I disagree; the traps being noticeable does not equate to the shoulders themselves, in structure, being narrower and weaker and being so sloped. The model can have a longer neck and more muscle without the shoulders ending up downright narrower and so rounded. Frankly, I always thought the shoulders even on the original model were MUCH too narrow, anyway. This new one shouldn't somehow make it even worse.Lycan_Dragonborne wrote: »I think it's less that the shoulders are sagging and more the trapezius muscles are more noticeable on the new model. I'm not in-game at the moment, but from the comparison pictures, I think if you adjusted the current model's head position to match the new model's, the profiles would be pretty close.
I do think filling out the deltoids a bit more would go well toward balancing the proportions though. The overall impression I get is more 'powerlifter' than 'bodybuilder', which would make sense.
huskandhunger wrote: »Initial first thought: please give a haircut to the Mohawk hair on top of the head
Erickson9610 wrote: »Techwolf_Lupindo wrote: »Erickson9610 wrote: »
When I started playing ESO, I went all in werewolf style. I went into MoS as a werewolf and ended up getting kicked after a while. Does ZOS really want new players to get kick from dungeons just because they are werewolves?
March of Sacrifices is one of the two upcoming Solo Dungeons, so now is the right time to inquire about Werewolf's new "sneaking" mechanic in relation to the werewolf dungeon.
dark_hunterxmg wrote: »Erickson9610 wrote: »Techwolf_Lupindo wrote: »Erickson9610 wrote: »
When I started playing ESO, I went all in werewolf style. I went into MoS as a werewolf and ended up getting kicked after a while. Does ZOS really want new players to get kick from dungeons just because they are werewolves?
March of Sacrifices is one of the two upcoming Solo Dungeons, so now is the right time to inquire about Werewolf's new "sneaking" mechanic in relation to the werewolf dungeon.
This is good feedback. The rework should be improving how well werewolf plays. I'm surprised at how much talk there is about the look. While I understand wanting to look super cool, if it doesn't play well looking cool isn't going to do much for us. I swish they would have been more specific about the changes like they were with DK.
(screenshot)
(edit)huskandhunger wrote: »Initial first thought: please give a haircut to the Mohawk hair on top of the head
Leave my funny werewolf mohawk alone!!
It might look better anyways when it’s animated and not in an A pose. We’ll see real soon.
TheDragonMeister wrote: »Also remove dew claw
TheRoamingSpirit wrote: »When I think of werewolves appearance I do not see dewclaws
Erickson9610 wrote: »TheDragonMeister wrote: »Also remove dew clawTheRoamingSpirit wrote: »When I think of werewolves appearance I do not see dewclaws
I think the dew claws on the Werewolf make sense.
Real-life wolves do not have the dew claws on their hind paws, but rather only on their front paws. However, humans have five toes and five fingers per foot/hand.
So, a combination of human and wolf might see the dew claw (an iconic part of a real-life wolf) integrated somewhere, and since the werewolf form already has five fingers on each hand, it makes sense to let the feet have five toes as well via the dew claws.
i'm glad the team is taking feedback on the visuals into account and are making changes and so far they do look better, but if we're going for a big model upgrade, i feel like the face still just doesn't read as a were-wolf. i think adding a little extra fluff around the upper cheeks would go a LONG way to give it that signature square face shape wolves have, especially if we're keeping the mohawk hair on top. something kind of like this (just a quick edit to kind of show what i mean, maybe not this intense but just for the sake of getting a visual), which would also make it look a bit more similar to the cinematic werewolves we're all huge fans of while not having too big an impact on the runtime.(screenshot)
(edit)
I have to agree with most posters here, that haircut is very particular. It takes away from the sleek predator aesthetic. The grain of the hair should be following the direction of motion, not stand at an angle to it. Except if Hircine is also the Prince of hair spray, I didn't check up on the lore there.
Greetings! The Combat Refresh team would like to give a quick update on what to expect for the Werewolf refresh coming to the PTS next week. We’ve been hard at work making sure it’s up to snuff and we’re very excited to let you sink your teeth into all the new stuff that’s been updated! To recap, here is what to expect with the Werewolf refresh that we’ve already brought up through previous developer streams and reveals:
- Two new Werewolf models, one male and one female. Female characters will automatically use the new female model.
- New animations, visual effects, and sound effects for almost every Werewolf action including but not limited to:
- Locomotion (movement, jumping, etc)
- Core combat mechanics (Block, Roll Dodge, etc)
- Abilities
- A new ability tied to your Ultimate to cast while in Werewolf form, which lets you unleash the beast for a duration and grants a handful of stark power bonuses
- A completely overhauled way to manage and sustain Werewolf form, now using Ultimate to both activate and sustain the form. Ultimate is now enabled and heavily awarded through certain Werewolf actions and overall you will find it significantly easier to maintain Werewolf form in most cases.
- And two new mechanics we’ve added, named “Prowl” and “Slaughter” - which we’ll touch loosely on, but we want you to go on the hunt and sniff them out yourself!
- Slaughter is a synergy-based ability, operating similarly to things like Blade of Woe or Vampire’s Feed
- Prowl is a mechanic override for Crouch, which is designed to help utilize Slaughter more regularly, as well as a tool to help you hunt those who would prefer to remain hidden. Your nose knows! While this is not ‘true’ Crouch or Stealth, we hope that Werewolves appreciate the chance to be a bit more sneaky.
When we first showed off the updated model for the Werewolf, we saw a lot of positive feedback with some reservations that largely boiled down to three core criticisms: the size and bulk of the model, the mangy appearance of the model, and the methods of sustaining Werewolf form. Based on that feedback, we’ve made some notable adjustments to try and improve the Werewolf refresh. Some of the most noteworthy adjustments are:
- Increased the size of the model by roughly 20%, making it substantially larger. This will ensure that you loom over normal player characters and humanoid enemies.
- Adjusted and added more fur to the model based on feedback that noted how the previous iteration felt like it was mottled and bare.
- There is more fur coverage overall along the back, shoulders, and forehead.
- The tail is now bigger, floofier, and blends better into the fur on the Werewolf’s back.
- The fur along the spine now covers more area, helping to add some extra size and aura.
- There are performance constraints that we had to work within in regards to adding more fur to the model. While we know that some of you really wanted to see a model completely covered in fur, we cannot match the fur coverage from the Werewolf’s cinematic design due to run-time limitations.
- The color of the skin now more closely matches the color of the fur and the fur now blends more seamlessly into the remaining areas where there is exposed skin.
- While we didn’t go into all the details of sustaining Werewolf form in any of our reveals, we did see a lot of discussion around the cost out of combat. After pawing with the idea for a while, we’ve made the cost of sustaining Werewolf out of combat a nonfactor (it is now completely free instead of being reduced by 75%).
- The cost was originally part of an intentional gameplay design that tried to enforce the need to constantly be on the hunt. Hircine will not be entertained unless the chase continues, after all. This pressure helped lean into the fantasy that Werewolves are fast, aggressive creatures that need combat to maintain their form – but ultimately the reality of gameplay clashed with this, creating more experiences of frustration than highlighting the positive sensations we wanted.
Lastly, on the note of another larger topic we’ve seen for Werewolves, crouch and stealth. This is something we’re not adding to the Werewolf in the traditional sense, as there’s a lot more than meets the eye with getting those systems to function and be supported between content interaction, blending every unique animation (and having those animations be loaded in Cyrodiil, which cuts into how many unique animations we can make for other classes), and a handful of other things. It’s also something that we’re not keen on enabling for balance or identity’s sake – we want to keep Werewolves direct, imposing, and terrifying as they rip apart their foes – which means we need to keep messaging clear and readable for PvP while focusing on the big and loud. Prowl is our compromise to this difference of desire and intent, as it lets you get some sneak-adjacent benefits by making you harder to detect by monsters, which was mainly done to ensure you can actively use the new Slaughter synergy.
That about wraps up the coverage of what we’ve directly changed based on your feedback we heard between our reveal for the Werewolf and what’s coming in PTS 1. There’s still plenty more to discover that we haven’t discussed, but we want to make sure we leave some meat on the bone for you when PTS rolls around. As always, we’ll continue to monitor your feedback as you get to experience it firsthandpaw throughout the PTS and launch. Thank you as always for your time, passion, and support in making Elder Scrolls together. See you in Tamriel!
huskandhunger wrote: »Initial first thought: please give a haircut to the Mohawk hair on top of the head
Techwolf_Lupindo wrote: »huskandhunger wrote: »Initial first thought: please give a haircut to the Mohawk hair on top of the head
Here is a thought.
Remove the mohawk and sell it in the crown store. Would love to have werewolf options for looks. Hairstyles, or furstyles in this case, would be a good crown store item.
With that said, the model is still abysmal. We DO NOT WANT that mohawk look, it looks so dumb. Someone mentioned that maybe it is just because this a still and it will look different in-game with animations, but the weird mohawk needs to go or be severally toned down. We don't need fully furred werewolves, but the giant mohawk down the back is ridiculous looking.