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Proposed Werewolf Rework

ChubaNinja
ChubaNinja
Soul Shriven
Hello, I have played WW on and off since I started the game (around 2015) and I feel like the power creep over the years has left the WW behind all classes in PvE and its very niche in PvP (under 50 bgs).

I have attempted to propose some changes to bring WW in line with current builds, and in my mind I count it as its own class so that is my reasoning for these proposed changes. BUT I am in no way an expert so any feedback appreciated and hopefully it gains dev attention.

Lycanthropy - While transformed you take 20% increased damage from poison damage and your class passives are negated.

WW transformation - Now a toggle with a 30 second cooldown (to wolf out or back to non WW). When activated removed all buffs, debuffs and effects from self. (Effectively a complete purge of anything not consisting of the WW transformation, including any dots currently on you).Keep the rest of the ability the same as is.
Berserker Morph - Add minor berserk to the whole group and minor slayer to self. The rest of the ability stays the same.
Pack leader morph - remove minor courage and 10% damage reduction. Give minor protection to the whole group and minor aegis to self. The rest of ability stays the same.

Pounce - Make the carnage portion built into the leap (hit for x and apply dot for 10sec). Remove execute scaling.
Brutal pounce - Same as before but benefitting from the base change i suggest (hit for x in small area and apply the dot to all hit in that small area).
Feral pounce - Change the stam return to 500 on the initial hit and then another 100 for each tick of the dot.

Hircine's bounty - keep the same.
Hircine's rage - The heal now scales off offensive stats. The major berserk portion activates on use without needing to be full health BUT you take 10% more damage instead of the 5 on live.
Hircine's fortitude - remove the increased healing portion of this morph. Add a heal over time of 5% max health every second for 4 secs. The rest of the morph stays the same.

Roar - keep the same.
Ferocious roar - Scrap the HA speed. Also causes minor enervation and minor cowardice for the duration of the other debuffs.
Deafening roar - Swap minor maim for minor brittle.

Piercing howl - The damage bonus applies to enemies under 25% health also.
Howl of despair - Minor force is always active while slotted. The rest is the same.
Howl of agony - keep the same. (With the base morph changes meaning higher execute scaling).

Infectious claws - keep the same.
Claws of anguish - keep the same.
Claws of life - Now also afflicts minor lifesteal on initial hit for 4 seconds (make it more like an opposite of the major defile on the other morph).

Passives

Devour - Now devouring a corpse restores 8% health and 5% mag and stam per second up to 4 seconds.
Pursuit - keep the same.
Blood rage - Deal 2/5% more damage when the target is below 25% health.
Savage strength - While transformed increase W/S dmg 9/18%. Gain major resolve on rank 1 and add minor resolve on rank 2. (As it is so easy for every other spec to aquire both of these now, and putting the minor resolve onto rank 2 means there is not such a big leap felt from rank 1).
Bloodmoon - keep the same.
Call of the pack - For each transformed WW in your group including yourself, increase stam/mag recovery by 25/50 up to a maximum of 100/200.

I have tried to make this a buff in PVE and PVP with balance in mind BUT as I said I'm no expert so if areas are slightly overturned i appreciate any feedback and would really love the devs to get a good look at this.

If you read this far many thanks for your time. 😀
  • TheDarkRuler
    TheDarkRuler
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    I honestly feel every change here worthy to be tested out. It could actually be interesting to play with. I am not 100% sold about deactivating class passives though...
  • ChubaNinja
    ChubaNinja
    Soul Shriven
    I wanted to make it seem more like its own class and not be pigeonholed by having to pick best class passives to mix. Thank you :smile:
  • Panderbander
    Panderbander
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    Yeah getting rid of the class passives negates a huge benefit werewolf gets while also disincentivizing build diversity. Any improvement gained by reworking things like this would be lost by the loss of things like Amplitude, Burning Light, or Rapid Rot.

    If anything, the biggest things werewolf needs are for weapon passives to function correctly along with suggested changes like what was mentioned for Pounce/Carnage or possibly Hircine's Fortitude.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Erickson9610
    Erickson9610
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    I'd say that Werewolf definitely needs a rework, or at least considerable quality of life changes to better benefit the playstyle.

    The timer as it is serves to make werewolf players act hasty. In PvE, werewolves will run ahead of the group to pull mobs, which upsets the tank, and in PvP, werewolves will split from the group to feed on bodies, which makes them extremely vulnerable to ganking.

    I fully agree with the idea of a toggle. Werewolves already lose so much from transforming — access to their class abilities, primarily — so why shouldn't Werewolf be balanced around the idea of being a subclass that one switches to?

    Many new players exclusively pick Pack Leader and Feral Pounce so that they won't lose form as quickly. Balancing Werewolf as a toggleable subclass would give players the experience of playing a werewolf while reducing the pain points of actually playing one.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
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