- Animations! The NPC werewolves have a walking crawl animation, this would be nice to have. When you walk as werewolf and try to sprint, it could perform this animation. Or perhaps you start off with the walk our werewolves have but then they drop to an all fours walk after a certain amount of time. (This should be our sneak animation! Suggested by @RAGUNAnoOne ) Also a jump up and hit attack is used by the NPCs but not us. We could have it with jump and hit perhaps? Light attack? Or animation for infectious claws? Perhaps it can even replace the very odd heavy attack animation, which I will discuss in a moment.
- Emotes! Since the /playdead emote and /crouch work with werewolf, it would be nice to have one or two more emotes. Something like stretching or a new idle animation where the wolf sniffs or looks around. Why have only two that are compatible?
- Heavy Attack! The Heavy Attack animation is a very odd looking movement. The werewolf spends too much time with arms wide open, before it finally does the attack. It would be nice if it could have more movement in that time to make it realistic. Rather than have the wolf stand there with arms open in a very vulnerable pose, almost asking for an arrow in the face or sword to the heart.
- Remove Sanies Lupinus! Since Sanies Lupinus no longer wears off after 7 days, it now stays in your active effects long after you have become a werewolf. This means that both Sanies and Lycanthropy are always listed. It should be removed once you become a werewolf.
- Dire Wolves summoning/deaths! Right now when your werewolf transformation ends with the Pack Leader morph, the dire wolves have a death animation and sound. I think it would be much better if they simply disappear or have some kind of un-summon animation. I find it kind of sad that they die in this way.
- Allow us to un-summon the Dire Wolves! I believe there should be a way to deactivate the dire wolves if you do not want them to appear when you transform. Or perhaps make it so they only attack an enemy if you hit that enemy or are hit by it first.
- Berserker Eyes should be more red! The eyes on the Berserker Morph are actually the same as the Pack Leader, that is slightly orange, or dull red. It would look much cooler if they were a bright and deep red.
- Move the block shield in front of the werewolf! Right now when you block, your hands go through the shield. But in normal form it is perfectly in front of all of your character. See screenshots to demonstrate:
- Allow us to take the werewolf quest at the shrine we are bitten! Since One Tamriel, we have had the amazing and useful ability to be able to bite any character in any alliance at any werewolf shrine! This is an amazing change! However, when a player is bitten at a shrine that is not their home alliance shrine, they do not receive the quest at that shrine. They have to return to enter the portal. This is needless, since the quest is in Hircine's realm, and to do with a deadric prince, not anything to do with alliances. So it shouldn't matter where the quest appears, it should be there at any werewolf shrine.
Here is a video I did showing how it works in terms of a different alliance character biting at a non native shrine to them:
https://www.youtube.com/watch?v=as7JbZ-g0cY
But for the scenario I described above, it is not so simple. Basically:
AD person is bitten at EP shrine in The Rift, but they must return to AD shrine in Reaper's March in order to actually complete the quest.
Berserker has now been added, this section is redundant since the Dark Brotherhood update, but I will leave it here for reference!
- Colour changes! Allow Berserker Morph to be a true black werewolf! Look at the NPC skins that are black, including Songamdir! A few people are adamant that there is a difference in the skin colour even now, so I worked to disprove this myth. You can see in the screenshots below that there is no difference in the werewolf skin colour.
In this first screenshot, on the right, I stand with a normal Werewolf Transformation, no morphs yet, on a low level character, next to me is my boyfriend's wolf, which is the Berserker Morph.
I then took two more screenshots when I reset my morphs for my main character, who is VR12 and you can see there's no difference even for the player themselves.
I also took a screenshot next to my brothers IV Berserker werewolf. (This was to disprove the myth that your wolf becomes darker each level of Berserker you achieve) He stands on the right of this image.
Below are some images of how it should look.
Since the texture clearly already exists in game, why can it not simply be applied to the player werewolves?*EDIT*:
These are just some suggestions I have that would help make the werewolf skill line make more sense and be more interesting and dynamic.
Edit: Added new suggestions after Dark Brotherhood changes! (01/06/16)
Edit2: Added new suggestion after One Tamriel! (12/10/16)
Edited by Glaiceana on 25 October 2016 12:05
Total Champion Points: 1000+
Main Character: Ithaera - Stam DK, Nord, Female, DD, Werewolf.
Rothelnog - Stam NB, Orc, Male, DD, Werewolf.
J'Xena - Mag DK, Khajiit, Female, DD, Werewolf.
Dances-With-Frost-Dragons - DK, Argonian, Male, Tank, Werewolf.
Raziel The Paradox - Mag TP, Dark Elf, Male, DD, Vampire.
Swims-Through-Starlight - TP, Argonian, Female, Healer, Werewolf.
Glaicean Mag Ward, High Elf, Male, Ice DD, Werewolf.
Hjurne Hircine's Forsaken - Sorc, Redguard, Male, PvP DD, Werewolf.
My Total Free Werewolf Bites: 400+ (Ask me about bites if you need one!)
Playing since July 2015!