Elder Scrolls Online: Werewolf Buff Ideas, that only require some reworking existing passives

Only passives will be mentioned, its a long post….

To me the idea of Werewolf is the oppsite of Vampire. it provides a massive bonus at certain times (when transformed) vs the constant bonus vampire gets. its like the differance of burst vs sustained damage and its intresting like that, so all changes should not be buffs to non transformed Werewolves imo.

Simply put, Werewolves trade versatility for pure offensive power while transformed.

Elder Scrolls Online: Werewolf Buff Ideas, that only require some reworking existing passives

Devour – [While in Werewolf Form] Synergy Changed to a channeled heal, healing 20% hp each second while actively channeling. Transformation Timer is restored 50% instantly after synergy is activate, Body is consumed instantly when synergy is activated. Transformation Timer is Paused while Channeling (unchanged)

This change basically gives players the same kind of Devour ability that NPC werewolves have, and gives a way to use any corpse for a strong heal, or just a quick duration boost.

This change improves 2 problems facing werewolves, and the inability to heal effectively or increase your duration while in combat. It does this by allowing a single kill to be either both a powerful heal and duration bonus or just a way to quickly boost duration. it will not help vs bosses however.

Pursuit – [While in Werewolf Form] Stamina Increased 10%-20% + Automatically instantly break out of CC effects, costs X Stamina (teir 2 reduces cost 50%

This basically is a instant “break Free” + temp Immunity. Stamina cost is the same as normal Break Free, Teir 2 reduces this cost by 50%). This effect fires instantly resulting in the CC broken not actually taking effect. Say you get hit by a ability that stuns, instead of being stunned you lose the Stamina and gain the temp CC immunity effects.

This Change solves the biggest issue facing werewolves… Severe weakness to CC effects. This is the sole reason why Werewolf is 100% not viable in PVP. It is still balanced out however since CC break doesn’t affect Snares or Root, just disabling effects… This change makes Werewolves effectively immune to disabling effects as long as they have enough Stamina, just like non transformed players…

Blood Rage – [While in Werewolf Form] Critical hits heal for 20%-40% damage done and restore 1%-2% of the werewolf transformation timer (new effect)
[While Werewolf Transformation is slotted] Generate 2-5 ultimate when taking damage every 3 seconds. Must be in human form.

This is the counter to the changes to devour for boss fights, giving a way to heal and extend WW fight time while fighting extended fights vs a single mob. The healing and time extension is not enough to stay in the form permanently like it is currently possible via.

This change improves WW transformation Performance vs bosses. it also improves the ever present lack of healing Werewolves have…..

Savage Strength – [While in Werewolf Form] Increases max Stamina 3-5% and Increases Weapon Damage and Critical Hit Chance 3-5% for each kill. Effect stacks up to five times.

This is just a minor damage buff, Something that Werewolf needs while transformed…

Bloodmoon Turn other players into Werewolves + Time in Werewolf form doubled during full moons.

ya this one is the least needed, but i think that this ability should give something beyond the turning other players thing.

Honestly i think the Vampire version also needs a buff… as do the Persuade and imtimidate “perks”..

but Again… maybe not.

Call of the Pack – Allows Allies to stay in werewolf form 3%-5% longer and deal 3%-5% more damage while transformed. Affects up to five targets and stacks up to five times.

this is another buff for damage but entirely related to group game play for Werewolves.

Come on ZOS, even one of these ideas would be a great boost, i have said it many times in the past.. give Werewolves a bone ZOS.

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What Can We Expect for The Elder Scrolls Online in 2016

The Elder Scrolls Online has just posted a dev blog outlining the future plan for this MMORPG in 2016. The Elder Scrolls Online ditched Subscription and switched to buy-to-play in the beginning of 2015. With the millions of players that joined the world of ESO in 2015, the population is very strong, and ZeniMax Game will continue to provide ongoing content and updates on a quarterly basis, and incremental patches as needed.

In addition, the dev team want make this game more open, allowing players to play and group with one another with far fewer restrictions. You can check out some features they are working on as part of social focus:

  • Looking for Group version 2.0, which will go live with the Thieves Guild update. This will fix some longstanding problems with our LFG system and allow players to create groups faster and more efficiently.
  • All future DLC will continue to use player level scaling to ensure that players of all levels can play in the same zone together, as we do with Imperial City and Orsinium.
  • Enable text chat on consoles later this year to help players – if they wish – to communicate zone-wide with other players, have easier access to emotes, and be able to chat with others using text instead of voice. This will be optional, and we will continue to fully support voice chat on console as the primary means of communication.
  • Work on a Looking for Guild system, as well as updates and fixes to make it easier manage player guilds.
  • There will be little or no changes to our current 1-50 player leveling system. You will receive one Skill Point per level as you do now, and one point to put into your Attributes (Stamina, Magicka, or Health.)
  • From 50+, you will receive Champion Points as you gain Experience, which you can use to further augment your character via the Champion System. The character information window will be updated to show your level, plus your Champion Rating, which is the total number of Champion Points you have accrued.
  • You will be able to gain more Skill Points the same way you do now, by completing quests, raising your Alliance War rank, and collecting Skyshards.
  • We will continue to slowly raise the Champion Point cap over time as we add more content. The cap is currently set at 501 Champion Points.

ESO:Every new Armor and Weapon in Orsinium (IN GAME FOOTAGE)

Disclaimer: Balancing is not nerfing, nerfing is making something trivial to the extend that it’s not worth it. Don’t mix the 2 up.

To me, Veteran content seems fairly unbalanced at times. You have the easy going parts that certainly could have been adjusted up a notch without any difficulty. Though, then you have certain quests that are so ramped up in difficulty that it’s close to say impossible for certain classes.

As an example: I am currently in Reaper’s March, doing quests here. One of the main story line quests takes you to a ruin where you have to kill a Dark Mane. Which also turns out to be rogue that does very heavy damage. One hit can do upwards to 1480 damage on 7 light armour. With 2k HP, that is over half your life. To top it of, kitting around isn’t an option either as there are adds spawning, so the best strategy is to stay in a corner and don’t aggro the adds. This one becomes increasingly difficult very quickly and it boils down to having as much healing up while not going totally defensive. I had to have 2 healing spells, a clanfear and the curse up.

Another example: Antronachs. Who the hell designed these types into solo quests? On Veteran rank, they are close to impossible for me, simply because they are immune to CC. 2 times now on VR content have I come across quests that are insanely impossible for me to complete because I have to kill storm or frost antronachs (or both) in order to proceed. Another irritating moment is when you have to fight summoners that end up summoning what seems like the Lost Legion of minions, each hitting pretty hard on themselves. To top it all, the boss in question peppers you with spells that also hits hard. And the cheery on the sundae is AoE effects that have to be dodged …. from all minions. So there you are, spending more dime dodging things than you are twiddling down the boss’ HP. Heck, I had one boss I ran around dodging for 10 minutes without doing that much harm. I had to spend my magica just keeping alive. And to top some of the bosses, they heal. Wuhu, how much fun there is to twiddle a boss down to 20% only to have them restore to full health before you can do anything, wuhu.

As said, I don’t mind difficulty, don’t get me wrong, I like a challenge. I’ve grown up in the NES era (and many of you probably have no clue what I’m referring to here) so difficult and challenging I’m used to. The difference though, is that difficult and challenging you can overcome, with the right strategy and using the tools to your disposal. Impossible comes into play when those tools are rendered inert.

So in my honest opinion, I don’t mind a certain level of difficulty, but I think that the quests must be gone through a bit and balanced out on the veteran content, and that is both ways, some quests can easily be made a bit more difficult while other quests can be tuned down a bit. Right now it seems like the quests and difficulty was run through a scripted “ramp-it-up”o-meter and left without testing. Some didn’t get enough juice while others took the whole dam keg.

The “big” companies in the Elder Scrolls Online are the majority of operators left

I have been researching the bots and RMT lately and it seems that today the reality is that MMO’s require RMTs to be a success. at least 30% (according to most estimates) of MMO subscribers make use of RMT services.

Second, it appears there is a growing batch of what in the IT business we would call “script kiddies” – people that don’t have a clue how to hack, but use other peoples scripts/programs to do hacking. These script kiddies do it for a wide range of reasons – bragging rights, they can’t afford to pay for services, they feel entitled and believe all products should be free for them, etc…

From my researching online, it appears that the problem we are experiencing here are script kiddies – which I will also lump together with small RMT startups.

All MMOs have botters and RMT dealers, and in most cases their presence (when only the “big” companies are the majority of operators left in the MMOs after startup) is tolerable and an acceptable part of the game. Those of us that do not want to buy our way to to the top, just don’t, and those that do want to buy it all just do.

The "big" companies in the Elder Scrolls Online are the majority of operators left

However, here in ESO we appear to be experiencing the startup invasion of small RMT shops and script kiddies. This is evidenced by the many different naming conventions we see bots and spammers using. It is also obvious by the ways the bots operate. And lastly, it is obvious if you go read some of the botting forums, and read all the tales of people running a few to 5 or so bots each. Remember these script kiddies can number into the thousands, each running a few bots which would result in the swarm we see.

Also, it is my contention, that ESO can not afford to stop all RMT – even though I personally would prefer it, I believe it would not be a viable business plan for an MMO to not allow RMTs to operate. However, it is also my contention that the big companies that have been in the business for 10 years or so have it in their interest to not disrupt the in-game economy or cause mass defections of players by disrupting the game experience. It is in these big companies best interest (financial interest) to keep a lower profile and help the game be successful and so to expand their own market place.

The problem we are experiencing at the moment, in my humble opinion, are the script kiddies and their focus on the short term. Some of these would even love to destroy EOS purely for the bragging rights of how much damage they were able to inflect.

The good news is that I also witnessed expressions of concern over being banned by the script kiddies in the bot forums. It would seem that even though ESO does not give us any feedback about the success or lack of success of our reporting bots, the reporting is in fact affecting this group of botters, and ZOS is in fact banning (some) of them.

I guess I don’t really have a point to this post – just my observations. If anything, I think the issue is more complex than the simplistic “solutions” I see posted here. In a perfect world (my perfect world, not yours 🙂 ) ZOS could lock the game up tight and we would not have to deal with these bots. But, I think in the real world, we need ZOS to find solutions that allow us to play with a minimum of disruption, while allowing for the “needs” of at least 30% of their subs.