BXR_Lonestar wrote: »I hope the changes make WW viable in 4 man dungeons again. I keep missing out on the WW metas where WW is fun and powerful to play. To be viable, it is going to need its own mechanics to be able to strip armor, as major/minor breach is not going to be enough to be competitive - other dungeon teams will have a tank that has multiple options to get boss armor down to 0 for the team, and part of a WW's limitations is its inability to stack sources of pen (if you are playing as a pack of 4 to maximize uptime on WW).
What really kept me from doing much with werewolf is that insofar as I could tell, your base class didn't really matter except in some situations where the passives were different. This may not be the case anymore (idk it's been a while) but the transformation also felt kind slow, which is fine if used before combat but it felt very sluggish in combat.
I'm kinda hoping we get something that interacts more with the player's class. It doesn't need to be vampire-ish, but having everyone ever playing the exact same werewolf is terribly boring, although I suppose it does make WWs easier to manage design wise.
Maybe have versions of the WW skills usable in human form, and they empower the ult when it's finally used in different ways? That'd let players 'customize' their ult a little more - using, idk, pounce would be a gap closer in human form and adds taunt/more hp in WW form...Something like that. It'd be nice to have weapon swap and/or have one base skill available in WW form, but I don't imagine ZOS really wants to re-do all those animations. Not sure how well or how quickly they could transfer over, and it doesn't make much sense anyway.
I always enjoyed vampire more cause it was so much more flexible and felt like 'my' character. It's also in a weird spot due to duration - it could be temporary or someone could get perma-woof'd in combat, so balancing and design decisions have to take that into account. Hopefully ZOS manages to find a good solution here.