shinkicker444rwb17_ESO wrote: »^^ I had the same problem as you, but someone near the shrine told me you have to kill one of the senche-tigers near by, devour it then come back and devour your friend. After which, it worked as expected.
Playing as a werewolf has shown me that it was obviously a late development thing. There are too many bugs and questionable game design choices, like not being able to break CC in a game with no CDs, that greatly hurt the user experience. It's obvious that it didn't go through much testing and was rushed to meet player demand.
I don't hold that against ZOS. I just hope they are aware of the issue that is plaguing the Werewolf and will have it fixed soon.
Bugs:
1) Pounce can cause your character to get stuck in a kneeling position. The only way to fix it is by wasting a potion or some food.
2) The pathing for Pounce is very bad. One moment it will reach running targets and the next it will go to the location the target was at when the skill was activated.
3) Roar is unresponsive. In the middle of combat it takes about 2-3 seconds before you roar. This makes interrupting an opponents skills with it near impossible. On the other hand it makes combat as a werewolf feel clunky.
4) Werewolves are NOT affected by an allies buffs. At least not all of them. For example, Rousing Roar, from a werewolf ally, will not increase my damage output if I'm transformed(though the effect will be displayed on my werewolf).
5) The buff "Call of the Pack" also does not show up on my character list as a Werewolf. Considering how fast my WW timer goes down, I'm not convinced my werewolf is being affected when rolling in a pack.
6) Pack Leader(morph) can not be sustained. It randomly breaks and forces you back into human form. However, you can still use your werewolf abilities.
7) I assume the ultimate gain for pack leader should be a passive. Since there is no point in increasing an allies ult gain if they are werewolves. I have not noticed any increase when running with a Pack Leader.
8 ) Werewolf Berserker(morph) does not increase attack speed with each hit consistently. It starts to speed up, but then it slows back down. It feels clunky and sometimes unresponsive.
Game Design Flaws:
1) CC can't be broken. There is no way a Werewolf can be a major threat when you can chain abilities that have no cd.
2) Too much reliance on stam abilities without an effective way to lower the costs. Vampires have high costs, but are able to lower them by spell cost % AND increasing their stages. Werewolves should have something similar. Reduce stam cost as you get "stronger" for some additional cons.
3) The Bleed effects on your claw attacks, for Berserker, does not scale well. Does an extra 10 damage means nothing when fighting another player.
4) Pack leader needs more than an ult gain. There is no reason to pass up the increased DPS for a "pack". The Pack leader should add another buff that only affects himself and Berserkers. This way it doesn't become op and force a pack to be all pack leaders.
5) 1000 ultimate is way too much of a requirement. This should be lowered to 700. By going through "stages"(again similar to vampires), that amount should be lowered to about 400-450.
6) A werewolf character throws away his/her entire build just for 2 abilities. That's a major problem. Werewolves should get a full bar of skills including an ultimate.
7) There is no effective way to sustain yourself in a fight as a Werewolf. You're only able to use potions which is not meant to be the primary way of support in ESO. Devour is easily broken and requires you to to through an entire animation. We need abilities that allows us to get HP back mid fight.
8 ) The werewolf timer is way too short. In just 1 engagement you'll be close to changing back. As long as I'm fighting I should be able to maintain my form. High costing abilities like Feral Pounce is not a viable way.
shinkicker444rwb17_ESO wrote: »Water? What water? It's only a dried lakebed in Reapers March I think.
shinkicker444rwb17_ESO wrote: »Hmm, weird, cause I moved a fair distance away and came back and it didn't work - but nomming the tiger did.
WilliamTee wrote: »Bugs are bugs, and need to be fixed...
But beyond this I keep getting the impression that werewolf/vampire players think they should be stronger than non 'corrupted' players...
I dunno, maybe that was the intention from the game developers, but I thought we were meant to be playing a balanced game... not twlight.
-Shells of Glenumbra"War does not determine who is right...only who is left"
And you're posting that in a werewolf thread why?Daethzb14_ESO wrote: »Vampires broken too, there are many forum posts on it.
Damn you, beat me to it! I was going to suggest a good bath and maybe a new collar.casselna_ESO wrote: »Directed at the title:
Those bugs are known as fleas.
We seriously need an on-screen timer showing how much time is left for the werewolf transformation morph. At least add an API call for it so AddOns can be created to show the time remaining. This way decisions can be made based on the remaining time before you engage an enemy, only to have your morph where off and die while it does the animation.
I don't think the Stamina costs for WW are so bad. If you're playing a Magicka-based character and choose to become a werewolf of you're going to have issues. I play a Stamina-based character and don't have a problem.
Werewolf definitely needs something to counter CC. It just doesn't feel right to be this terrifying beast, yet be so easily bound and turned into an easy target. There should be a 3-stage passive skill that grants immunity for up to 3 CC's. Or maybe an Active skill that flat out breaks all CC's.
HA! So it is! I was using the Foundry Tactical Combat (FTC) AddOn and it doesn't show the werewolf timer so I just assumed there was none. I turned off the AddOn and there's my timer bar! Nice!The timer is under the magika bar
For 1, I would argue that a werewolf should be immune to all CC. This would give it some purpose in PvP.IMO the major things werewolves need are:
1. A "CC" break ability that gets you out of a snare/stun.
2. Some type of sustain, rather it be lifesteal on attack or giving health when you use devour.
3. Some kind of timer/bar showing you how much time you have left in werewolf form.
Also I am getting a bug where you seem to get "Stuck" in the attack animation, you are unable to attack/use abilities or anything and just basically have to stand around until it fixes itself and hope you still have time left.
This has made it a huge pain to level the werewolf line.
murklor007neb18_ESO wrote: »For 1, I would argue that a werewolf should be immune to all CC. This would give it some purpose in PvP.IMO the major things werewolves need are:
1. A "CC" break ability that gets you out of a snare/stun.
2. Some type of sustain, rather it be lifesteal on attack or giving health when you use devour.
3. Some kind of timer/bar showing you how much time you have left in werewolf form.
Also I am getting a bug where you seem to get "Stuck" in the attack animation, you are unable to attack/use abilities or anything and just basically have to stand around until it fixes itself and hope you still have time left.
This has made it a huge pain to level the werewolf line.
Some type of heal/lifesteal/insane HP regen is also needed, yes.