Playing as a werewolf has shown me that it was obviously a late development thing. There are too many bugs and questionable game design choices, like not being able to break CC in a game with no CDs, that greatly hurt the user experience. It's obvious that it didn't go through much testing and was rushed to meet player demand.
I don't hold that against ZOS. I just hope they are aware of the issue that is plaguing the Werewolf and will have it fixed soon.
Bugs:
1) Pounce can cause your character to get stuck in a kneeling position. The only way to fix it is by wasting a potion or some food.
2) The pathing for Pounce is very bad. One moment it will reach running targets and the next it will go to the location the target was at when the skill was activated.
3) Roar is unresponsive. In the middle of combat it takes about 2-3 seconds before you roar. This makes interrupting an opponents skills with it near impossible. On the other hand it makes combat as a werewolf feel clunky.
4) Werewolves are NOT affected by an allies buffs. At least not all of them. For example, Rousing Roar, from a werewolf ally, will not increase my damage output if I'm transformed(though the effect will be displayed on my werewolf).
5) The buff "Call of the Pack" also does not show up on my character list as a Werewolf. Considering how fast my WW timer goes down, I'm not convinced my werewolf is being affected when rolling in a pack.
6) Pack Leader(morph) can not be sustained. It randomly breaks and forces you back into human form. However, you can still use your werewolf abilities.
7) I assume the ultimate gain for pack leader should be a passive. Since there is no point in increasing an allies ult gain if they are werewolves. I have not noticed any increase when running with a Pack Leader.
8 ) Werewolf Berserker(morph) does not increase attack speed with each hit consistently. It starts to speed up, but then it slows back down. It feels clunky and sometimes unresponsive.
9) Infinite Devour. If you break your devour animation, before it finishes, you will receive extra WW time without the body being considered "devoured". I see no problem with this bug currently, but if WW is ever fixed this could be game breaking.
Game Design Flaws:
1) CC can't be broken. There is no way a Werewolf can be a major threat when you can chain abilities that have no cd.
2) Too much reliance on stam abilities without an effective way to lower the costs. Vampires have high costs, but are able to lower them by spell cost % AND increasing their stages. Werewolves should have something similar. Reduce stam cost as you get "stronger" for some additional cons.
3) The Bleed effects on your claw attacks, for Berserker, does not scale well. Does an extra 10 damage means nothing when fighting another player.
4) Pack leader needs more than an ult gain. There is no reason to pass up the increased DPS for a "pack". The Pack leader should add another buff that only affects himself and Berserkers. This way it doesn't become op and force a pack to be all pack leaders.
5) 1000 ultimate is way too much of a requirement. This should be lowered to 700. By going through "stages"(again similar to vampires), that amount should be lowered to about 400-450.
6) A werewolf character throws away his/her entire build just for 2 abilities. That's a major problem. Werewolves should get a full bar of skills including an ultimate.
7) There is no effective way to sustain yourself in a fight as a Werewolf. You're only able to use potions which is not meant to be the primary way of support in ESO. Devour is easily broken and requires you to to through an entire animation. We need abilities that allows us to get HP back mid fight.
8 ) The werewolf timer is way too short. In just 1 engagement you'll be close to changing back. As long as I'm fighting I should be able to maintain my form. High costing abilities like Feral Pounce is not a viable way.
Edited by Ace_SiN on April 25, 2014 6:41AM King of Beasts