Werewolves and Angry Trees
Moderators: Active Admins, Active DMs, Forum Moderators
Werewolves and Angry Trees
Having a few problems with the werewolf form.
When out hunting in werewolf form within the Forest of Despair i find my toon losing control and attacking random creatures (which is fine) however i keep coming across Angry Trees that spawn and attack me. This then leads to my werewolf engaging in a bitter duel to the death with a bunch of branches and roots that I am unable to hurt with it saying 'weapon ineffective'. I then proceed to watch for an infinte amount of time as i cannot escape as the Werewolf and am forced to log off in frustration.
There have been times i have regained control and try and retreat, but im not fast enough before the next will save and i turn round in a rage and continue my eternal battle.
Thade Castiglione- (Active)
Xan'sas Baenthra - (lurking)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)
-
- Arelith Gold Supporter
- Posts: 1308
- Joined: Mon Sep 08, 2014 9:56 am
Re: Werewolves and Angry Trees
More often than not characters become weaker and less dangerous after they turn, which I believe is not the effect wanted. I do not mind losing control too much (while I still think we could do without, and just punish people who misuse it).
For the new Yuan-ti race you can switch form and still use everything you had before (weapon, armor, items, etc), it is purely visual. If Werewolf form did the same and increased your physical stats it would indeed be scary.
Re: Werewolves and Angry Trees

Seems a shame a WW player cant roam the forest of WWs and Malar worshippers, yet his weaker cousins are fine...
Thade Castiglione- (Active)
Xan'sas Baenthra - (lurking)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)
Re: Werewolves and Angry Trees
Re: Werewolves and Angry Trees
For a properly functional WW you'd have to request one with a 5%, to ease up the constant will save spam it inflicts.
Which is a shame. I wouldn't mind more Malarite factions roaming the forst as werewolves and hunting at night.
But yes. Your best bet is just to avoid that specific forest, or spam shift out or form until you succeed to kill the trees by weapons that do penetrate Treee DR.
Re: Werewolves and Angry Trees
Theres also the WW charging at a cliff face with an enemy NPC on top and my WW just standing there growling unable to realize he cant reach him or unable to look for the path up to the target. Again spam shifting helps, but looks dumb as anything and immersion breaking to anyone passing by...
I think perhaps removing the Willpower save all together so we can control the WW would be the best option.Perhaps replace it with an auto change to WW at night with no chance to change back until dawn...?
Thade Castiglione- (Active)
Xan'sas Baenthra - (lurking)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)
Re: Werewolves and Angry Trees
Yes... continue telling people this so I can keep farming it solo. Excellent.Maladus wrote: Thu Oct 10, 2019 3:00 pm The Forest of Despair is a trap and no one should ever go there.
Yeah, I genuinely don't understand why the decision is to keep werewolf like this. As it is, it doesn't add to any roleplay, either. It can't be controlled and can't be utilized in any productive fashion. It's just treated as an obstacle you deal with for grinding in the FoD. It should either be overhauled into something that can provide roleplay, both as a boon and a curse, or just be removed from the server.Unlikely that anything will be done. WW is largely intended to be inconvenient and something that will be cured once infected. At least that is the current server design as far as i have understood.
Re: Werewolves and Angry Trees
Re: Werewolves and Angry Trees
The main problems are the inability to penetrate some NPC damage resistances and the meager damage it allows you to do. Although the low damage i can live with...
Thade Castiglione- (Active)
Xan'sas Baenthra - (lurking)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)
Re: Werewolves and Angry Trees

-
- Posts: 659
- Joined: Sat Mar 25, 2017 6:41 pm
Re: Werewolves and Angry Trees
I would imagine the lack of DR penetration is to stop you slaughtering low levels while on a rampage.
Re: Werewolves and Angry Trees
Maybe they need to be revised so they can reach you/move and so they take normal damage. Give them high AB and damage so they are still a unique threat, some mobility or the ability to capture a character in close range and make them more susceptible to damage, especially fire damage. They could even be like trolls and require fire or acid to destroy.
Re: Werewolves and Angry Trees
If so, yes, fire wrecks the trees. Many months ago I walked through there with a TF and it was one fire arrow cast for like 400 damage. No tree tasted more than one cast.
Who is the audience for this post?
Re: Werewolves and Angry Trees
When you transform there is no weapon in hand and your own weapon does not merge. So nothing persists through the transformation and no weapon buffs can be cast upon the WW form. Im okay with that feature if im honest, but not being able to harm something like a tree when i can rip apart a armoured orge makes one feel a little toothless and feels wrong given you cant escape.Mattamue wrote: Fri Oct 11, 2019 9:00 pm Would a fire essence persist through the transformation?
If so, yes, fire wrecks the trees. Many months ago I walked through there with a TF and it was one fire arrow cast for like 400 damage. No tree tasted more than one cast.
Thade Castiglione- (Active)
Xan'sas Baenthra - (lurking)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)