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Should packleader werewolf get this added on?

Argonianwerecroc212
Should packleader werewolf receive a tanking bonus similar to the old packleader werewolf. It could help make up for no bleed damage and actually make this morph worth choosing

Should packleader werewolf get this added on? 33 votes

Yes, give it a bonus
75%
SkoomahStreegaGoregrinderperditionerMiaurabrtomkinDread_VikingRouDeRAkromaAngelOfWrathTommy_The_Gunaltunit21SickleCiderSpartabunny08CatagamiVeeskRaisinHamish999Rave the HistbornMartiniDanielsArgonianwerecroc212 25 votes
No, it's fine how it is
24%
idkIndorilArwynLlethranFearlessOne_2014KatahdinChunkyCatQbikend3adpainspartaxoxo 8 votes
  • Tommy_The_Gun
    Tommy_The_Gun
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    Yes, give it a bonus
    Pack leader with its current state should be changed, as it is pretty much obsolete & useless. People look at werewolf morph option and they always pick Werewolf Berserker, not because it is strong or something, but because Pack Leader morph is total trash now. The well designed morph option should make you say:

    "Wow, this morph gives me this, cool ! but wait, the other morph gives me this... damn I don't know what to pick."
    ^ This is not the case when it comes to Werewolf ulti.

    Imho, Pack Leader should receive one of the following:
    1. Werewolf Skill cost reduction - since it lacks dmg, it would make sense for this morph to have better sustain.
    2. Taunt on heavy attacks & block cost reduction - since werewolf has very limited usecase (if it is used at all post Scalebreaker lol). But the point is WW can be used pretty much only as a Stamina PvE DPS (Like literally only with ONE build - sorc orc with bloodmoon set) . In PvP you might try to use it, but good luck with that... So technically, adding an ability to taunt enemies, with some block cost reduction (maybe somehow tied to pets, for example, when your pet attack, gain X% block cost reduction for X seconds, stacking up to X%) would add some way to use this morph & improve build diversity.
    Edited by Tommy_The_Gun on November 9, 2019 2:01PM
  • starkerealm
    starkerealm
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    Neither of the above. It could use some love, but tanking isn't the answer.
  • Indoril_Nerevar
    Indoril_Nerevar
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    Yes, give it a bonus
    I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.

    They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.

    With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.

    However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.

    I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.

    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.
    Edited by Indoril_Nerevar on November 9, 2019 1:52PM
  • Katahdin
    Katahdin
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    No, it's fine how it is
    Werewolves are not tanks IMO.

    Pack leader should get something but they should not be doing more damage than the berserker (the damage) morph.

    Beta tester November 2013
  • Kadoin
    Kadoin
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    Expected something ridiculous, was not let down as usual. Thanks.
  • Qbiken
    Qbiken
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    No, it's fine how it is
    Ye but no.......

    Main thing werewolf needs is there damage potential brought back, their self healing cost reverted and some group utility.
    Edited by Qbiken on November 9, 2019 3:26PM
  • Hamish999
    Hamish999
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    Yes, give it a bonus
    I agree it needs something added. But not tanking. Add a blanket WW skill cost reduction, maybe around 5 or10%

    Edit: And extend the WW timer.
    Edited by Hamish999 on November 9, 2019 3:41PM
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  • Skoomah
    Skoomah
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    Yes, give it a bonus
    The problem with werewolf is that it has strayed so far from its original design. It is now a jack of all trades but master of none.

    You can PVE and PVP with werewolf but it’s not that great at either. Can’t tank or heal and brings just mediocre dps. Above average dps for newer players but significantly below top end dps for experienced players. The werewolf timer is also a detriment when taking into account mechanics and times when you need to slow down dps or stop dps.

    As for PVP, it’s the same thing. Nice for newer players but not that great against experienced players. You just provide way more utility as non-werewolf.

    The original design was limited timer but could be extended if you chained kills. The damage was overwhelming in PvP so you could use the ultimate to finish off tanky opponents. But that was the extent of the usefulness. It was situationally only good for PvP and really only good in limited short bursts of high damage.

    I would rather have werewolf be out right the best in a specific situation than a mediocre jack of all trades. Werewolves have lost their original identity and now are just a shade of everything else in the game.

    With the exception of just a few hardcore players in the game, most werewolves aren’t really that great skill level wise so they are okay with werewolf because it gets them above average but never elite level.

    Give me elite level in limited situations vs. mediocre in all situations.
  • Indoril_Nerevar
    Indoril_Nerevar
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    Yes, give it a bonus
    I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.

    They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.

    With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.

    However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.

    I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.

    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.



    I read some of these comments by people and It bugs me how contradictory it is.

    Ofcourse they are great tanks. It seems like a lot of people just don't know how to do that with the Werewolf. That's why I hate posting in threads or putting points across. Most of the time, its the worst information or the wrong information that everyone reads.

    Here's one way of many you can tank as a Werewolf^
    Edited by Indoril_Nerevar on November 9, 2019 3:38PM
  • Skoomah
    Skoomah
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    Yes, give it a bonus
    Tanking is more than just soaking up damage. A good tank buffs teammates, debuffs the enemy, can actually taunt an enemy. I think you’re confusing tanky vs tanking.
  • Raisin
    Raisin
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    Yes, give it a bonus
    The fact that Werewolf tanking was removed made me very sad. A little WW variety would be super nice.
  • starkerealm
    starkerealm
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    Raisin wrote: »
    The fact that Werewolf tanking was removed made me very sad. A little WW variety would be super nice.

    There never was any werewolf tanking.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Yes, give it a bonus
    Raisin wrote: »
    The fact that Werewolf tanking was removed made me very sad. A little WW variety would be super nice.

    There never was any werewolf tanking.
    I think he/she meant that WW used to gain timer when it was taking hits, rather than what is now = dealing dmg.

    https://en.uesp.net/wiki/Online:Werewolf
    Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.

    https://web.archive.org/web/20170308100040/https://en.uesp.net/wiki/Online:Werewolf
    Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) Increases the duration of your Werewolf Transformation by 3 seconds every time you take damage. This effect can occur once every 3 seconds.

    Back then it was indicating that werewolf has a huge tanking potential.
  • starkerealm
    starkerealm
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    Raisin wrote: »
    The fact that Werewolf tanking was removed made me very sad. A little WW variety would be super nice.

    There never was any werewolf tanking.
    I think he/she meant that WW used to gain timer when it was taking hits, rather than what is now = dealing dmg.

    https://en.uesp.net/wiki/Online:Werewolf
    Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.

    https://web.archive.org/web/20170308100040/https://en.uesp.net/wiki/Online:Werewolf
    Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) Increases the duration of your Werewolf Transformation by 3 seconds every time you take damage. This effect can occur once every 3 seconds.

    Back then it was indicating that werewolf has a huge tanking potential.

    Yeah, fair. The only problem was that the timer extending for taking damage was way less valuable in endgame as the game progressed into a greater focus on oneshots.

    It remained viable in PvP (up to a point), but nowhere else. At least dealing damage is something that's within the control of the werewolf player.

    And, of course, the original version of Blood Rage gave you ultimate for taking damage (this may have required having the ult slotted, I don't remember.) It was, arguably, too powerful, but did give Werewolves a distinct identity in their human form.
  • Jaraal
    Jaraal
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    Not even going to waste my time voting on this, as ZOS is determined to keep us werewolves neutered and declawed into irrelevancy. I haven't even transformed since playing the new nerfwolf on test. I can do way more damage and use more efficient heals in normal form in all my classes.... so it's basically a waste of time and skill points, unless you are just in it for the RP.

    And I can assure you that most folks who vote that Pack Leader is ok as it is are just BG fodder who are grateful they aren't encountering werewolves any more and having their butts handed to them (because they never bothered to learn how to counter us properly.)
  • mague
    mague
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    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    No to forced taunt on heavy. I play leader but dont tank for groups.

    Change the ultimate itself. Make it taunt while transformed.
  • HappyLittleTree
    HappyLittleTree
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    I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.

    They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.

    With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.

    However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.

    I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.

    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.

    What do you use to get the taunt?
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  • Chuaznega
    Chuaznega
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    @Indoril_Nerevar please tell me, there is any set that can make a werewolf taunt? I would like to make a new character just for that :smile:
  • Indoril_Nerevar
    Indoril_Nerevar
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    Yes, give it a bonus
    Chuaznega wrote: »
    @Indoril_Nerevar please tell me, there is any set that can make a werewolf taunt? I would like to make a new character just for that :smile:
    I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.

    They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.

    With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.

    However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.

    I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.

    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.

    What do you use to get the taunt?



    Which GEAR set allows you to TAUNT enemies that you have used a CHARGE ability on?

    The WEREWOLF POUNCE ability counts as a charge ability. While using this gear set and pouncing on mobs, you taunt them.

    I believe it's the TORMENTOR gear set ! Found in The Banished Cells! Search it up :)
    Edited by Indoril_Nerevar on November 13, 2019 9:02AM
  • Tommy_The_Gun
    Tommy_The_Gun
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    Yes, give it a bonus
    Chuaznega wrote: »
    @Indoril_Nerevar please tell me, there is any set that can make a werewolf taunt? I would like to make a new character just for that :smile:
    I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.

    They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.

    With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.

    However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.

    I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.

    I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.

    As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.

    What do you use to get the taunt?



    Which GEAR set allows you to TAUNT enemies that you have used a CHARGE ability on?

    The WEREWOLF POUNCE ability counts as a charge ability. While using this gear set and pouncing on mobs, you taunt them.

    I believe it's the TORMENTOR gear set ! Search it up :)
    Nope, Tormentor does not proc on WW pounce. I know it should, but it does not. Apperantly it is an unfixed bug, or deliberate move. This set also does not proc on other gap closers (such as ambush for example). Also it may be because pounce is tagged as leap (just like dk ulti) and not a charge, but I am not sure.
  • Indoril_Nerevar
    Indoril_Nerevar
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    Yes, give it a bonus
    Hey man. What?

    It works just fine for me. I'm on it now. I am on Playstation 4, though.

    Nonetheless, perhaps this is one of many reasons why people get so iritated with ESO. Maybe it's a racist ability or a politically biased ability and doesn't work for everyone always :D

    Hahah.
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