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I know this is somewhat early, but since WW is being reworked, please make it a toggle.
Going to the guild hall, using the aetherial well, going to do a world boss daily, then going back to the guild hall for the aetherial well again is annoying.
I really hope we can turn it on and off when we need to.
I like the constant feasting mechanic but I've realized that to me, it straight-up doesn't matter if it's there or not, I will lock-in to slaughtering everything in sight. I once went on a rampage in Skyrim for so long I was in werewolf form for multiple in-game days... oops.
It taking ultimate is also inconvenient when things like load screens can kick you out of werewolf form. I hope that with the rework we can get a way to have an ultimate while transformed that isn't just "turn off werewolf".
[PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
I do like ww but I don't use it often. it's too inconvenient. if there is dialogue or you have to wait for an event to happen you could lose the form and need to get hundreds of ultimate again. you have sets to make the cost really low but you can't use it because they are just bad sets.
I like blood scion as well even though it has the same problem. at least you're gameplay doesn't change when it's down. maybe both forms could last until canceled but with vamp especially that could be hard to balance.
ESO's implementation of Werewolf in general is a relic of TES V: Skyrim's implementation of Werewolf. You could only use Beast Form once per day, hence the high Ultimate cost in ESO, unless you used a special item which let you transform multiple times per day (in ESO, that role is covered by the Salvation set, a parallel to the Savior's Hide — which is ironically the wrong Hircine relic for this function in Skyrim). In fact, the first two skills made for Werewolf in ESO were Roar and Pounce, both of which parallel the Power/Shout and sprint attack abilities for Werewolf in Skyrim.
Compare Skyrim's take on Werewolf to those in earlier entries. In TES III: Morrowind (Bloodmoon DLC), you were automatically transformed into Werewolf form at night, every night. TES II: Daggerfall only had you transform during full moons. In both Morrowind and Daggerfall, you had to kill someone every night you transformed, otherwise suffer a debuff.
It's clear that ESO is making huge strides regarding how the gameplay design of TES werewolves are implemented. ESO is the first TES game to have the ability to manually revert form, and the first TES game to have skins for male and female werewolves as well as werewolves with fur colors other than brown.
I hope the upcoming rework to ESO's Werewolf in Update 50 brings back Werewolf sneaking (last seen in Morrowind) and ditches Skyrim's transformation timer in favor of a different way to motivate players to act like werewolves. Instead of having a transformation timer push players to constantly deal damage, devour corpses, and group with other werewolves, this could instead be a buff to your survivability or damage.
All of this is to say that I also hope Werewolf Transformation becomes a toggle without a constantly draining timer. The timer was Skyrim's solution to the penalties of Morrowind and Daggerfall. ESO should strive for a better solution that is less intensive on the server — especially considering the Werewolf skill line is bound to be implemented in Vengeance without the passives that make sustaining the transformation possible.
Or at least they may introduce a new potion which increases your ulti to max so; they won't have to make any of these changes. It is just an alternative approach.
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