- Beast Metabolism Regen - it can be quite strong. In fact it can easly make diference between surriving fight or dying horribly. Problem is that since you cant eat corpses in combat anymore i often find myself in situation when i run out of it in middle of combat. And when this happens things can get really ugly, really fast. I would suggest to, instead of completly preventng it from use in combat, to add cast tiem to it (like 2-3 sec or soemthing). That way it still cant be used in middle of fight (unless i manage to cc all mobs i fight with) but still can be used when all mobs are dead but combat didnt ended. This woudl help in situations when regen ended but i really want to reapply it fast - for example when i have few dots tickign on me, or there are other mobs who aggrod and there si no enoug time to wait for out-of-combat regen to kick in. Also maybe add more levels to it? Longer duration could help to.
-Other idea about BMR - maybe add mods allowing to temporaly proc it durnign combat. Also some info under skills tab how it scaled would be nice.
- Howling skill - it would be nice if in skill window it would show how it affetc bonuses from Howl morale boost. Also simlar to BMR - more levels.
-Change Skulk mitigation mods to not end after using attack - seriusly, in this form this mod is next to useless. I understand that up to 40 mitigation might be too much, but you could always make it so it has lower duration than Skulk cd, or lower amount mitigated.
-Change Shadow Feint - problem with this skill is that everythign it does, See Red does better. It gives more reilable damge boost, more burst, more sustain, better tankines. And possibly biggets adventage - it can be re-used in the middle of combat. In order to make it even worth considerign, this cast time have to be removed so it can be used in combat. If not it would have to have some very long-lasting, strong benefits.
But honestly, i think it need total overhaul.
Idea i had was to change it to be sort of "trigger" skill, similar to how BC golem work. It would let you select trigger condition (number of hits atken, total dmage taken in period of time, % of hp remaning, etc), higher ranks woudl elt to select multiple trigger conditions adn diffrent effects (coming from mods) for each. Or Simply make few versiosn with diffrent trigger condition each. Then, when conditions are met set effect triggers.
Other idea i had (but i dont know if it would be possible to do) was to change it to toogle skill(similar to how howl mode works now). base effect shoudl be changed (maybe repalce it with it current mod that restores hp adn armor). After activating it, it would proc on set conditions, with base effect + effects from mods. Keeping it actibe would lower power regen (or consume some power every few seconds for as long as it remain actve) and consuem a bit of power when effect is triggered
- make Hunting speed pernament skill - its basicly mandatory for anyone who woulf like to play wolf more pernamnetly, especialy cosnidering how limited options wolfs have when it comes to boosting speed. And in curremt form its not avible whe its needed most - that is durning full moon.
- change Dark Wolf night vison - Actualy, thanks to response to my in-game made suggestion i know you guys alredy working on it. So i just wanted to make suggestion how it might work: Instead of makign screen brighter it could turn off colors, making evrything black-and-white. Only npc would be highlighted - enemy would have slight red glow, frendly - green. Maybe also add soemthign for objects that can be interacted with(tough it wouldnt make much sense...).
- More non-skill specyfic mods - not only for wolf, but it would be nice if we had more mods that boost all skills (or group of skills). Im talkign about mods similar to wolfs that give all attacks chance to proc trauma dot, or boost trauma damage, or unarmed mods that boost dmage when armor is low.
- One i got after readign last patch notes about removign downside form Finish it skill - it would be actually pretty cool if we had skills that consume our armor/hp and have stronger effects based on consumed/missing hp/armor. Some ideas:
- reduced damge taken teh lower max armor:max hp ratio is.
- Skills restore bonus hp when no armor and belowe certain hp %
- Skill consumes X% of armor/hp and deals bonus damge based on amount consumed