips (excluding murkmire patch with bugged enchants) with werewolf. Most content creators that released werewolf videos have stopped doing so since long ago.

    mained=/= good with it/ not always.
    and ww is more than viable now. i dont see why you guys want it overbuffed and then nerfed to the ground ?
    because that will happen.

    I've never advocated for werewolf to get overbuffed (been mostly been asking for bug fixes and group utility) I even suggested back in Dragonbones that the heal should lose some of it's potency (but keep its cost).

    Werewolf has lost both damage, sustain and survivability since the Summerset was released (but still being viable due to certain core mechanics being relatively unchanged).

    With scalebreaker werewolf lost an insane amount of damage, survivability and sustain. And werewolf has become less viable now than it has ever been for both pve and pvp. All you've do to is read the latest patch notes. And if your conclusion after reading the scalebreaker notes is that ww became more viable, I honestly don't think you've played enough werewolf (or at least vs competent players) to understand them enough.

    Still looking forward for those YouTube videos that I seem to have missed where ww is a great 1vX tool vs good players :)

    Sane as vampire. Is intended.
    And there is no class cabable to 1vX (vs good players) even 1v2 and you know it.
    Pardon me, but Vampire is umm.. more or less necessity for PvP and PvE... while Werewolf... werewolf at this moment in eso is a literal curse indeed... :|
  • Runkorko
    Runkorko
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    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    Qbiken wrote: »
    I mean, lets be real, in combat you wont run out of time anyway. Be it PvE or PvP, the amount of time you get back from all your abilities and passives will make sure that you will always stay in WW unless you dont want to.

    The only thing the time limit really does, is to make sure you cant read any quest-texts, cant watch events or do anything but rush from one mob to another. When you run a new dungeon first time as a werewolf you have no chance to actually enjoy the quest, especially when it includes events.

    And cmone, while Werewolfs are strong fighters, they come with enough drawbacks to balance it out, there is really no reason for them to be so time-gated.

    You are troll or just cant kill anyone outside ww form?
    WW is damn strong. Should be nerfed not buffed.
    Immortal in pve. Nearly unkilable in pvp. Big duck dps, cc and heal.
    Wth you want more?
    Auoto pilot?

    If you complain about werewolf in scalebreaker you're trash at the game and need a large dose of L2P

    Complain? I`m the one creating this discusion?
    As long as they keep changes only cosmetics i`m fine.
    WW dont need overbuffs like perma form and sh,t.
    The last thing i want to see is towns full of dogs.
    Ult is fast to build.
    And seems you are the one who need dose of l2p.

    Werewolf need so many buffs to be viable at the moment (pvp) that I would need to make an entirely new thread to fit all improvements needed.......

    You mean YOU need buffs to be viable WW.
    Seems we play diferent pvp.
    If you dont play pvp, you can stil check yotube.
    WW is with the most 1vX clips there.

    I've mained werewolf in PvP since thieves guild, so yes I do play PvP with it. And werewolf has never been a good 1vX tool against semi decent players. Werewolfs has been really good for group play, but not as good for solo pvp

    And out of curiosity, feel free to link what YouTube videos you've in mind, because I check YouTube on a regular basis for werewolf pvp content and I've yet to see any real evidence of godlike 1vX clips (excluding murkmire patch with bugged enchants) with werewolf. Most content creators that released werewolf videos have stopped doing so since long ago.

    mained=/= good with it/ not always.
    and ww is more than viable now. i dont see why you guys want it overbuffed and then nerfed to the ground ?
    because that will happen.

    I've never advocated for werewolf to get overbuffed (been mostly been asking for bug fixes and group utility) I even suggested back in Dragonbones that the heal should lose some of it's potency (but keep its cost).

    Werewolf has lost both damage, sustain and survivability since the Summerset was released (but still being viable due to certain core mechanics being relatively unchanged).

    With scalebreaker werewolf lost an insane amount of damage, survivability and sustain. And werewolf has become less viable now than it has ever been for both pve and pvp. All you've do to is read the latest patch notes. And if your conclusion after reading the scalebreaker notes is that ww became more viable, I honestly don't think you've played enough werewolf (or at least vs competent players) to understand them enough.

    Still looking forward for those YouTube videos that I seem to have missed where ww is a great 1vX tool vs good players :)

    Sane as vampire. Is intended.
    And there is no class cabable to 1vX (vs good players) even 1v2 and you know it.
    Pardon me, but Vampire is umm.. more or less necessity for PvP and PvE... while Werewolf... werewolf at this moment in eso is a literal curse indeed... :|

    necessity? because some alcast build ?
    right 10% regen too op... :D
  • Jaraal
    Jaraal
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    I mean, lets be real, in combat you wont run out of time anyway. Be it PvE or PvP, the amount of time you get back from all your abilities and passives will make sure that you will always stay in WW unless you dont want to.

    The only thing the time limit really does, is to make sure you cant read any quest-texts, cant watch events or do anything but rush from one mob to another. When you run a new dungeon first time as a werewolf you have no chance to actually enjoy the quest, especially when it includes events.

    And cmone, while Werewolfs are strong fighters, they come with enough drawbacks to balance it out, there is really no reason for them to be so time-gated.

    You are troll or just cant kill anyone outside ww form?
    WW is damn strong. Should be nerfed not buffed.
    Immortal in pve. Nearly unkilable in pvp. Big duck dps, cc and heal.
    Wth you want more?
    Auoto pilot?

    Lol, werewolf was easy to kill before Scalebreaker, if you knew how. If you can't kill the new toothless version, then it's really a L2P issue.
  • Chrlynsch
    Chrlynsch
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    I used to be a big proponent for keeping the werewolf timer in pvp. It was one of the things that kept it balanced. But with Werewolf getting across the board nerfs with Scalebreaker and rebalancing the costs of the werewolf abilies to match power, it doesn't make much sense anymore to keep the timer. Every good thing that a werewolf receives, already has a downside before considering the timer minigame.

    1. Abilies are 25% more powerful but cost 25% more.
    2. Werewolf has a 30% movement speed bonus, but no way to remove snares.
    3. Highest possible self heal ability in the game, scales off magicka and costs an ridiculous amout of magicka to use (requires building outside of stamina spec in order to survive, thus lowering the power of offensive abilies no longer making them 25% more powerful, just 25% more costly).
    4. Increased resistances, but takes increased damage from fighter's guild abilities and poison damage.
    5. Moderately strong single target damage output, minimal aoe damage output.

    So who cares if they stay in perma form now? Are you worried about Dire wolves getting in the way in cities? No one uses that dead morph. For immersion purposes just make it a crime in cities like necromancer is. Then you wont see them hanging around the meat shops.

    Edit: wording
    Edited by Chrlynsch on September 5, 2019 2:04PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Runkorko
    Runkorko
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    Chrlynsch wrote: »
    I used to be a big proponent for keeping the werewolf timer in pvp. It was one of the things that kept it balanced. But with Werewolf getting across the board nerfs with Scalebreaker and rebalancing the costs of the werewolf abilies to match power and cost it doesn't make much sense anymore to keep the timer. Every good thing that a werewolf receives, already has a downside before considering the timer minigame.

    1. Abilies are 25% more powerful but cost 25% more.
    2. Werewolf has a 30% movement speed bonus, but no way to remove snares.
    3. Highest possible self heal ability in the game, scales off magicka and costs an ridiculous amout of magicka to use (requires building outside of stamina spec in order to survive, thus lowering the power of offensive abilies no longer making them 25% more powerful, just 25% more costly).
    4. Increased resistances, but takes increased damage from fighter's guild abilities and poison damage.
    5. Moderately strong single target damage output, minimal aoe damage output.

    So who cares if they stay in perma form now? Are you worried about Dire wolves getting in the way in cities? No one uses that dead morph. For immersion purposes just make it a crime in cities like necromancer is. Then you wont see them hanging around the meat shops.

    So what you just say is " lets make non cp/low lvl pvp, WW only right?
    Right.
  • ZeroXFF
    ZeroXFF
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    Cortimi wrote: »
    idk wrote: »
    The issue is the cost of the ultimate. If you drop out of form for whatever reason it just takes to long to get back into it again and that is wrong.

    What ultimate costs more to use?

    What other ultimate lasts an entire trial while you explain the fights? Derp.

    What dps ultimate makes you do less damage than not using an ultimate at all?
  • Fur_like_snow
    Fur_like_snow
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    I am of the opinion that all ultimates should have a powerful result with a beginning and an end. The potential for abuse of a perma WW build is very high. In PvE perma WW prob wouldn’t be unreasonable. But this is ZeniMax and goodness knows they don’t balance PvP and PvE separately. Good luck OP I doubt you’ll hear much from the devs.
    Edited by Fur_like_snow on September 5, 2019 4:00PM
  • Jaraal
    Jaraal
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    For clarity, the “25% more damage for 25% more cost” statement doesn’t mean 25% more damage added with the latest patch. It means werewolves will do 25% more damage than the baseline damage standard for non-werewolf characters. So considering that werewolves don’t get the benefit of weapon passives or the ability to optimize their skillsets with the choices regular players do, it works out to werewolves doing similar damage to regular players, but at a higher cost, and without the ability to run defensive skills like everybody else does.

    There’s really no reason to play one now, as there is no possible advantage to be gained. Especially since the wolf pets can no longer be controlled. I used to enjoy playing mine, but I can’t justify deliberately putting myself at a disadvantage, when I can get more benefit from playing in regular form. So the werewolf timer is a moot point. It just adds insult to injury.
  • idk
    idk
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    I think the time limit is important. However, the initial cost is to high. Zos has been challenged with seeing such an obvious issue.
  • Aznox
    Aznox
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    You mean YOU need buffs to be viable WW.
    Seems we play diferent pvp.
    If you dont play pvp, you can stil check yotube.
    WW is with the most 1vX clips there.

    :o:D:|
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Ozby
    Ozby
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    I hate the time limit thing as well which is why I just won't play my werewolves anymore.
    PC NA
    Aurora Bravepaw (Healden), Basks in Fire (DKTank), Bran Artlion (Magplar), Brindel Seedthorne (Stamden WW), Brugo Gargak (Stamcro), Casimir Delmar (StamDK), Falco Bastion (Stamsorc), Fus Ro Dah (Stamplar), Gandalff the Gay (Petsorc), Jo-Qinan Betula (Magden), Laveera Hex (Magcro), Raine Whitestag (Stamden), Raised by Bears (Wardentank), Ralak Rotheart (Healcro), Selene Sunshadow MagDK), Shadow Mirage (NBTank), Slythe Rattlebone (Healplar), Ulfnor Dragonslayer (Tankcro).
  • worrallj
    worrallj
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    Werewolf is like a berserk/bloodlust ability. As long as you keep feeding the bloodlust you can keep it going. If your in the midst of the bloodlust, you don't have the where-with-all for polite conversations. If you sit around too long, your not feeding the bloodlust and it fades.

    Opposite of vamps, where the longer they abstain the hungrier the get. Once they feed they're sated and vamp effects go down.
  • Insco851
    Insco851
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    Low level bgs + WW bleeds = dead af super fast.

    They should lower the cost a bit but when you die, you should revert to human form.
  • Qbiken
    Qbiken
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    Insco851 wrote: »
    Low level bgs + WW bleeds = dead af super fast.

    They should lower the cost a bit but when you die, you should revert to human form.

    Why kill a playstyle that's already dead tho?

    And low level bg should never be used as a benchmark for balance.
  • Insco851
    Insco851
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    Qbiken wrote: »
    Insco851 wrote: »
    Low level bgs + WW bleeds = dead af super fast.

    They should lower the cost a bit but when you die, you should revert to human form.

    Why kill a playstyle that's already dead tho?

    And low level bg should never be used as a benchmark for balance.

    There was another comment about WW and low level bgs. Not asking for nerfs because of that one scenario, just commenting on it.

    Also, how is that killing a dead playstyle? Lower the cost. Revert form when dead.. sounds like balance?

    You die, you lose the ulti, you shouldn’t get to rush back into the fight in ulti-form. That’s silly
    Edited by Insco851 on September 5, 2019 9:57PM
  • Skoomah
    Skoomah
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    Insco851 wrote: »
    Low level bgs + WW bleeds = dead af super fast.

    They should lower the cost a bit but when you die, you should revert to human form.

    Can we stop with making this dumb argument for balancing the game around non-max level play? It takes half a day at most to reach max level. 99.9% of a players time playing the game will be at max level.
  • Insco851
    Insco851
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    Skoomah wrote: »
    Insco851 wrote: »
    Low level bgs + WW bleeds = dead af super fast.

    They should lower the cost a bit but when you die, you should revert to human form.

    Can we stop with making this dumb argument for balancing the game around non-max level play? It takes half a day at most to reach max level. 99.9% of a players time playing the game will be at max level.

    There are no nerfs mentioned and I was only commenting on how WW plays in Low level bgs.
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