Panderbander wrote: »Tommy_The_Gun wrote: »Tbh. I don't think those buffs would change much. I mean look at WW skills and all of those buffs you get. Despite all of those things that look extremely OP on paper, WW isn't actually used that much. I would even say that it is kinda underperforming.
The only thing imho that WW needs and would be a game changer is if WW had access to skill similar to race against time, that gives you CC immunity. WW is supposed to be fast, but despite 30% speed bonus it is actually the slowest spec in the game, as every single snare slows you down.
Werewolf is absolutely underperforming. To be honest, the entire thing needs a proper rework considering how many issues it has, things like:
- Brutal Pounce not always swapping to Brutal Carnage after pouncing.
- Brutal Carnage requiring a target in range to cast, yet it's a conal AOE that can be easily ranged and thus rarely hits in PVP
- Claws of Life being our only pseudo-"heal over time" and the return on that being so small as to not be noticeable, even on multiple targets.
- The obscene cost of werewolf abilities in relation to their damage done, which seems to have been balanced with the extra 30% stamina in mind though that gives very little extra damage or ability uses in practical use.
- The damage of werewolf abilities being often lower than similar abilities of base classes despite this extra ability cost.
- Werewolf having a unique 30% movement speed buff but without snare removal we actually move slower than base classes (all of which can access snare removal).
- Both morphs of our heal being tied to max health while our damage is tied to weapon damage and max stamina/magicka, meaning we're forced to split stats more than anyone else (which leads to the common complaint about werewolves having 40k+ HP).
- Pounce routinely leaping us at gods know what because when we land there certainly isn't anything there (anyone that's played long enough has seen this).
- An inability to stealth (some hunters we are) or detect stealth (some enhanced senses we have).
- No ability to synergize with other werewolves despite a timer minigame that clearly wants us to run with other werewolves.
- THE [snip] TIMER MINIGAME.
- Next to no weapon passives carrying over to werewolf form despite there being no indication that this is the case and causing a lack of interesting choices when building our character.
- No proper heal over time meaning that while we have to stay aggressive to keep our timer up, we can't afford to do so because there is no passive healing.
- Health recovery (which WAS our heal over time) has been completely gutted.
- An inability to run both a monster set and a mythic while running two five-pieces because we can not split sets with a back bar.
- Our fear occasionally only applying off balance on non-CC immune targets.
- No ability to recover magicka, leading to an inordinate use of magicka recovery in our builds or heavy armor (for pvp at least)
- No ultimate and no way to combo with our abilities (it's all pure pressure) despite seemingly every single werewolf themed set in the game offering ultimate generation/cost reduction. (I know about Savage Werewolf)
- ...and there's more.
I don't expect ZOS to ever fix werewolf (or even vampire tbh) to be a proper playstyle and not just some meme'd on RP ability, but perhaps someone might see this and actually take the time to look into improving things for us. Those of us that still play werewolves don't really have any other choice for playing this in another game; there just aren't any good variations of werewolves out there. All I want is for us to be at least on par with the middle of the field.
TL;DR: Werewolf has a lot of problems, more than just these buffs.
[Edited for Censor Bypass]
The_Titan_Tim wrote: »At the very least, Werewolves could get an ultimate, kind of ridiculous it’s not a thing…
Coming from someone who absolutely hates Werewolves and has been playing this game since launch and still lacks the Werewolf achievements.
The_Titan_Tim wrote: »At the very least, Werewolves could get an ultimate, kind of ridiculous it’s not a thing…
Coming from someone who absolutely hates Werewolves and has been playing this game since launch and still lacks the Werewolf achievements.
I don't know. I think it's fine that we don't have an ultimate, if being a werewolf compensates for the lack of an ultimate. But if werewolves are underpowered, then the lack of ultimate is bad.
The_Titan_Tim wrote: »At the very least, Werewolves could get an ultimate, kind of ridiculous it’s not a thing…
Coming from someone who absolutely hates Werewolves and has been playing this game since launch and still lacks the Werewolf achievements.
I don't know. I think it's fine that we don't have an ultimate, if being a werewolf compensates for the lack of an ultimate. But if werewolves are underpowered, then the lack of ultimate is bad.
The_Titan_Tim wrote: »The_Titan_Tim wrote: »At the very least, Werewolves could get an ultimate, kind of ridiculous it’s not a thing…
Coming from someone who absolutely hates Werewolves and has been playing this game since launch and still lacks the Werewolf achievements.
I don't know. I think it's fine that we don't have an ultimate, if being a werewolf compensates for the lack of an ultimate. But if werewolves are underpowered, then the lack of ultimate is bad.
An option could be heightened senses, where for a duration you get the ability to see invisible targets, maybe having a HoT like @Wuuffyy mentioned, light attacks and heavy attacks could be faster and do more damage, similar to how Blood Moon works.
It wouldn’t need to be a huge burst or an excessive bleed, and could easily just be an overdrive that you can activate in situations where it’s needed.
The_Titan_Tim wrote: »The_Titan_Tim wrote: »At the very least, Werewolves could get an ultimate, kind of ridiculous it’s not a thing…
Coming from someone who absolutely hates Werewolves and has been playing this game since launch and still lacks the Werewolf achievements.
I don't know. I think it's fine that we don't have an ultimate, if being a werewolf compensates for the lack of an ultimate. But if werewolves are underpowered, then the lack of ultimate is bad.
An option could be heightened senses, where for a duration you get the ability to see invisible targets, maybe having a HoT like @Wuuffyy mentioned, light attacks and heavy attacks could be faster and do more damage, similar to how Blood Moon works.
It wouldn’t need to be a huge burst or an excessive bleed, and could easily just be an overdrive that you can activate in situations where it’s needed.
Ooh that would be really cool. I’d love to see something like this, if no other changes.
Panderbander wrote: »To be honest, anything would help. Right now the survivability and combo-ability of werewolf is so trash that the only way to do either is through sets alone (in a mediocre manner) so that as soon as folks complain about the sets and they get nerfed, werewolf gets nerfed alongside it.
Tommy_The_Gun wrote: »
Also, there are many things that could be designed better. For instance, since they changed vamp Mist Form, I would love to see them altering WW Pounce to operate in the same way - no target required. It would be so much better.
Panderbander wrote: »...Simply changing it so it doesn't "morph" the ability into Carnage and instead just applies Carnage to targets hit by pounce would go a long way in improving the usability and playability of the ability in both PvP and PvE. A huge quality of life improvement.
huskandhunger wrote: »I definitely care about werewolves and feel a consistent approach should be carried out for this buff @ZOS_GinaBruno @ZOS_Kevin can we please look into updating the Hircine's Rage ability Major Berserk morph to remove the 5% penalty since Wrecking Blow and the DK chains are being updated in a similar direction? 🙂
huskandhunger wrote: »I definitely care about werewolves and feel a consistent approach should be carried out for this buff @ZOS_GinaBruno @ZOS_Kevin can we please look into updating the Hircine's Rage ability Major Berserk morph to remove the 5% penalty since Wrecking Blow and the DK chains are being updated in a similar direction? 🙂
We want to follow up here on the request for the removal of the debuff on Hircine’s Rage, given the DK now has access to Major Berserk. We want to note now there are no plans to change this currently. One thing to keep in mind with skills like these are there has to be some sort of balance. The Major Berserk from Chains of Devastation now lasts for 4sec and the DK has to manage resources to make effective use of the skill. Also remember that Major Berserk is being added to incentivize usage of a traditionally underutilized skill. Hircine’s Rage gives Werewolves access to Major Berserk for 10sec, which is a significant amount of time for it to be up. More than double the time of Major Berserk from Chains of Devastation. So there must be a cost to balance the power of Hircine’s Rage. In this case, the balance is to take additional damage.
So there must be a cost to balance the power of Hircine’s Rage. In this case, the balance is to take additional damage.
Panderbander wrote: »I don't expect ZOS to ever fix werewolf (or even vampire tbh) to be a proper playstyle and not just some meme'd on RP ability, but perhaps someone might see this and actually take the time to look into improving things for us. Those of us that still play werewolves don't really have any other choice for playing this in another game; there just aren't any good variations of werewolves out there. All I want is for us to be at least on par with the middle of the field.
TL;DR: Werewolf has a lot of problems, more than just these buffs.
Panderbander wrote: »I don't expect ZOS to ever fix werewolf (or even vampire tbh) to be a proper playstyle and not just some meme'd on RP ability, but perhaps someone might see this and actually take the time to look into improving things for us. Those of us that still play werewolves don't really have any other choice for playing this in another game; there just aren't any good variations of werewolves out there. All I want is for us to be at least on par with the middle of the field.
TL;DR: Werewolf has a lot of problems, more than just these buffs.
What do you mean you want variety in playstyle? (s)
Skullstachio wrote: »Chiming in here: Removing the damage taken penalty would be a good idea on these grounds:
The base duration of major berserk on hircines rage could be lowered to about 2 seconds (increases by 1 second as it levels up to IV, maximising to 5 seconds.) and the duration could increase by 1 second for every 10% of max health restored (not counting overheals.) to a cap of 10 seconds.
On a synergetic level, using hircines bounty and its morphs could have additional functionality for werewolf players in a group but I haven't got any ideas. Non-Silver lining, something to ponder for in the long run at least.
Panderbander wrote: »Skullstachio wrote: »Chiming in here: Removing the damage taken penalty would be a good idea on these grounds:
The base duration of major berserk on hircines rage could be lowered to about 2 seconds (increases by 1 second as it levels up to IV, maximising to 5 seconds.) and the duration could increase by 1 second for every 10% of max health restored (not counting overheals.) to a cap of 10 seconds.
On a synergetic level, using hircines bounty and its morphs could have additional functionality for werewolf players in a group but I haven't got any ideas. Non-Silver lining, something to ponder for in the long run at least.
I would be on board for this if it also removed the full health requirement (which it seems to do). The damage taken is ultimately more of an inconvenience compared to the difficulty of proccing major berserk and maintaining it.
Skullstachio wrote: »Chiming in here: Removing the damage taken penalty would be a good idea on these grounds:
The base duration of major berserk on hircines rage could be lowered to about 2 seconds (increases by 1 second as it levels up to IV, maximising to 5 seconds.) and the duration could increase by 1 second for every 10% of max health restored (not counting overheals.) to a cap of 10 seconds.
On a synergetic level, using hircines bounty and its morphs could have additional functionality for werewolf players in a group but I haven't got any ideas. Non-Silver lining, something to ponder for in the long run at least.
huskandhunger wrote: »I definitely care about werewolves and feel a consistent approach should be carried out for this buff @ZOS_GinaBruno @ZOS_Kevin can we please look into updating the Hircine's Rage ability Major Berserk morph to remove the 5% penalty since Wrecking Blow and the DK chains are being updated in a similar direction? 🙂
We want to follow up here on the request for the removal of the debuff on Hircine’s Rage, given the DK now has access to Major Berserk. We want to note now there are no plans to change this currently. One thing to keep in mind with skills like these are there has to be some sort of balance. The Major Berserk from Chains of Devastation now lasts for 4sec and the DK has to manage resources to make effective use of the skill. Also remember that Major Berserk is being added to incentivize usage of a traditionally underutilized skill. Hircine’s Rage gives Werewolves access to Major Berserk for 10sec, which is a significant amount of time for it to be up. More than double the time of Major Berserk from Chains of Devastation. So there must be a cost to balance the power of Hircine’s Rage. In this case, the balance is to take additional damage.
Panderbander wrote: »...
- Brutal Pounce not always swapping to Brutal Carnage after pouncing.
- Brutal Carnage requiring a target in range to cast, yet it's a conal AOE that can be easily ranged and thus rarely hits in PVP
- Claws of Life being our only pseudo-"heal over time" and the return on that being so small as to not be noticeable, even on multiple targets.
- The obscene cost of werewolf abilities in relation to their damage done, which seems to have been balanced with the extra 30% stamina in mind though that gives very little extra damage or ability uses in practical use.
- The damage of werewolf abilities being often lower than similar abilities of base classes despite this extra ability cost.
- Werewolf having a unique 30% movement speed buff but without snare removal we actually move slower than base classes (all of which can access snare removal).
- Both morphs of our heal being tied to max health while our damage is tied to weapon damage and max stamina/magicka, meaning we're forced to split stats more than anyone else (which leads to the common complaint about werewolves having 40k+ HP).
- Pounce routinely leaping us at gods know what because when we land there certainly isn't anything there (anyone that's played long enough has seen this).
- An inability to stealth (some hunters we are) or detect stealth (some enhanced senses we have).
- No ability to synergize with other werewolves despite a timer minigame that clearly wants us to run with other werewolves.
- THE [snip] TIMER MINIGAME.
- Next to no weapon passives carrying over to werewolf form despite there being no indication that this is the case and causing a lack of interesting choices when building our character.
- No proper heal over time meaning that while we have to stay aggressive to keep our timer up, we can't afford to do so because there is no passive healing.
- Health recovery (which WAS our heal over time) has been completely gutted.
- An inability to run both a monster set and a mythic while running two five-pieces because we can not split sets with a back bar.
- Our fear occasionally only applying off balance on non-CC immune targets.
- No ability to recover magicka, leading to an inordinate use of magicka recovery in our builds or heavy armor (for pvp at least)
- No ultimate and no way to combo with our abilities (it's all pure pressure) despite seemingly every single werewolf themed set in the game offering ultimate generation/cost reduction. (I know about Savage Werewolf)
- ...and there's more.
I don't expect ZOS to ever fix werewolf (or even vampire tbh) to be a proper playstyle and not just some meme'd on RP ability, but perhaps someone might see this and actually take the time to look into improving things for us. Those of us that still play werewolves don't really have any other choice for playing this in another game; there just aren't any good variations of werewolves out there. All I want is for us to be at least on par with the middle of the field.
TL;DR: Werewolf has a lot of problems, more than just these buffs.
[Edited for Censor Bypass]
huskandhunger wrote: »I definitely care about werewolves and feel a consistent approach should be carried out for this buff @ZOS_GinaBruno @ZOS_Kevin can we please look into updating the Hircine's Rage ability Major Berserk morph to remove the 5% penalty since Wrecking Blow and the DK chains are being updated in a similar direction? 🙂
We want to follow up here on the request for the removal of the debuff on Hircine’s Rage, given the DK now has access to Major Berserk. We want to note now there are no plans to change this currently. One thing to keep in mind with skills like these are there has to be some sort of balance. The Major Berserk from Chains of Devastation now lasts for 4sec and the DK has to manage resources to make effective use of the skill. Also remember that Major Berserk is being added to incentivize usage of a traditionally underutilized skill. Hircine’s Rage gives Werewolves access to Major Berserk for 10sec, which is a significant amount of time for it to be up. More than double the time of Major Berserk from Chains of Devastation. So there must be a cost to balance the power of Hircine’s Rage. In this case, the balance is to take additional damage.
Erickson9610 wrote: »Which is easier to proc?
10 second Major Berserk from Concealed Weapon, which costs 2275 Magicka and requires you to either cast the ability while affected by Major Expedition, or leave stealth/invisibility...
...or 10 second Major Berserk from Hircine's Rage, which costs 5063 Magicka, must be cast at 100% Health, and causes you to take 5% more damage from all sources?