I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Mathius_Mordred wrote: »
I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Werewolves and Oakensoul users are no longer targeted by voltaic overload in Cloudrest; it has been like this for some considerable time now. We literally ran Cloudrest only on werewolves to test this, and nobody gets it.
Mathius_Mordred wrote: »
I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Werewolves and Oakensoul users are no longer targeted by voltaic overload in Cloudrest; it has been like this for some considerable time now. We literally ran Cloudrest only on werewolves to test this, and nobody gets it.
You're misunderstanding what I am saying. Voltaic will always choose two targets if it can. If you have two werewolves and they are not eligible to get it, that means the ten other people in the run are more likely to draw it, that includes the five supports in the trial. Supports being locked to one bar can be more punishing than a dps. I know they fixed the targeted but can't barswap issue but I'm pretty sure they did not fix this. If I'm wrong about that, my bad but I do not think I am.
Mathius_Mordred wrote: »Mathius_Mordred wrote: »
I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Werewolves and Oakensoul users are no longer targeted by voltaic overload in Cloudrest; it has been like this for some considerable time now. We literally ran Cloudrest only on werewolves to test this, and nobody gets it.
You're misunderstanding what I am saying. Voltaic will always choose two targets if it can. If you have two werewolves and they are not eligible to get it, that means the ten other people in the run are more likely to draw it, that includes the five supports in the trial. Supports being locked to one bar can be more punishing than a dps. I know they fixed the targeted but can't barswap issue but I'm pretty sure they did not fix this. If I'm wrong about that, my bad but I do not think I am.
How do you know that the ten others are more likely to get it? It is more likely from a programming viewpoint that the immune players are targeted with VA, but then the effect is purged due to their immunity. You are suggesting an IF THEN coding in the game, which I find very unlikely, that requires a Dev Coder deciding that if some of the players are immune, then the others will pay, and so it is a deliberate choice on the part of the coder.
Imagine that 10 people are immune, your logic would imply that the other two get VA continually. I think you are guessing unless you have actual documented proof, in which case, please share your source.
Elendildur wrote: »Mathius_Mordred wrote: »Mathius_Mordred wrote: »
I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Werewolves and Oakensoul users are no longer targeted by voltaic overload in Cloudrest; it has been like this for some considerable time now. We literally ran Cloudrest only on werewolves to test this, and nobody gets it.
You're misunderstanding what I am saying. Voltaic will always choose two targets if it can. If you have two werewolves and they are not eligible to get it, that means the ten other people in the run are more likely to draw it, that includes the five supports in the trial. Supports being locked to one bar can be more punishing than a dps. I know they fixed the targeted but can't barswap issue but I'm pretty sure they did not fix this. If I'm wrong about that, my bad but I do not think I am.
How do you know that the ten others are more likely to get it? It is more likely from a programming viewpoint that the immune players are targeted with VA, but then the effect is purged due to their immunity. You are suggesting an IF THEN coding in the game, which I find very unlikely, that requires a Dev Coder deciding that if some of the players are immune, then the others will pay, and so it is a deliberate choice on the part of the coder.
Imagine that 10 people are immune, your logic would imply that the other two get VA continually. I think you are guessing unless you have actual documented proof, in which case, please share your source.
I have been effected by Voltaic Overload as an Oakensoul user before. It definitely can effect Oakensoul
Mathius_Mordred wrote: »Mathius_Mordred wrote: »
I also hope they address the issue of werewolf being a liability in certain trials such as cloudrest with Relequen's barswap mechanic. Last time werewolf dps trended, some trials groups would ban it's use because werewolf dps could not get barswap in vcr which often lead to the supports getting it more, which is very punishing for the group, especially learning/training groups.
Werewolves and Oakensoul users are no longer targeted by voltaic overload in Cloudrest; it has been like this for some considerable time now. We literally ran Cloudrest only on werewolves to test this, and nobody gets it.
You're misunderstanding what I am saying. Voltaic will always choose two targets if it can. If you have two werewolves and they are not eligible to get it, that means the ten other people in the run are more likely to draw it, that includes the five supports in the trial. Supports being locked to one bar can be more punishing than a dps. I know they fixed the targeted but can't barswap issue but I'm pretty sure they did not fix this. If I'm wrong about that, my bad but I do not think I am.
How do you know that the ten others are more likely to get it? It is more likely from a programming viewpoint that the immune players are targeted with VA, but then the effect is purged due to their immunity. You are suggesting an IF THEN coding in the game, which I find very unlikely, that requires a Dev Coder deciding that if some of the players are immune, then the others will pay, and so it is a deliberate choice on the part of the coder.
Imagine that 10 people are immune, your logic would imply that the other two get VA continually. I think you are guessing unless you have actual documented proof, in which case, please share your source.
dark_hunterxmg wrote: »I am concerned about how long a solo werewolf could be able to maintain form. If I am playing a werewolf, I don't want to be shifting back and forth between human and wolf. I especially don't want to if I'm in the middle of a fight.
Werewolf could be on a toggle. It could be generated from a slottable inventory item. Maybe give it a theme, like "Lunar Stone" or something. Then we could free up a slot for a werewolf ultimate skill.
Mathius_Mordred wrote: »
You lose WW form if:
1. You port to another player (so if doing dragon hunts you have to pay a huge amount to port to every wayshrine yourself)
2. You can't find food, so forget Cyrodiil
3. Listening for the thousandth time to an NPC drone on about a story you've long forgotten before opening a door in a dungeon
4. Entering any new zone, such as leaving/entering a public dungeon, for example
Big werewolf enjoyer here, was looking over some of the potential ideas floating around from the devs in terms of what they are planning to do to refresh the play style and I have some questions, comments, and concerns.
1) Howl is being replaced with a bite.
Honestly pretty cool. I never took too much issue with the howl before like others, though I will admit it was pretty weird both thematically and game play wise. It was a weird projectile that wasn't really a projectile and I guess flavor wise you were dealing damage via concussive force? Anyway, not the point. What I wanted to discuss it the proposed change. The skill is going to be a two part spammable where the werewolf bites into the target and then causes them to bleed with a DOT that scales with execute damage. Really cool idea, just two things on my mind
a. How does the DOT work? Is it separate from the attack that caused it like how werewolf berserker light attacks cause bleeding that ticks on its own or is it like Cutting Dive/Destructive Touch where recasting the spammable also restarts the DOT? Because depending on the tick frequency (Destructive reach is once every 2 seconds as opposed to Cutting Dive) wouldn't that actually affect the damage when you are spamming the skill?
b. Why is the first part physical damage? I get WHY its physical damage but its kind of weird because with other skills similar to this you would expect both portions to deal bleed damage. All of the wild animal/mauling, puncturing style skills and set procs from my memory are all bleed damage. The closest similar skill to Werewolves is the warden bear which deals nothing but bleed (wild guardian). Not saying all damage sources need to be uniform, but having a majority of one damage type allows you to better build around it for specific load outs.
2) Roar range is pitiful.
Roar is the only CC werewolves have access to and the range is basically nonexistent. Yes werewolves are melee classes so you will have to be in melee regardless but Roar is only 6 meters currently. Thats LESS than a melee right attack if I recall correctly. Its the shortest range of all werewolf skills and it just feels bad chasing someone and being just short of managing to CC them, especially considering how expensive it is.
3) If werewolf is no longer going to be permanent with the new ulti drain meter, how MUCH stronger are the devs willing to make it to balance out the consistency?
4) If Carnage is remaining as a buff, could it be extended by even 5 seconds?
This is a pain point ive mentioned before but when it comes to werewolf rotations, despite them being simpler on paper, there is a lot riding on you not missing your refresh windows. Assuming Carnage's WPN/SPL damage buff remains somewhat similar to how it is on live, would it be possible to increase the duration from 10 to 15 seconds? just so the buff itself is not divisible by 10 like Claws and Hircine's Rage so there is more time in between when those counters would expire? The fact that pounce will no longer need to be recast is a big boon because these skills (minus claws) cannot be allowed to run their full duration anyway or your stacks will drop off. Just a QOL thing I think would be appreciated.
5) Will werewolves be able to source more class passives/use weapon passives/have more bonuses added to their RP passives?
It would be appreciated if any of these were considered.
YandereGirlfriend wrote: »Non-WW player here.
I do not understand why Werewolf still is not a simple toggle. I have never heard a compelling reason for why that should not be the case. The ult-drain mechanic feels so contrived and "gamey" for the sake of being gamey. Just unnecessary extra hoops to jump through for the player.
YandereGirlfriend wrote: »Non-WW player here.
I do not understand why Werewolf still is not a simple toggle. I have never heard a compelling reason for why that should not be the case. The ult-drain mechanic feels so contrived and "gamey" for the sake of being gamey. Just unnecessary extra hoops to jump through for the player.
I think the idea was to emulate the mechanics you see in single player elder scrolls games. The transformation was a commitment/feral episode and you couldn't just freely shift back and forth. That's a single player game though and similar to vampire they ought to take that into account in its design.
JaxontheUnfortunate wrote: »Yeah I agree, though I suspect the change is to prevent running around transformed for hours on end.
JaxontheUnfortunate wrote: »Yeah I agree, though I suspect the change is to prevent running around transformed for hours on end.
Erickson9610 wrote: »
I honestly think the timer system shouldn't revert your form when you run out, but rather it should either reward you for playing along with the roleplay fantasy or it should punish you for not playing along. Maybe if you're low on Ultimate you get debuffed, and if you're high on Ultimate you get buffed further?