U50 Feedback Thread for Combat Refresh: Werewolf

  • coop500
    coop500
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    Vulkunne wrote: »
    coop500 wrote: »
    To make this thread actually about werewolf feedback again:

    I'm not sure if the fix to the black werewolf texture took place, as the fur still looks like it has brown tips, but I would need @Erickson9610 to confirm properly.

    Animation wise, I appreciate the update to the two-legged running animation! It looks much better, less goofy. The arms were lowered and the body was leaned forward a bit, and I think this improved it a lot. Claw Fury also feels a bit better, the animation quicker. I haven't noticed other changes yet, at least nothing major, but these two stood out to me and I wanted to mention them as a THANK YOU to the devs for revisiting especially the run animation.

    I just wanted to say thank you for everyone else testing and trying to help the devs get WW in the best way possible to be successful and improve on the previous issues. Still don't care for the colorful highlights on the skins, makes em look cartoonish, blurry and less business like. One thing I liked about the Berserker Wolf was the tone of the critter as well as the alternative skills. Probably won't be using WW anymore because of this fact alone. Same reason I don't use banner.

    It's a complete mystery to me why put all this work into something and ruin it with adding cartoonish decals and in some instances, over the top effects. It just ensures some of us will never use it. The good thing about ESO was it was like a more mature MMO. Less WOW stuff, if I wanted WOW, well then, I'd be there. I mean if I really wanted alot of visual effects then I'd just go watch Avatar or something.

    Yeah they claimed in the Week 1 Summary that they're looking into solutions for this. I hope they come up with something, ideally an option to just REMOVE them, I just want to be a werewolf, please. And this PvP crap of 'players need to know what morph you're running' WHEN LITERALLY NO OTHER CLASS OR PLAY STYLE HAS TO DEAL WITH THAT at least until you're already engaging with them and seeing the skills they're using.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • tomofhyrule
    tomofhyrule
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    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    I did try to use the Prowl mechanic during the Tarcyr fight, but it doesn't do a thing. It is specifically looking for characters to be hidden, which means that werewolves are completely unable to pass that mechanic.

    For a werewolf dungeon, the fact that werewolves can't do it seems like a massive oversight.

    I honestly don't understand the resistance to werewolves being able to sneak in some way. Again, in two specific PvE encounters, werewolves are completely disallowed from entering - and the fact that these are a werewolf-themed dungeon and a halloween-themed boss fight just feels completely wrong.

    At minimum, these two fights need to have a condition that werewolves are immune to the mechanic. That seems like a weird solution, but the correct answer would be to let them sneak. If the issue is that sneaking werewolves would make a problem for PvP, then have Prowl be a PvP-only feature and allow [CTRL] to do a sneak mode in PvE (even if no crouch animation is added).
    That would also help the fact that Slaughter is not easy to trigger, as by the time you get close enough to an NPC to get the synergy, they usually can notice there's a giant wolf beast right behind them.

    2) Werewolf Berserker is very hard to sustain as a lone wolf. On Live, the Blood Rage passive is the major source of sustain for the werewolf timer.
    qu7x2jjcfcju.png
    On PTS, that passive makes it easier to get to Rampage
    5v0bthfsb7rr.png

    The problem is that you need to be in werewolf form long enough to get to Rampage in order to use it. It's pretty tough to get up there fast enough without specifically building for ult gen. On Live, I can easily stay in werewolf form with no problem, even against bosses without a lot of adds. But on PTS, if there aren't a lot of adds around, I may be able to get to Rampage once, and that's only if I hard focus on timers instead of just... having fun?

    It would really help if Blood Rage would revert back to a form of the Live passive like "When you deal damage, you gain X ultimate. This effect can occur once every 5 seconds" to help sustain the wolf form.

    Honestly, the cost to remain in werewolf form (100 per 10 seconds) does feel a bit high in the first place, especially with how hard it is to sustain in the absence of corpses. Maybe a cost of 70 or even 50 per 10 secs would be better. I might also suggest making the cost less chunky, and spread it to a lower cost over a shorter duration - there are cases where a player might have 184 ult and cast it, which then kicks them right back out of werewolf form with barely anything to show for it.
  • Celas_Dranacea
    Celas_Dranacea
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    So a couple sort of cosmetic things I wanted to highlight in case they can be improved:

    1) I've been moving around with the dire wolves just to see how they react and choose paths etc. It appears about 75% of the time they’re choosing to stack right on top of one another. My instinct is that it's a bit worse than on live, but regardless is there an easy way for you guys to make it so that they more reliably stand on either side of the player, move around more independently etc?

    82oodtbkx6p3.png
    b8n2oysnycnt.png

    2) When moving forward and light attacking, the werewolf model sort of looks like it's gliding across the ground at times. This is fairly minor and I'm not sure when you'll be in a situation where you are just moving forward and light attacking randomly, but does look kind of goofy. It doesn't really end up looking that way when you're in normal combat changing direction, dodge rolling, weaving other attacks etc. but just in case there's an incremental improvement that's possible from the animation team:
    https://youtu.be/XcFmgXVC3DA
    Edited by Celas_Dranacea on 22 April 2026 06:03
    A Bosmer Nightblade Werewolf
  • autocookies
    autocookies
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    I will add for missing cosmetic things the grabble gun works for werewolf but is missing an animation. This has been tested In Unhallowed Grave and Vateshran Hollows.
    Edited by autocookies on 22 April 2026 20:33
  • Collectivezen
    Collectivezen
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    ZOS_Kevin wrote: »
    This is the official feedback thread for Combat Refresh changes for the Werewolf coming in Update 50. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

    Specific feedback that the team is looking for includes the following:
    • Do the refreshed abilities correctly portray the mechanics of the ability?
    • Are there any key Werewolf changes that you enjoyed?
    • Are there any key Werewolf changes that did not feel great?
    • Is there anything else you would like to share about the Werewolf changes?
    Please implement Prowl to work in March of Sacrifices Indrik fights. As a werewolf it is disappointing that pne cannot sneak on the Indrik, and has to leave werewolf form in Hircine's hunting grounds of all places.
  • coop500
    coop500
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    ZOS_Kevin wrote: »
    This is the official feedback thread for Combat Refresh changes for the Werewolf coming in Update 50. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

    Specific feedback that the team is looking for includes the following:
    • Do the refreshed abilities correctly portray the mechanics of the ability?
    • Are there any key Werewolf changes that you enjoyed?
    • Are there any key Werewolf changes that did not feel great?
    • Is there anything else you would like to share about the Werewolf changes?
    Please implement Prowl to work in March of Sacrifices Indrik fights. As a werewolf it is disappointing that pne cannot sneak on the Indrik, and has to leave werewolf form in Hircine's hunting grounds of all places.

    Quoting this to also include the Halloween boss too!! It's so sad that werewolves can't take part in the hallowjack fight.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Vulkunne
    Vulkunne
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    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?

    In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.

    Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.

    They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.
    Edited by Vulkunne on 22 April 2026 23:44
    Today Victory is mine. Long live the Empire.
  • SneaK
    SneaK
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    Vulkunne wrote: »
    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?

    In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.

    Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.

    They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.

    Keep seeing this, it’s more than an ult, it’s a skill line. It has 5 active skills and passives, that’s more than an ult. Be more accurate to call WW a subclass than what we call subclass IMO.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Vulkunne
    Vulkunne
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    SneaK wrote: »
    Vulkunne wrote: »
    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?

    In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.

    Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.

    They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.

    Keep seeing this, it’s more than an ult, it’s a skill line. It has 5 active skills and passives, that’s more than an ult. Be more accurate to call WW a subclass than what we call subclass IMO.

    Oh yeah, that's right. WW and Vamp are not ults, they're skill lines but really are more like races too. Like Dunmer, Chimer, etc.

    So, if we agree they're a race then that def by itself places them in another hierarchy of characterization and so they most def shouldn't be treated like an ult. Also, not fair how Vamp has 100% uptime being Vamp, with penalties and WW is completely 'locked' or hidden behind an ult. Course they could have rules for when u can transform to WW but might be best to let the situation dictate what is allowed.

    I mean, my Dunmer uhh isn't a Dunmer part of the time lol. AD ganker attacking, quick let me turn on Dunmer Race and I'll 'shut it off' after the fight. Mhmm. The progeny of Velothi shall end you evil doer!!! Yeah, something is out of place.

    Another idea while we're on the subject of extending WW abilities, what if WWs can damage Doors and Walls in Cyrodiil? In other words, a WW pack could bring these things down over time and not require Siege necessarily. Surely a WW or esp a pack of them could tear through any traditional fortification? I think that would make things more interesting, yet still be challenging for Cyrodiil Sieges involving WWs.
    Edited by Vulkunne on 23 April 2026 00:15
    Today Victory is mine. Long live the Empire.
  • YandereGirlfriend
    YandereGirlfriend
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    Vulkunne wrote: »
    SneaK wrote: »
    Vulkunne wrote: »
    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?

    In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.

    Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.

    They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.

    Keep seeing this, it’s more than an ult, it’s a skill line. It has 5 active skills and passives, that’s more than an ult. Be more accurate to call WW a subclass than what we call subclass IMO.

    Oh yeah, that's right. WW and Vamp are not ults, they're skill lines but really are more like races too. Like Dunmer, Chimer, etc.

    So, if we agree they're a race then that def by itself places them in another hierarchy of characterization and so they most def shouldn't be treated like an ult. Also, not fair how Vamp has 100% uptime being Vamp, with penalties and WW is completely 'locked' or hidden behind an ult. Course they could have rules for when u can transform to WW but might be best to let the situation dictate what is allowed.

    Something is out of place.

    Vampire by itself does not really confer much additional power, unlike, especially, the new WW.

    Like the difference between a Stage 1 and a normal player is basically only faster Sneak and a small penalty to Fire.

    IMO, WW is much closer to being its own class. Vampire is basically just a set of relatively weak passives.
  • Vulkunne
    Vulkunne
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    Vulkunne wrote: »
    SneaK wrote: »
    Vulkunne wrote: »
    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?

    In other words, WW is still an ult, yet I can WW in and out at will. This means the user is free to shift forms as the situation requires instead of as the ult dictates which many times eliminates or obstructs opportunities for WW to remain useful and less competitive with better ults for that particular situation when ult has charged heavily.

    Does this fit as being genuine feedback for WW or no? I ask because in my opinion this ties in with what I was saying earlier about there also being a power problem and many times its simply easier to choose any other ult to satisfy the immediate need rather than using WW and being left in WW form for no real reason.

    They should allow us to focus on using WW instead and not competing with cheaper and better ults for immediate instances.

    Keep seeing this, it’s more than an ult, it’s a skill line. It has 5 active skills and passives, that’s more than an ult. Be more accurate to call WW a subclass than what we call subclass IMO.

    Oh yeah, that's right. WW and Vamp are not ults, they're skill lines but really are more like races too. Like Dunmer, Chimer, etc.

    So, if we agree they're a race then that def by itself places them in another hierarchy of characterization and so they most def shouldn't be treated like an ult. Also, not fair how Vamp has 100% uptime being Vamp, with penalties and WW is completely 'locked' or hidden behind an ult. Course they could have rules for when u can transform to WW but might be best to let the situation dictate what is allowed.

    Something is out of place.

    Vampire by itself does not really confer much additional power, unlike, especially, the new WW.

    Like the difference between a Stage 1 and a normal player is basically only faster Sneak and a small penalty to Fire.

    IMO, WW is much closer to being its own class. Vampire is basically just a set of relatively weak passives.

    And ironically, this is a large part of why I began to invest more into WW. I always had a couple around but def started to see the differences you just described for Vampirism.
    Edited by Vulkunne on 23 April 2026 03:33
    Today Victory is mine. Long live the Empire.
  • IncultaWolf
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    The blood/gore effects are still missing from the new devour.
  • Celas_Dranacea
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    The new Werewolf feels painfully slow compared to live. There must be something missing in the passive bonuses. I tried adding 3 swift + major expedition and it was very underwhelming.

    I totally agree. For those of us who have clocked 1000s of hours playing werewolf it was painfully obvious that something didn't feel right about werewolf movement speed the moment we logged into PTS. I couldn't put my finger on it at first so I have been doing some testing. I'd like this testing to be peer reviewed in case I missed something.

    PTS werewolf speed test. I'm using the speedometer addon to measure speed.

    Max Speed: From what I can tell (correct me if I'm wrong) the max movement speed in ESO is roughly 53.5 m/s? I'm not totally sure about this somebody confirm for me.

    Human Build in 6 Medium / 1 Heavy showing 161% Sprint Speed on advance stats
    • Human Sprint measured speed: 44.5 M/S
    • Werewolf Sprint measured speed: 52.5 M/S This should be a 30% multiplicative increase, but in practice it only results in ~18–20% due to proximity to the movement speed cap
    • Rampage Sprint measured speed: 53.5 M/S This is supposed to be another 20% increase but since a werewolf build with some medium armor will be high movement speed by default, this

    Human Build in 1 Medium / 6 Heavy showing 141% Sprint Speed on advance stats
    • Human Sprint measured speed: 39.1 M/S
    • Werewolf Sprint measured speed: 47 M/S This is supposed to be 30% increase from human form but is actually 20.2% increase. This datapoint was stronger evidence for me that something isn't working right vs. capping out at movement speed cap
    • Rampage Sprint measured speed: 52 M/S This is 33% increase over original speed, and 10% increase over ww sprint speed

    On the one hand it many cases we are pushing up against the max speed cap, but unless I'm hallucinating even then I don't think the werewolf speed bonuses are working correctly. On top of that, the size increase is causing a feeling that the werewolf is slower. I call this the "mammoth effect" i.e. you feel slower when riding a mammoth. So a few things are compounding here causing the feeling of slower werewolf speed on PTS.

    Meanwhile, I'll note that with a streaking sorc I have been able to measure a max speed of 106 m/s. I'm not sure what that averages out to over distance but I'm pretty sure it's significantly over the max speed cap.

    I just wanted to post this here from another thread just to document that I think something should be looked at about the werewolf speed bonuses on PTS currently
    A Bosmer Nightblade Werewolf
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    I will add for missing cosmetic things the grabble gun works for werewolf but is missing an animation. This has been tested In Unhallowed Grave and Vateshran Hollows.

    Just wanted to confirm we do have a bug in for this. Thank you!
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Darkness734
    Darkness734
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    Werewolves need better solo timer sustain and access to weapon passives. please
    Edited by Darkness734 on 23 April 2026 20:21
  • Ruhlf
    Ruhlf
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    Would it be possible to toggle off the werewolf markings? I can use the other cues to know when an ultimate is ready. I’d prefer to be able to remove the glowing tattoos (:
  • Wuuffyy
    Wuuffyy
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    Werewolf feedback- suggestion

    @ZOS_Kevin

    Regarding the common suggestion of improving werewolf berserker (form) sustain>>>

    Thought a few number tweaks could go a long way in keeping similar gameplay loop while making sustaining more forgiving-

    1) Set a timer delay on ult check after initial transformation by 15-20 seconds (so that I can work on securing more 'food' or locking down a target).

    2) Increase devour form-sustain from 12 seconds to 30 or 45 seconds.


    I believe these 2 items would go a long way in achieving the aforementioned goal. (and also, once-again rework the Salvation set to provide significant form sustain and ~600 wep damage while transformed for those wanting to handle their own sustain in a more direct way)
    Edited by Wuuffyy on 25 April 2026 13:34
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Erickson9610
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    Can we be given the ability to use Insatiable Hunger on fallen Companions? We can Devour player or NPC corpses, but not those of Companions.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Panderbander
    Panderbander
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    Can we be given the ability to use Insatiable Hunger on fallen Companions? We can Devour player or NPC corpses, but not those of Companions.

    You monster. They were your friend, they followed you through thick and thin, fought battles for you, supported you when you...

    Aw, forget it, I'm hungry.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Erickson9610
    Erickson9610
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    Can we be given the ability to use Insatiable Hunger on fallen Companions? We can Devour player or NPC corpses, but not those of Companions.

    You monster. They were your friend, they followed you through thick and thin, fought battles for you, supported you when you...

    Aw, forget it, I'm hungry.

    It wouldn't be any weirder than packs of NPC werewolves eating the corpses of their packmates, or packs of player werewolves Devouring their fellow packmates before (or after!) attempting to resurrect them. Werewolves do have Insatiable Hunger, after all.

    Also, on this subject... where is the blood/gore VFX for Insatiable Hunger? Devour used to have it, and now it's gone. We hear bone crunching noises but don't see any blood, which is off-putting.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • huskandhunger
    huskandhunger
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    ACTUAL WEREWOLF FEEDBACK

    A few more things:

    1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.

    I did try to use the Prowl mechanic during the Tarcyr fight, but it doesn't do a thing. It is specifically looking for characters to be hidden, which means that werewolves are completely unable to pass that mechanic.

    For a werewolf dungeon, the fact that werewolves can't do it seems like a massive oversight.

    I honestly don't understand the resistance to werewolves being able to sneak in some way. Again, in two specific PvE encounters, werewolves are completely disallowed from entering - and the fact that these are a werewolf-themed dungeon and a halloween-themed boss fight just feels completely wrong.

    At minimum, these two fights need to have a condition that werewolves are immune to the mechanic. That seems like a weird solution, but the correct answer would be to let them sneak. If the issue is that sneaking werewolves would make a problem for PvP, then have Prowl be a PvP-only feature and allow [CTRL] to do a sneak mode in PvE (even if no crouch animation is added).
    That would also help the fact that Slaughter is not easy to trigger, as by the time you get close enough to an NPC to get the synergy, they usually can notice there's a giant wolf beast right behind them.

    2) Werewolf Berserker is very hard to sustain as a lone wolf. On Live, the Blood Rage passive is the major source of sustain for the werewolf timer.
    qu7x2jjcfcju.png
    On PTS, that passive makes it easier to get to Rampage
    5v0bthfsb7rr.png

    The problem is that you need to be in werewolf form long enough to get to Rampage in order to use it. It's pretty tough to get up there fast enough without specifically building for ult gen. On Live, I can easily stay in werewolf form with no problem, even against bosses without a lot of adds. But on PTS, if there aren't a lot of adds around, I may be able to get to Rampage once, and that's only if I hard focus on timers instead of just... having fun?

    It would really help if Blood Rage would revert back to a form of the Live passive like "When you deal damage, you gain X ultimate. This effect can occur once every 5 seconds" to help sustain the wolf form.

    Honestly, the cost to remain in werewolf form (100 per 10 seconds) does feel a bit high in the first place, especially with how hard it is to sustain in the absence of corpses. Maybe a cost of 70 or even 50 per 10 secs would be better. I might also suggest making the cost less chunky, and spread it to a lower cost over a shorter duration - there are cases where a player might have 184 ult and cast it, which then kicks them right back out of werewolf form with barely anything to show for it.

    A thousand roars this post pls. @ZOS_Erin @ZOS_Kevin

    After testing Berserker, it is hard to maintain in-combat if corpses are not available, may we please look into either some form of ultimate gen per damage on Pounce/Carnage

    Or a kind of reduced cost interaction?

    I still want to claw things with Berserker instead of forced to play only Packleader please
  • huskandhunger
    huskandhunger
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    Can we be given the ability to use Insatiable Hunger on fallen Companions? We can Devour player or NPC corpses, but not those of Companions.

    You monster. They were your friend, they followed you through thick and thin, fought battles for you, supported you when you...

    Aw, forget it, I'm hungry.

    It wouldn't be any weirder than packs of NPC werewolves eating the corpses of their packmates, or packs of player werewolves Devouring their fellow packmates before (or after!) attempting to resurrect them. Werewolves do have Insatiable Hunger, after all.

    Also, on this subject... where is the blood/gore VFX for Insatiable Hunger? Devour used to have it, and now it's gone. We hear bone crunching noises but don't see any blood, which is off-putting.

    Yes pls more blood much thirst, special sauce, tasty tomato juice
  • Ataskir
    Ataskir
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    7/10, not enough blood!
  • Kleoxcv
    Kleoxcv
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    Werewolf is missing an essential minor buff. Minor resolve.
  • React
    React
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    Here is a fun example.

    7k DPS across a nearly 3 minute long duel. Without relequen. With zero class mastery passives on. With no mythic equipped because he forgot to put it on. 40k HP. All shown in the video.

    Looking forward to seeing how we'll defend this one!

    https://www.youtube.com/watch?v=gfUVozPM7kc
    Edited by React on 27 April 2026 15:46
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  • Panderbander
    Panderbander
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    React wrote: »
    Here is a fun example.

    7k DPS across a nearly 3 minute long duel. Without relequen. With zero class mastery passives on. With no mythic equipped because he forgot to put it on. 40k HP. All shown in the video.

    Looking forward to seeing how we'll defend this one!

    https://www.youtube.com/watch?v=gfUVozPM7kc

    You know it's okay to wait until the patch notes are out before you cry for more nerfs, right?
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • React
    React
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    You know it's okay to wait until the patch notes are out before you cry for more nerfs, right?

    Where did I ask for more nerfs? Just a demonstration of what the spec is capable of with 3/4ths of a build on and no class mastery passives equipped.

    It's also gaining 33% weapon damage today when they fix that bug, I believe!
    Edited by React on 27 April 2026 16:02
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  • Panderbander
    Panderbander
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    React wrote: »

    You know it's okay to wait until the patch notes are out before you cry for more nerfs, right?

    Where did I ask for more nerfs? Just a demonstration of what the spec is capable of with 3/4ths of a build on and no class mastery passives equipped.

    It's also gaining 33% weapon damage today when they fix that bug, I believe!

    It is implied. Don't play dumb.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • coop500
    coop500
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    Werewolf is not gaining 33% damage, that's a huge oversight of what is actually being fixed.

    nop0uxyxylt6.png

    Overall though the balance changes feels fair. Though I think if further nerfs are needed, the fairest thing to go after is sustain. I still stand by that the best way to resolve this is make the skills cost reasonable amounts of resources, and just treat it like arcanist. Whatever higher maximum you have is the resource it uses, to make magicka werewolves viable without the skills being almost free.

    Otherwise, I greatly appreciate the focus on balancing both PvE and PvP, I hope this ultimately pleases both sides and the endless arguments can cease.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Erickson9610
    Erickson9610
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    The changes in Week 3 are a direct nerf compared to what we have on Live, as far as PvP goes. Savage Strength now gives 10% WD/SD, while on Live it gives 18%.

    Can we not make Werewolf worse than it already is?
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
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