Werewolves don't use weapons, why would they get a bonus from something they don't use?
I would think that if the game would finally add an "unarmed" skill line that gave some basic w/s damage/crit buffs that would also be something that would apply to werewolves because they are also "unarmed"
Werewolves don't use weapons, why would they get a bonus from something they don't use?
I would think that if the game would finally add an "unarmed" skill line that gave some basic w/s damage/crit buffs that would also be something that would apply to werewolves because they are also "unarmed"
Darkness734 wrote: »Yeah I will be bug reporting this as a bug and making a post until they either ban me or allow werewolves access to weapon passives. (Im a founding subscriber) I want an official to message me personally explaining why they dont have access. Literally no one in the game plays werewolf, the dps is abyssal. Ill be making a post soon about suggested fixes
Darkness734 wrote: »I thinkits crazy you get weapon damage and even the trait of the weapon and enchantment but you dont get the weapon passive. Like this would even the playing field and even promote build diversity
Major_Mangle wrote: »The 3 things I'd like to see changed with werewolf would be:
1. Give them access to weapon passives, would be a nice buff without making it too broken. There has been bugs in the past where certain passives did work and it did make werewolf more competitive.
2. Reduce the cost of their heal. The heal itself (mainly Hircines Fortitude) is funny enough one of the strongest burst heals in the game (48% of your max HP), problem is that it's too expensive in my opinion.
4. Get rid of the double activation on pounce, it just makes the skill so clunky.
Bonus: Maybe give werewolf some scribing specific tools to work with, could be interesting.
Darkness734 wrote: »This forum will live on until I and the 5 other werewolf players are heard! Hopefully they'll spend an hour and change the skills to resurrect a whole WW community
Darkness734 wrote: »This forum will live on until I and the 5 other werewolf players are heard! Hopefully they'll spend an hour and change the skills to resurrect a whole WW community
Erickson9610 wrote: »
Werewolf replaces the ability bar you're currently on. Take these screenshots, for instance:
In the top screenshot, I am on ability bar 1. In the second, I am on ability bar 2.
If I could use Basalt-Blooded Warrior, I'd get the Primary Weapon bonus in the top screenshot, and the Secondary Weapon bonus in the bottom screenshot.
Let's just make it clear that the Werewolf bar does NOT put you on a third ability bar, but rather it replaces the ability bar you are currently on. You draw shield/weapon enchantments and poisons, WD/SD, and so on from the weapons you activate Werewolf Transformation with. You even still get Hasty Retreat from having a Bow equipped because ZOS hasn't patched that out yet.
And I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate. It doesn't make sense that Werewolf gets Armor passives without the ability to use Armor abilities, or Class passives without the ability to use Class abilities. What makes an Imperial Werewolf heal for less resources than an Orc Werewolf, who heals by dealing damage?
None of the passives really make sense, yet they work in Werewolf form — just, for some reason, ZOS explicitly disabled Weapon passives from working, when a bug showed us precisely which ones would've worked.
Erickson9610 wrote: »
They don't use armor, either, yet they get armor passives. You might say that a player using cosmetics to visually hide their armor should still get armor passives solely because it's still equipped.
Weapons are just a weird exception to this rule. I know the light/heavy attacks while transformed are different for werewolves than for other weapon types, but it still grants us access to the weapon enchantments and poisons equipped on that bar, as well as the inherent armor and damage from having a shield or weapon equipped — it's not the same as being completely unarmed.
Darkness734 wrote: »Yeah I will be bug reporting this as a bug and making a post until they either ban me or allow werewolves access to weapon passives. (Im a founding subscriber) I want an official to message me personally explaining why they dont have access. Literally no one in the game plays werewolf, the dps is abyssal. Ill be making a post soon about suggested fixes
autocookies wrote: »@KaironBlackbard
https://forums.elderscrollsonline.com/en/discussion/comment/8030199#Comment_8030199
As you level up, the Werewolf passives decrease. I'm not exactly sure which one it is, since I haven't leveled a toon in years, but I know one of the passives does decrease.
So if you're going to enjoy Werewolf, it's best to do it while leveling—just like you're doing now. It is still fun at max level but feels weaker then being in human form.
Also since your a warden adding an ice damage enchantment to a weapon will give you the warden passive from the ice tree. +8% damage if your below the health requirement.
KaironBlackbard wrote: »
Class Passives ARE Disabled. At least on Nightblades.
KaironBlackbard wrote: »
Class Passives ARE Disabled. At least on Nightblades.
dark_hunterxmg wrote: »It is amazing to me that these aren't already available, and as I read through each of them I wonder how Werewolf is even remotely playable without them when compared to human form. Here are the passives that should work while in Werewolf form, as they are not tied to using a particular weapon skill.
Bow:
Vinedusk Training, Accuracy, Hasty Retreat.
Destruction Staff:
Tri-focus, Elemental Force, Ancient knowledge.
Dual Wield:
Dual Wield Expert, Ruffian, Twin Blade and Blunt
One Hand and Shield:
Fortress, Sword and Board, Deadly Bash, Deflected Bolts, Battlefield Mobility.
Restoration Staff:
Essence Drain, Restoration Expert, Cycle of Life, Absorb.
Two Handed:
Forceful, Heavy Weapons, Battle Rush
The build diversity that these would open up would be so good for werewolf players. In PVP they could finally break away from the one and only competitive build that relies entirely on proc sets. In PVE, tanks would be more viable, dps would be slightly higher, and the possibility of a werewolf healer could be an option.
KaironBlackbard wrote: »