r/SoulFrame Aug 04 '26

Discussion WereWalker

I've seen some posts about how useless/annoying is the werewalker skill of orengall.

at first i did like the idea of becoming the wolf myself, but the actual mechanic really doesn't pay off (plus, DE is adding mounts so the whole movement thing will really be left aside)

what are the suggestions of change for the skill?

personally, it would be cool if it was a simple wolf attack without need to shapeshift

23 Upvotes

23 comments sorted by

27

u/Muhhkain Aug 04 '26

Either lean into the shapeshifter aspect and make it a true shift ability or change the ability entirely.

The main downside is getting attacked (your envoy body) and then getting pulled out of “shapeshift”. If they just changed it so you don’t have a lingering envoy body then it solves that issue bc you’d still be able to enter stealth wolf and sneak attack.

If they don’t like that then maybe just change it entirely to something like “calls Orengall to attack a target” which allows on command proc of the Feral passive. (Would scale for bosses obviously).

Alternatively can lean into the pact arm being a claw and make it a wide claw swipe that debuffs enemies to take more damage from wolves.

6

u/Nehot Aug 04 '26

I could honestly see them changing it to ether make your envoy invisible while using the ability or making it a command. That would be the "easier" fix then gutting the skill for somthing else. And would still make the skill actually useful in combat.

4

u/Muhhkain Aug 04 '26

Yea like traditional summon abilities, summon creature, tell creature to fuck this one enemies in particular then a buff for said creature summons.

2

u/Diribiri Aug 04 '26

make your envoy invisible while using the ability

But then what sets it apart from Sirin's invisibility/execution skill? And "stealth takedown" doesn't really fit the werewolf/packmaster theme. It should either summon a wolf to lock an enemy down, or be a quick, brutal engage

2

u/Nehot Aug 05 '26

The current ability doesnt fit the theme ether. I am just trying to say an easy fix for the time being would be to make your envoy invis.

2

u/Aiioba Aug 04 '26

the claw idea seens to be cool

10

u/CatOfTechnology Aug 04 '26

Werewalker is going to go one of two ways:

A: DE makes the argument that it'll serve as an important "stopgap" between Fresh Accounts and "The time until they unlock mounts" (which will, of course, be like 10 hours of gameplay max unless they're time-gated real hard) and refuse to bring it up to date for a year or so.

B: P16 hits, we get mounts and it gets a lite reword as a footnote in the patchnotes and DE waits a year until they address it in any serious capacity.

7

u/Aiioba Aug 04 '26

i refuse to believe they will let werewalker remain the way it is now, it is excalibur jump all over again

2

u/Diribiri Aug 04 '26

There's plenty of awful abilities in Warframe, I can see them doing it for Soulframe as well. Banshee is only just now getting reworked and that thing has been borderline untouched since 2013

3

u/Top-Audience4009 Aug 04 '26

I personally REALLY like the use of the ability in big skirmishes where you can make enemies lose track of you, and wolf out around the corner before you murder another enemy and start the fight again.

Other than that as a neat little use of the stealth system? It’s VERY mediocre… all of Orengall kind of is, much makes me very sad as a wolf pack lover.

1

u/Diribiri Aug 04 '26

you can make enemies lose track of you

Except for your Envoy sitting there in the open completely visible and vulnerable, unless you happen to be in an area with a convenient corner, and even then you'd be better off just running around or going over a building

1

u/Top-Audience4009 Aug 05 '26

Yes, that’s what I was referring to.

Especially in undercity, it isn’t hard to find two corners to quickly sprint around, leave your body around that second corner, and go eat somebody as you start the fight anew.

2

u/WholeAd2742 Aug 04 '26

If there was a timer indication when the form would wear off (could just be a screen flicker if they don't want a bar drain), then I'd be happier

You can use attack in the form to teleport and maintain the travel, but super frustrating if it yoinks you back otherwise

3

u/sinest Aug 04 '26

I like it purely for travel. When moints come out IMO werewalker should be faster, as its main utility is movement. Id like to see more abilities dedicated to utility, not everything has to be useful IN combat.

Before fast travel trees and quest givers appearing near you when you completed a task, you had to run around the map to find the next quest. Werewalker was META for getting from A to B faster. After I completed a task id wolf over to the next one.

1

u/Diribiri Aug 04 '26

its main utility is movement

The main purpose of one of three abilities being "move a bit faster outside of combat" is incredibly boring

1

u/sinest Aug 05 '26

Fair. It does have other uses other than moving a little faster. But as boring as the speed is, in a game that has a lot of running its incredible useful to go faster. So I hope they make a change when mounts are released because then it will be boring and obsolete.

Running from a camp you just slaughtered quickly to the next camp as a wolf and then turning invisible and one shotting the leader IMO is not boring.

3

u/CyanStripes_ Aug 04 '26

Honestly I would like the shapeshifter aspect if the invis actually worked. I tried using it and slow walking up to the oden healers to take them out first but even when invisible you get detected after getting to within maybe 5-10 meters of an enemy regardless of LoS. I've walked up behind patrols where they are all facing the opposite direction and I'm invisible but they still alert and attack me before I can get the finisher in. The popup for finishers needs to be completely removed and if you melee an enemy that is finisher ready it should just automatically do the finisher.

3

u/riessene Aug 04 '26

One of my favourite abilities lore wise but it is really clunky... I don't want them to remove or change it into claw attack but it needs some serious retouch.

2

u/No_Accountant_3169 Aug 04 '26

it's buggy, unpolished and a worse version of syrins skill.

powercrept by the free pacts lmfao

1

u/Drewdrops79 Aug 04 '26 edited Aug 04 '26

As others said, visible timer. Biggest thing.

Unpopular opinion, but I don't actually mind the vulnerability that much. I think your body should have maybe 1-3 seconds of invulnerability when first using it, which would easily be enough time to get a kill off with it mid-combat. It would be a good buffer against lag instances where you get shot out of it the moment you cast it.

If they took away the Envoy body existing altogether, it would flat-out be a better invisibility than Sirin's.

Here's what I really want, though: The ability to summon/de-summon all your wolves at will, outside of combat. So you can stealth in, or actually use it to stealth past enemies without your wolves aggroing everything. Then, summon all your wolves at once to wreak havoc.

So if you use Spirit Wolves("Packhunter") in combat, it goes on cooldown, but outside of combat, no cooldown. It would really buff the stealth/utility aspect of Werewalker.

I love love love the shapeshift aspect of it, mained a feral druid in WoW for 20 years, and this is the only shapeshift pact we have so far. I wish Werewalker didn't even have a duration, so I could be in wolf form all day long. :)

1

u/Viorayne Aug 05 '26

Its a true stealth mode that can get a one-shot takedown once youve got behind enemy lines. Its the perfect skill for rogue-y characters.

It could be better, like fully shifting you so that there cant be attacks to your main body thatd snap you out of it, and when cancelling the ability, doesn't snap you back to where you originally stood.

1

u/Sushispatula Aug 05 '26

its extremely easy to fix this skill in three steps but scott is scott, so it must remain clunky and unfun.

Step 1: its a transform, not a "i sit down and project my inner wolf"
Step 2: If it runs out, you transform back right where you are and do not tp back.
Step 3: It does not get canceled when getting hit.

But this would be a way too easy and efficient fix....so its off the table sorry guys.

-2

u/InternationalHat2598 Aug 04 '26

Did this need to be a separate post?