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The werewolf skill needs a revamp.

ploddab16_ESO
ploddab16_ESO
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So, after days trying to get myself bitten, I finally managed it. At level 19, I struggled through the quest, but eventually downed the snow troll and got my form. I was enthused by the whole experience, and was genuinely looking forward to being a werewolf at last... But then came time to actually play it.

Werewolf, as it stands, is not fun for a few simple, fixable reasons. Here are my suggestions for fixing them, and I hope the devs take note.

1. The werewolf transformation takes far too much ultimate to activate.

The whole reason any of us went for this skill line was to turn into a werewolf, run around with our friends, own some face, and show off in the cities (well, maybe only a few of those reasons, but still..).

What we didn't pick the skill line for was to mindlessly grind mobs for twenty minutes in order to grind out the THOUSAND ultimate it takes to transform for around 30 seconds. Our werewolf buffs depend on that form. Our other werewolf abilities depend on that form. Our skill line leveling depends on that form.

The ultimate cost either needs to be lowered drastically to be in line with other ultimates like death stroke (perhaps at a slightly higher cost, say a hundred ultimate compared to 50 for death stroke) or it needs to be removed entirely, because as it stands we're simply sacrificing a space on our action bars for an ability we're rarely using, that isn't really that useful.

2. The transformation itself is counted as an ultimate.

This is a major, MAJOR thing for me. When I chose to become a werewolf, I did so because I wanted to RP as a werewolf, transformations and all. I wanted to be able to turn at will, not have to spend time to meet an ultimate requirement for it. Vampires go around with physical changes (red eyes, paler skin etc) that reflect the change they've undergone. Why not werewolves?

My solution to this would require something of a major redesign of the way that WW form works: make it akin to a druid form from WoW. You shift into the form for a stamina cost, and you are then stuck in that form until you shift out of it. While you are in that form, you gain a new action bar with the WW abilities that you'd still need to level up to get.

It might seem complex, but at the end of it you'd have a style of play that's different from vampire, giving further emphasis on the choice you make between the two gifts, and therefore more depth to the gameplay, and it'd allow us to finally shift at will.

3. The werewolf buffs only apply whilst using transformation.

This needs to be fixed urgently. Vampires are able to count on their buffs all the time, whilst werewolves only get it during the time they spend in the transformed form. The buffs need to be passives both in and out of WW form, simple as.

So, that's my reasons and my solutions to help WW become more attractive. What are your thoughts on this? Any additions to my list?
  • Draconiuos
    Draconiuos
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    The werewolf transformation has some powerful effects to it, like the aoe fear. The fact is maybe they could reduce the cost of it a bit, 1000 seems expensive, but 100 is way too low. I play a Dragon Knight and my alt specced for reduced cost is still something like 130 ult. I could see them cutting it in half to 500, but the thing is when you get your WW tree high enough you get the devour ability that allows you to eat corpses to stay in WW form longer. So, in the end level your WW tree more and then come back and ask for changes.
  • Brittany_Joy
    Brittany_Joy
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    I would like a werewolf form to toggle on or off, similar to the feral druids in WoW. Currently, werewolves can not dodge or break any type of CC on their own, perhaps that could be the drawback of a toggled werewolf form. However, werewolves can do a significant amount of damage, this might be what is stopping the werewolf form from being a 'shapeshift at will' ability. So, I guess it is best to just ask for ZoS to reduce the amount of ultimate needed for the werewolf transformation and increase the time given from devour.

    Or perhaps give werewolves a cool passive that greatly reduces the ultimate cost during night time. They could also improve the devour passive to give way more time because it seems like the time bonus is nullified by the eating animation.
  • ScardyFox
    ScardyFox
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    Draconiuos wrote: »
    The werewolf transformation has some powerful effects to it, like the aoe fear. The fact is maybe they could reduce the cost of it a bit, 1000 seems expensive, but 100 is way too low. I play a Dragon Knight and my alt specced for reduced cost is still something like 130 ult. I could see them cutting it in half to 500, but the thing is when you get your WW tree high enough you get the devour ability that allows you to eat corpses to stay in WW form longer. So, in the end level your WW tree more and then come back and ask for changes.

    My were is fully leveled - those abilities don't even come close to making up for the short comings. Not even remotely close.
  • Draconiuos
    Draconiuos
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    ScardyFox wrote: »
    Draconiuos wrote: »
    The werewolf transformation has some powerful effects to it, like the aoe fear. The fact is maybe they could reduce the cost of it a bit, 1000 seems expensive, but 100 is way too low. I play a Dragon Knight and my alt specced for reduced cost is still something like 130 ult. I could see them cutting it in half to 500, but the thing is when you get your WW tree high enough you get the devour ability that allows you to eat corpses to stay in WW form longer. So, in the end level your WW tree more and then come back and ask for changes.

    My were is fully leveled - those abilities don't even come close to making up for the short comings. Not even remotely close.

    Well, I watched a guy do a whole keep siege in werewolf form. So, I am not sure exactly what he was doing different. Like I said I agree they should reduce the ult cost but 100 is too low. 500 sounds a little more reasonable, or maybe even 250.

  • ploddab16_ESO
    ploddab16_ESO
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    I still stick by what I think needs to be done: the ultimate cost needs to be removed, and the spell for transformation be changed to a togglable thing that changes you into a WW without the CD, and effectively makes you into ESO's version of a feral druid, with everything relying on stamina.
  • Draconiuos
    Draconiuos
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    I still stick by what I think needs to be done: the ultimate cost needs to be removed, and the spell for transformation be changed to a togglable thing that changes you into a WW without the CD, and effectively makes you into ESO's version of a feral druid, with everything relying on stamina.
    They would have to change the transform ability and nerf it a bit to make it balanced like that.
  • Neutronium_Dragon
    Neutronium_Dragon
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    3. The werewolf buffs only apply whilst using transformation.

    There's another related issue: judging by the skill screen while transformed, all of your other abilities are un-purchased for the duration of the transformation, so the passive talent benefits from class, armor, race, etc are gone - and that amounts of a substantial debuff in its own right.
  • Winnower
    Winnower
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    I have no problems with something as powerful and unusual as werewolf and vampire forms having serious drawbacks and not being a default form; this isn't The Masquerade, it's TESO. It's not *supposed* to be all roses to get bitten.

    VR14 Templar, VR14 DK, VR8 DK, VR7 NB, VR1 Sorcerer;
    All 3 Alliances;
    2 Pre-order Imperial Accounts, yes that means 16 characters on NA alone
  • Brittany_Joy
    Brittany_Joy
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    3. The werewolf buffs only apply whilst using transformation.

    There's another related issue: judging by the skill screen while transformed, all of your other abilities are un-purchased for the duration of the transformation, so the passive talent benefits from class, armor, race, etc are gone - and that amounts of a substantial debuff in its own right.
    Wow, if that is true then why doesn't ZoS just make the werewolf form that can be toggled on or off because it is already so underpowered. You cant dodge or break any CC, you lose all armor/racial/class buffs, you lose all your class skills and lose 1000 ultimate for a mediocre time in werewolf form.
  • Xaxxus
    Xaxxus
    I agree with all of this, as it stands now, going into werewolf form actually makes you weaker than your human form. We die more easily, have no sustainability, and are limited to two abilities.

    To top it off, having the werewolf form on our hot bar basically leaves us with an unused ability slot due to the insane amount of time it takes to generate 1000 ultimate.

    Vampires get all of their abilities for use at all times. Sure they have additional drawbacks, but at least they get to actually use their form and level it up quickly.

    As for a werewolf, we barely get to use our form. And when we do, it doesn't even last long enough to take down a boss in a group dungeon. Then we have to spend the rest of the dungeon regenerating our ultimate.

    Werewolf needs some changes, either:

    1. significantly reduce the ultimate cost to like 250

    or

    2. Revamp them completely. Give us a full skill bar of abilities, increase the power and durability significantly and make the werewolf form worth 1000 ultimate points. Make it extremely difficult to take one of us down without the fighters guild abilities (do the same for vampires).

    Also:

    i think its far to easy to become a werewolf/vampire. By the end of may, everyone who wants the curse will have it. It should be rare and very powerful, but at the same time, drawbacks should be significant enough to prevent people from getting the curse for the "lulz".
    Edited by Xaxxus on April 13, 2014 2:35AM
  • Neutronium_Dragon
    Neutronium_Dragon
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    i think its far to easy to become a werewolf/vampire. By the end of may, everyone who wants the curse will have it.[/]

    I disagree with this point. Every player should have the character they want, and if they want it to be a werewolf, it should be a werewolf.
  • Brittany_Joy
    Brittany_Joy
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    Draconiuos wrote: »
    I still stick by what I think needs to be done: the ultimate cost needs to be removed, and the spell for transformation be changed to a togglable thing that changes you into a WW without the CD, and effectively makes you into ESO's version of a feral druid, with everything relying on stamina.
    They would have to change the transform ability and nerf it a bit to make it balanced like that.

    The thing is it is already nerfed. You cant break any type of CC like a normal player can and you lose all your set bonuses. It seriously just takes one root to end a werewolf's life because you cant dodge out of the root and you take increased damage from poison and fighter's guild skills. Werewolf form is already balanced enough to make it a toggled form. However the only problem can be from the damage that werewolves can 'cause unless we get players who prove they can do the same amount of damage as a werewolf can. If players can reach the same damage output as werewolves then you should be able to shapeshift into werewolf form at will.
  • Alaric
    Alaric
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    I fully support some of the ideas here and would love to see some ZOS input on the issue.
  • mmogmr21
    mmogmr21
    Soul Shriven
    After leveling a character to Vet and fully maxing all skills in the werewolf ultimate I would also have to agree with saying that the ww is very underpowered. Its not really worth the investment outside of the pure enjoyment of being a ww. I agree that with any class especially a "special class" if you would even call it that like a ww there needs to be some kind of weakness to bring balance. However there is no benefit to an individual in gaining this ultimate ability the ultimates that come with the classes currently are seemingly better. My character is a DK tank full of stamina and with his natural abilities and the battle standard ultimate with only 200 points needed is far superior in any situation. I really enjoy the ww I just wish it was more worth the investment because in all reality the ww "class" is just an ultimate ability. Unlike the vamp which actually brings significant change to a class and seems to be a class of its own. It would be very satisfying if in some way that same depth could be brought to the ww.
  • iamtimmiller35ub17_ESO
    iamtimmiller35ub17_ESO
    Soul Shriven
    Let's not forget PVP for werewolves, compare vampire to werewolves in PVP. It is literally a joke you can't use your ultimate the entire time you are in cyrodil, and all your passives don't mean anything because they only used in werewolf form. Give us passives that are for human form and werewolf form make being a werewolf in PVP viable.
  • Llokii_x
    Llokii_x
    Soul Shriven
    Let's not forget PVP for werewolves, compare vampire to werewolves in PVP. It is literally a joke you can't use your ultimate the entire time you are in cyrodil, and all your passives don't mean anything because they only used in werewolf form. Give us passives that are for human form and werewolf form make being a werewolf in PVP viable.

    I agree with this. Being a WW should give bonuses in human form as well as in WW form, even if it's simply the bonus stamina. Stamina regen would be good as well.

    Also, I like the idea of it being more of a toggle than how it's currently set up as an ultimate. The cost is WAY too high for the amount of time we actually get to use it. I would rather be a WW than a Vamp, but how it is currently, I'm thinking of curing WW and trying to get Vamp instead, at least until WW gets an overhaul.
  • oldkye
    oldkye
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    Llokii_x wrote: »
    Let's not forget PVP for werewolves, compare vampire to werewolves in PVP. It is literally a joke you can't use your ultimate the entire time you are in cyrodil, and all your passives don't mean anything because they only used in werewolf form. Give us passives that are for human form and werewolf form make being a werewolf in PVP viable.

    I agree with this. Being a WW should give bonuses in human form as well as in WW form, even if it's simply the bonus stamina. Stamina regen would be good as well.

    Also, I like the idea of it being more of a toggle than how it's currently set up as an ultimate. The cost is WAY too high for the amount of time we actually get to use it. I would rather be a WW than a Vamp, but how it is currently, I'm thinking of curing WW and trying to get Vamp instead, at least until WW gets an overhaul.

    I'd love passives in human form but honestly if they even did something like let us use werewolf abilities in human form and all the "bonuses" were still werewolf form I'd be happy with that too pouncing on players and AOE fear would more then balance vampire vs. werewolf in pvp without changing the werewolf form itself or making it over powered.(could make it so you have to have werewolf form on your bar to use them in human form.)
  • mmogmr21
    mmogmr21
    Soul Shriven
    I continue to get ideas the more that others post and with hope that the devs will read this thread maybe they can take some of these great ideas here and somehow implement them. And although I really like the idea of being able to transform when you feel like it and maybe giving the WW form an ultimate of its own or somehow bringing those two ideas together would be awesome. However even at the very least if they just lowered the ultimate cost drastically and made WW form just plain stronger imo would change everything. Another thing to consider is to stay in WW form you can only feed on humanoid type although the vamps can use drain essence on literally everything even a wisp lol....Plus I have seen the NPC WW's that spawn when they run they run on all fours Im putting in a vote that player WW should also.
  • mmogmr21
    mmogmr21
    Soul Shriven
    Yes, we believe werewolf is under-performing right now. Expect a few buffs to help offset this. In the short run, we’re reducing the ultimate cost of the transformation itself
    dulfy.net/2014/05/01/eso-may-1-reddit-ama-transcript/
  • MasterLanz
    MasterLanz
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    Easiest way to fix werewolf is to make it work like Overload, and make it so that you can toggle it freely at no cost, but attacking drains your ultimate. Make Devour give you a temporary buff that increases max health and causes attacks to stop draining ult for 10-20 seconds or so.

    That would make werewolf a convenient tool worth slotting because you could tactically move in and out of werewolf form for bursts of damage as needed, and even if you have no intention of fighting, you could shift purely for the increase of speed to get around.

    To further emphasize not just jumping in and out of form constantly, make the passives something that builds up per-kill or while in werewolf for a certain amount of time, so the longer you are in form, the better it becomes.
  • kaldus
    kaldus
    Soul Shriven
    this is copy pasted from another forum i commented on

    Here are some changes I would like to see in werewolf

    1. Make it a toggle but still keep it as an ultimate... 500 ult lets you go into wolf form with a run speed boost, armor boost and some health regen.
    2. Add a frontal cleave type attack... That way we can take on more than one mob.
    3. Add bleed to the light/heavy attacks... If you're not going to boost the base damage done in werewolf form then do this. I mean we are rending and tearing flesh with our claws
    4. Add a health regen and damage reduction to devour as an incentive to use it during combat... We have no health regen skills and vamps get devour essence, make our devour work the same way and while we are using it we take ~60% less damage so we can regen health and not get trashed by mobs while doing it... Maybe throw in some stamina regen too. when you fight werewolf mobs and you kill one the other starts to devour the downed one for health regen why cant we do this? That's all I can think of for now.
  • Coren
    Coren
    Should just be able to do the transformation at will regardless of ultimate. But the side benefits of forming now (the fear effect I guess?) shouldn't be activated if you don't meet a minimum ultimate requirement. It allows people to run around in werewolf as they want to, but still allows the other effects of the transformation if you save up the power to do it. (When you're in werewolf though it shouldn't be any different whetever you had all the necessary ultimate or not)
  • Brittany_Joy
    Brittany_Joy
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    MasterLanz wrote: »
    Easiest way to fix werewolf is to make it work like Overload, and make it so that you can toggle it freely at no cost, but attacking drains your ultimate. Make Devour give you a temporary buff that increases max health and causes attacks to stop draining ult for 10-20 seconds or so.

    That would make werewolf a convenient tool worth slotting because you could tactically move in and out of werewolf form for bursts of damage as needed, and even if you have no intention of fighting, you could shift purely for the increase of speed to get around.

    To further emphasize not just jumping in and out of form constantly, make the passives something that builds up per-kill or while in werewolf for a certain amount of time, so the longer you are in form, the better it becomes.
    Or why can werewolf transformation not be toggled with a low cost? Just make being a werewolf similar to being a feral druid from WoW, you can transform freely with little cost and stay in form for as long as you want. The Feral druid gameplay is very fun and unique yet no MMOs try to copy the feral druid, which can also be the reason why WoW will always be on top. WoW makes fun unique gameplay that is not so punishing to be whatever you want.

    So ESO should do the same. Players should be allowed to transform into a werewolf at will and play indefinitely. Having high costs or a timer ruins the fun and immersion. ESO should be promoting fun gameplay!
  • MasterLanz
    MasterLanz
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    I'm not sure if just making it a feral druid would feel like a TES werewolf, though. I like that it's an ultimate, because it gives the impression that you have to build up your rage/energy/adrenaline to use it, and I think that was a good idea, just it's been badly implemented. I think it should still sit in the area of being an 'ultimate' and having features related to being an ultimate, which is why I suggest overload. The game already has an ultimate that works this way, and it fits werewolf better than the current style does.

    I would also prefer if werewolf form had it's own 'ultimate'. Some kind of maul attack like the werewolf fatalities in skyrim that you can 'burn' the rest of your ultimate bar on to cause a big burst of damage at the cost of losing your werewolf form.
    Edited by MasterLanz on May 7, 2014 1:41AM
  • Brittany_Joy
    Brittany_Joy
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    MasterLanz wrote: »
    I'm not sure if just making it a feral druid would feel like a TES werewolf, though. I like that it's an ultimate, because it gives the impression that you have to build up your rage/energy/adrenaline to use it, and I think that was a good idea, just it's been badly implemented. I think it should still sit in the area of being an 'ultimate' and having features related to being an ultimate, which is why I suggest overload. The game already has an ultimate that works this way, and it fits werewolf better than the current style does.

    I would also prefer if werewolf form had it's own 'ultimate'. Some kind of maul attack like the werewolf fatalities in skyrim that you can 'burn' the rest of your ultimate bar on to cause a big burst of damage at the cost of losing your werewolf form.

    But all of this trouble started from making the werewolf transformation an ultimate in the first place. Having restrictions on transforming into a werewolf is not fun at all. It would be more fun if I could be a werewolf indefinitely since I get the 50% poison weakness 100% of the time. If the werewolf transformation was a low cost ability, similar to a feral druid, then we could get a more useful ultimate while transformed.

    The overload is kinda boring and not really fun in the end. I want to be a werewolf indefinitely. Vampires are vampires 100% of the time so werewolves should be able to be werewolves 100% of the time too. Being a werewolf and vampire is unique to ESO and they really need to improve it. if I want to be a human I can play another MMO. ESO needs to emphasis and improve its unique aspects.
  • ScardyFox
    ScardyFox
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    Werewolf needs a desperate buff - but both lines need balancing in general. I am a V4 (soon 5) fully bodied were. I can kill 3-4 things under good circumstances. If I make one mistake, or the mob is "Too Powerful" for that effect, I am shredded in seconds. Even as sucky as it is I will be holding onto the line in hopes it will be fixed.

    However, that said, the lines need to be balanced so they are HIGH RISK HIGH REWARD. Werewolf is high risk virtually zero reward. Vampire was low risk Godly reward. Choosing to be one or the other should be a strong desire with a burden you must carry when you go into battle - in particular PvP.

    So while they're debating this balance - I hope they are also taking into account people who want to just be "normal" or more in particular hunters. I want to actually be able to eviscerate people time to time in PvP as my were. I want people to be like "Crap, he's a werewolf". HOWEVER, if I come across a person who has dedicated his build to fighting weres or undead, I want to be able to say "Dammit, its a hunter".

    They need to take a look at this issue in an overall picture. The dynamic isn't just between werewolves and vamps. It between Vampires, Werewolves, "normals" and people who might want to dedicate themselves to hunting the undead and unnaturals.
  • smokes
    smokes
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    i played a WW for a few days, levelled it to 6 or 7 and then cured it for vampirism. honestly, it's just ineffective in it's current form - the ultimate doesn't last long enough and it strips back your ability bar to 2 active abilities: pounce and roar - which are simply not enough and thier morphs are woeful. plus there's a couple of dodgy passives - i'll list them here.

    pounce:
    brutal pounce - player leaps to target deals AoE damage to all targets in the area, off balance targets are also stunned.
    feral pounce - player leaps to target and deals X damage, and stunning off balance targets - adds 1 additional second to werewolf timer. (1 second, pfft!)

    roar:
    ferocious roar: unleashes a beastly roar casuing fear, disorientation and off-balance to enemies within 6 meters for 4.25 sec. affects up to 3 nearby enemies. when an enemy is killed in this state his nearby allies are set off balance and disorientated for 2.5 sec
    rousing roar: unleashes a beastly roar casuing fear, disorientation and off-balance to enemies within 6 meters for 4.25 sec. affects up to 3 nearby enemies. nearby allies gain 3 weapon power for each enemy affected, last 10 sec

    then you have these passives

    blood rage - gain 5 ultimate when damaged in human form
    devour - can devour humanoid corpses to increase WW time


    now, given the option to change this into how i would want it to play (i.e. damage numbers would likely need adjustment to compensate)

    first off. i would remove devour as a passive and make it an active that has meaningful duration of change effect. personally i would like to see it as: bites into a target and eats them alive. make it an execute type ability - only usable on targets under 20%/30% hp. extends WW transform by 30sec+

    secondly. blood rage. i'd keep it passive but would change it to heal the WW for a percentage of bleed damage done - but wait you say, WW don't do bleed damage.

    feral pounce. i'd change the additional affect to an AoE bleed instead of additional werewolf time (as the devour change should be plenty)

    new active ability: of tooth and claw: rake all enemies within 5meters for X damage and Y bleed damage over time.
    morph A: additional X damage.
    morph B: additional Y damage.

    new passive ability: prowl - allows stealth whilst in werewolf form

    new active ability:
    feral swiftness: increases movement speed while stealthed by X%
    morph A: feral speed - increases stealthed movement speed by Z%
    morph B: scent of blood - increases damage done with next WW ability from stealth by Y%


    i'm gonna end this here, as otherwise i'll end up making ridiculously OP abilities - but tbh, it's the balancing of CC, damage done and self healing that makes abilities OP, i leave those numbers up to the developers - it should still be weak against fighters guild members, but equal to vampires and normal players at least.

    but as it stands, WW at the minute are very unnapealing, the changes i've proposed, in my mind at least, make the experience much more active. i hope you guys agree.

    my personal standpoint is, if they are going to give us an entirely new ability bar for WW, they'd best fill it up with meaningful abilities. WW should play more like a 2H melee dps but with flavour.
    Edited by smokes on May 7, 2014 11:40AM
  • Ravinsild
    Ravinsild
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    I dunno, I like the Werewolf as it is (minus all the obvious bugs).

    It's like a minigame to me...I pick a spot I think will be good for going on a rampage, then frantically try to murder everything and devour as much as I can to see how long I can sustain werewolf form...

    It's a fun race against the clock and when you can get a really, really long rampage going it's ultra fun.
  • Brittany_Joy
    Brittany_Joy
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    Ravinsild wrote: »
    I dunno, I like the Werewolf as it is (minus all the obvious bugs).

    It's like a minigame to me...I pick a spot I think will be good for going on a rampage, then frantically try to murder everything and devour as much as I can to see how long I can sustain werewolf form...

    It's a fun race against the clock and when you can get a really, really long rampage going it's ultra fun.

    We are talking about PeeveePee, brah. The werewolf is equivalent to a chihuahua in PvP.
    Edited by Brittany_Joy on May 7, 2014 10:13PM
  • Ravinsild
    Ravinsild
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    Ravinsild wrote: »
    I dunno, I like the Werewolf as it is (minus all the obvious bugs).

    It's like a minigame to me...I pick a spot I think will be good for going on a rampage, then frantically try to murder everything and devour as much as I can to see how long I can sustain werewolf form...

    It's a fun race against the clock and when you can get a really, really long rampage going it's ultra fun.

    We are talking about PeeveePee, brah. The werewolf is equivalent to a chihuahua in PvP.

    Well, I have never tried my wolf form in Cyrodiil before so I have no idea.
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