Simply put: are we ever going to address the poor playability and performance that werewolf has dealt with for years at this point?
We haven’t had a meaningful update to werewolf in at least 1-2 years and that update only stood to further complicate, and make inferior, any of the pros that werewolf *used to* offer.
We are now talking about class sets to both make each class play even more uniquely and more effective while werewolf (the big monster that has knife-claws) doesn’t do anything special besides being a health sponge with no damage and no survivability.
*feedback is welcome to encourage engagement
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]