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Update 50 PTS – Week 2 Summary

  • Desiato
    Desiato
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    Challenge Difficulty
    • Challenge Difficulty in Player Houses [Bug]: Challenge Difficulty modifiers were incorrectly allowed in player housing, including when interacting with target dummies. This was not intended, and player housing will no longer allow Challenge Difficulty modifiers. This will be fixed in PTS Week 3.
    • Vestige Difficulty – Unusually High-Damage Critical Strike from Light Attack [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue that was resulting in some light attacks hitting unusually high damage numbers while on Vestige Difficulty. We identified that the underlying cause of this is related to calculations in the code. This will be fixed in PTS Week 3. (Related discussion.)
    • Unusual Behavior with Certain Item Sets & Challenge Difficulty [Bug]: This is a carry-over from last week’s PTS Summary. We observed unusual behavior with how some item sets interact with Challenge Difficulty. This ended up being due to the same underlying cause as the above issue. This will be fixed in PTS Week 3. (Related discussion.)
    Separating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
    • Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
    • Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
    We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.

    Hello,

    I don't currently play ESO, but I have played quite a lot over the years. I'm going to use strong language because it accurately reflects how I feel: I hate the direction the game is moving in. Golden pursuits, battle passes, trade bars, killing 1k critters, etc, all repulse me. I'm a traditional mmo player who likes to play rpgs for old fashioned reasons. I don't care about cosmetics or decorating or completing endless collections.

    The *only* thing I was looking forward to was increased overland difficulty. I loved both the original vet difficulty before it was first nerfed the summer of 2014 and I loved the original IC npc difficulty before it was nerfed.

    I've wanted vet versions of overland zones since 1T.

    The "challenge" difficulty completely misses the mark. It is not a new difficulty level. It is a variable self-debuff. I will not ever play this. It COMPLETELY misses the mark for me.

    I would have been happy to pay for eso+ to access vet versions of overland and quest zones and play eso in a bubble to complete all the story content I skipped over the years. But I absolutely won't play what you have planned. When I see that it goes live, I'll finally uninstall because I'll have no other reason imaginable left to play.

    In a broader sense, I suggest you reevaluate your strategy to revitalize eso. I think you've been preaching to the converted and your changes only seem popular to people who already still played eso and not those who left. I don't think you're going to win back a lot of players with this approach.

    Edited by Desiato on 27 April 2026 21:40
    spending a year dead for tax reasons
  • JHartEllis
    JHartEllis
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    Trade Bars and PvP Rewards [Feedback]: Thank you for your feedback about the removal of Trade Bars from Whitestrake’s Mayhem. While our earlier note in the Update 50 Week 2 Patch Notes was accurate, it didn’t give enough context about our goals and thought process.

    Our broader goal is to take different approaches to both new and existing events. Removing Trade Bars from Whitestrake’s is part of that experiment. But this decision wasn’t made in isolation. Instead of having them tied to the event, we worked to incorporate them in a broader approach.

    With the rollout of the new Veterancy system, the goal is to have the possible Trade Bars earned in Whitestrake’s and add them to the new reward system.
    This could be better signaled within the Veterancy rewards system if Trade Bars showed up on the first page (first 10 ranks) of the rewards--like adding Trade Bars on Rank 7.

    Fully unlocking Veterancy rewards currently totals 4000 Trade Bars on PTS, which is a little under what it would be if these were counted as events, and that's not considering that fully working through Veterancy is a lot more of a commitment than just doing dailies. This would be more understandable if the total Trade Bars were closer to 5000.
    Edited by JHartEllis on 27 April 2026 22:18
    Guild leader of Spicy Economics and Spicy Life on PC/NA
    ESO Stream Team Partner on Twitch: https://www.twitch.tv/jhartellis
    Twitter: https://twitter.com/JHartEllis
    YouTube: https://www.youtube.com/JHartEllis
    Website: https://spicyeconomics.com/
  • ImPoStier
    ImPoStier
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    ImPoStier wrote: »
    Buff Templars damage and sustain I don’t see Templar mentioned they aren’t fine, they are getting hard carried by lancer and it’s gonna be terrible in content, and give sorcs something, you can’t just give DK their thing (major berserk) and give them 3% weapon damage to compensate that’s not enough, and if sorc is doing 200k dps with overload and DK is doing 180k sorc will never be used, it needs a 2% nerf I have a feeling you are gonna make sorc useless again

    Yeah you nerfed sorc way too hard they might actually be the lowest parsing class in the game apart from arcanist but even beam arc is higher than pet sorc I think, I actually can’t believe it, they didn’t even need nerfed tbh

    Templar needs more damage, it needs to be doing more damage than DK, 2k damage on the mastery would of actually been perfect, you had it right in the very beginning I don’t know why you decided to change it

    Necro is pretty decent, NB is looking okay maybe they need 5% more damage, NB and sorc should be hitting 200k
  • Pinktraining
    Pinktraining
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    it's now the lowest execute scaling skill in the game.

    Sorc player:?
  • Transairion
    Transairion
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    Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

    Emphasis mine but... Heavy Attack builds aren't welcome in PvEvP areas now?

    Empower is basically the only reason Heavy Attack builds function because... as you know, it has a outrageously massive buff to damage vs PvE monsters. Oakensoul release was an easy way to have 100% uptime, so it was basically the base build... now there's Rakkat's Voidmantle for +50%, but it's harder to use due to swapping resource restore method. Stacking them is the absolute peak of heavy attack damage at present.

    Remove Empower from Imperial City, and Heavy Attack builds are completely gutted for an area full of PvE mobs... is the interaction with players not ideal? Of course. But how often does this edge case actually happen? 1/50 encounters in Imperial City? Cryodiil Guards get exploded by all players, so it's hardly based around them. And even when it does rarely happen, the Heavy Attack build is pretty much fodder into PvP content... the absolute BEST[ one can do is deliberately try to bait a player into being atop a NPC when your final heavy attack tick goes off. If not, you get jumped and die pretty much without resistance. Even if you DO kill them, they're not going to stand atop a NPC next time.

    Correct me if I'm wrong, but hasn't this already been addressed with multiple nerfs to Lightning Heavy Attacks already? They used to splash damage for every single tick, now it's only the final tick. Wasn't that for the same damn reason? Almost all your damage is single target unless mobs are high enough HP for the heavy to fully complete AND they have to be all clumped together. I don't see any sign those changes are being undone, this is just being dumped on top. I won't even touch upon the 'bugged' multiplicative damage being adjusted so it's getting weaker as a whole.

    All in all, I would've considered PvP Zone Empower to be the lowest of the low issues to focus on. Subclassing is even stronger, it's not being adjusted. Why can a Arcanist/Templar/Nightblade beamblitz through Imperial City, but my heavy attack damage is being gutted? The extremely oppressive PvP builds are apparently fine (Charm removes all character control, all you did was try to fix it bugging people through terrain). Is the new small-scale PvP area full of hundreds of clumped mobs or something where Heavy Attack builds are gonna dominate or something?

    What's the rationale here?

  • ADawg
    ADawg
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    Please do NOT make Vengeance a permanent thing for PVP...

    Humor me, make it an option and watch it die out, just like it did when it was the ONLY option.

    PVP veterans don't want it, new players do (at least that's the feedback I am reading).


    NO VENGEANCE
    (IT IS ONLY A TEST REMEMBER...)
  • Erickson9610
    Erickson9610
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    Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.
    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).
  • coop500
    coop500
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    Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.

    Even as someone who dislikes the markings, yeah with this new change of them only being visible when ult is ready, they were better serving when they were brighter.
    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)
  • Wuuffyy
    Wuuffyy
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    Just a heads up (hopefully to scour for more werewolf feedback for combat devs)- majority of new (werewolf) feedback (so this week) starts on page 15 or 16 of the ‘official werewolf feedback thread’. 😃
    Edited by Wuuffyy on 29 April 2026 21:30
    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!
  • SneaK
    SneaK
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    @ZOS_Kevin
    Are you guys/gals reading the feedback on masteries being nerfed? Especially NB’s?

    What would have prompted this, and surely the dev team is aware other class skill lines offer bigger %’s than what NB’s masteries have been nerfed to. This is not pushing pure class further, it is reinforcing that subclassing stays meta.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Callosum
    Callosum
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    Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.

    Agree. With them only showing when rampage is ready (which was a perfect change) they should definitely have kept the i intensity of them
  • Wuuffyy
    Wuuffyy
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    Citing to pivot to 'werewolf feedback' thread~

    Hey people, I am going to format differently and keep this a brief 'see for yourself'. This took hours to compile everything correctly so I hope, maybe unlike previous posts, everyone can at least consider taking an honest look at this.
    redacted wrote: »
    I would be interested in this.
    (from at least 1 community member in the 'official werewolf feedback' thread).

    Synopsis/more info:

    As a result of this request/interest, especially, for this proposal-

    I went on PTS and live so I could conduct a 'base values' test (so not carbo-loaded with mastery/proc cheese) comparison of the two (as a long term werewolf player, I had noticed almost immediately after reading the 1st week's patch notes that not everything was a buff so I've stayed skeptical in regards to PvP but only recently had the time to perform this demonstration).

    I used the 'PvP damage morphs with healing howl' (the most logical choice, especially when going for maximum damage with sustainability) for each werewolf skill between live and PTS. To note here, you can sub out the health-based healing howl for a morph that increases damage taken by damage increased proportionality. This may have been a little more exploitable prior to rip and tear nerf as the heal itself tends to be significantly weaker than the health-based, healing howl on a PvP build... however post-nerf for incoming HPS, I no longer consider this a 'sustainable heal' there outside of the most optimal of scenarios.

    Keep in mind that the PTS werewolf has an increase of 10% at all times thanks to major berserk... and still fails to reach (/gap) tooltip values of live in PvP (where werewolf is considered very weak in terms of viability). This is going to be primarily due to the removal of the 25% default increase for werewolf before any other tooltip increases on live, the Savage Strength passive value that we lost on PTS, and direct nerfs such as that of the werewolf berserker ultimate morph bleed dot (for PvP).

    Proof of Build (live and PTS)
    I used the exact same gear on both characters. This outlines as follows>

    -Oakensoul w/ wep and spell enchant on both wolves to keep standard buff consistency (Oakensoul is the meta on live; I could only sub this out for things like Huntman's/Zaan's/unreliable damage proc like Vele/Selene's which I consider to be 'duel cheese' and very inconsistent in actual combat; to note- defensive options for 1/2 pc combinations ARE significantly better so that's a consideration but not impactful for damage).

    -Orzorga's Smoked Bear Haunch Food (to give health scaling some oomph for easier view of tooltip disparity)

    -Warrior damage mundus (to provide more organic weapon and spell damage for easier/more identifiable disparity between tool tips)

    In terms of skills and passives. This outlines as follows>

    -NO other skills or passives of any kind EXCEPT werewolf skills and passives.

    -Absolutely no CP allotted.

    -All attribute points for both toons were loaded as 64 points of stam (to clearly demonstrate difference b/w PTS no-stam-increase and live's werewolf stam increase)

    Location for both toons>

    Live wolf is in the 'infinite werewolf timer' house since it does not currently receive PvP-based damage reductions

    PTS wolf is in the Imperial City Sewer Base so 'Battle Spirit' is active

    Proof of build consistency>

    Stat page

    Live-

    g94l75prs3nr.png

    PTS-

    c2t0j39barbf.png

    No CP allotted

    Live-

    xbm8fslo7vtf.png

    PTS-

    r8gz91hdzvgg.png

    Skills page overview (my skill points allotted)

    Live-

    o61dahinv3qz.png

    PTS-

    q1bg8e93fcq3.png

    Now the tooltips comparison (live and PTS) and brief analysis for each, actives:

    Werewolf Berserker (ultimate skill)
    Live-

    wwuimrionf1g.png

    PTS-

    naflp4n2potp.png

    Nerf. Significant DPS reduction along with horrendous uptime outside of the most optimal of scenarios (from higher tooltip damage and 4 seconds to lower tooltip damage and 1 second with 1 second delay).

    Pounce
    Live-

    tkcg0b8dz0q3.png

    PTS-

    nluifgxip6qa.png

    Nerf in favor of QoL. We received the ability to use either/or instead of having to use the ability twice to receive the execute dot effect. This should have been the case prior regardless. As a result, we have lost the ability to source 600 weapon and spell damage unique to werewolf from this skill.

    Healing Howl (health-based)
    Live-

    i8lryu0rz6vs.png

    PTS-

    ivazuh149h6m.png

    This is a noticeable decrease from live, even despite major vitality buff provided by new healing howl. Relatively insignificant but we lost Minor Endurance and Minor Fortitude. This was more than acceptable prior with rip and tear having provided the majority of HPS regardless of scenario. Now, outside of fighting low-pressure builds and simply spamming rip and tear- this couples to result in a noticeable, substantial decrease in survivability when not on target (worse than live).

    Roar
    Live-

    dnxm9w6lhu0e.png

    PTS-

    qhfnex300uty.png

    This was a buff in some ways, and a nerf in others. Prior we received a pen increase, minor maim debuff, and major protection all-in-one for the "PvP morph". Now, you must choose b/w defense (major evasion and minor maim) and inability to use the synergy yourself... or a way to recoup some of the potential previously-mentioned pounce damage with named, Major Courage and a unique 6% increase buff. It however did receive a cast time which feels like a negative regardless. To note, you must essentially use 2 GCDs once every 20 seconds at a minimum (skill+synergy) to receive the maximum benefit of the 'damage morph'.

    Howl of Agony/Bite (Rip and Tear)
    Live-

    btfcm1gnakcz.png

    PTS-

    3ngl08kruz0q.png

    This one will be a bit longer, a point of contention.

    Healing per second wise, while attacking this is a buff simply because this did not exist in any capacity prior. It receives some execute scaling on second hit at a very low value, so 25%... but this mean that it is dodgeable/very unforgiving/and fairly telegraphed in PvP. The actual damage the spammable does, especially without the Blood Hunger buff to add a damage increase any longer, is significantly lower than live (nerf). In fact, in these screenshots the live version is tool tipping for about ~20% more all time with the ability to be increased by yet another 20% when terrified and off balance are up.

    The guaranteed status effect certainly provides damage value however is both very susceptible to PvP nerf requests for status effects and is simply guaranteeing something I had a roughly ~16% (10% without CP) chance on prior. So it's negating potential burst by guaranteeing the status effect in the power budget. This was always our 'pseudo-burst move' for live as we do not have an actual burst move of any kind for whatever reason (even on PTS, even now).

    It's worth nothing that it also received a range nerf (10m-> 7m) in favor of no longer being considered a projectile ~I assume~ (so depending on who you are fighting and the situation you're in, this part can be a buff/nerf).

    Claws
    Live-

    emqan1ofpdt9.png

    PTS-

    d3lclyc25zac.png

    Another slightly-lengthy one.

    This is a nerf in every capacity against players on live in terms of damage. I mentioned 'status effects' having value and it had more value here as dots have a relatively low chance of procing their status effect, especially an AoE status effect at this one. Essentially what they did was take the dot, slightly reduce its dps, and then condensed it into 10 seconds while removing the guaranteed status effect. The guaranteed status effect was doing roughly the damage of a standard 'melee' spammable within 10 seconds (so you received 5 diseased procs in 5 seconds, in other words).

    This means that while the DPS remained roughly the same, when they reduced the time to 6 seconds from 10 seconds with the recent PTS nerfs, this became significantly less damage per cast than the live version. While becoming more awkward to manage with there being a difference between ads and players for duration. We gained some potential HPS 'while attacking' on this one but lost major and minor defile (so less sustain pressure which I feel is considered thematic for werewolf).

    Now the tooltip comparisons (live and PTS) and brief analysis for each, passives:

    Devour/Insatiable
    Live-

    jbwzf93tqbcv.png

    PTS-

    zgahrhldw12v.png

    This is a buff, no doubt about it. However, you are very unlikely to use this in the heat of combat but definitely considerable for a 'top off'.

    Pursuit/Chase
    Live-

    ikpb9q7td6az.png

    PTS-

    1gcypd49tssf.png

    No changes here either way. Some who have tested on PTS are saying the speed increase potentially isn't calculating correctly.

    Blood Rage
    Live-

    ttuo3tdtarvv.png

    PTS-

    cl4h25n5cbc9.png

    This is a buff and a nerf. It essentially is the primary way you are going to sustain form as a berserker (werewolf ultimate, damage morph; if you try and 'hold' this as a solo berserker... you'll struggle in all but a constant 1v1 situation). It became 'an ult' for us that doesn't necessarily provide a damage/heal proc. As a result, we now use a significant amount of ult every 10 seconds (aside from Packleader or with other wolves) and our 'sustain' bar became our 'fury' bar. It is almost primarily gained by using werewolf skills, moreso for the 'damage morphs'. It takes a considerable amount (I think fair though) of constant combat to build to full. It is heavily telegraphed now with markings while the werewolf user has it ready/is in 'rampage'.

    Savage Strength/Feral
    Live-

    851grmz1fg5m.png

    PTS-

    0rof9viu4awr.png

    Another somewhat-lengthy analysis.

    This is a straight and hefty nerf from live that you can immediately see in the 'setting' screenshots above. It's 18% in PvP on live and was nerfed to 10% on PTS... they had intended for this to release at 36% for both PvE and PvP originally. The more 'base' weapon and spell damage you have, the greater the disparity in actual damage lost regarding the nerfed weapon/spell values.

    On a side note, this+ the PvE claws morph, and the 'on monsters' Berserker dot are why PvE parses can be so substantial on PTS now (PvE werewolf basically went from a bugged passive that didn't work last week to having almost a ~40%, unique wep/spell increase in that setting; think of injecting a 'steroid' of stats that increased parse values artificially).

    Bloodmoon
    Live-

    kbj02mx9p7tq.png

    PTS-

    5nc4ugrxzoeo.png

    No changes here, roleplaying passive. If any passive power needed to be added, unrelated to the skills themselves (such as pen), this passive would be a prime candidate.

    Call of the Pack/Hunt
    Live-

    ra77sd2xj3my.png

    PTS-

    fva58qoh2zz9.png

    So this is technically a buff, but because of the increased costs to form sustain (especially for solo berserker werewolf), and loss of blood rage- this is really more like a 'neutral'.

    ~End of Tooltip Comparison (live and PTS)~

    To note, we had reduced costs added to werewolf. This helps a lot in PvE (less doing anything but damage roto). This was neither requested from PvPers nor does it make it up for tooltips losses or complete invalidation of heavy attacking for resources. The healing howl (either morph) stam-sustain change and a removal of the '25% cost increase' to our skills prior would have been sufficient enough without these stark cost reductions. I'd rather this sustain change stay in myself as I understand we're entering a 'new era' and it does increase build variety, but as far as PvP goes- this should not be considered as a viable reason to keep tooltips lower than live where, again, werewolf is considered 'nonviable'/very off meta.

    It appears with the stat infusion (whopping 40% unique increase to weapon and spell in PvE), a unique bleed for PvE-only from the berserker morph, the ability to more freely use the damage-healing-howl, and aforementioned cost reduction- PvE werewolf is in a good state from live. PvP on the other hand is much more of a mixed bag that seems almost exclusively tuned to cheese class masteries and procs w/ some increased HPS-while-attacking and falling flat just about everywhere else...

    Werewolf players have waited at least half a decade for a rework. Please consider this feedback and easily everything page ~15 and beyond from 'the official werewolf feedback thread' before leaving werewolf behind for another 5 or 10 years again in PvP (for those that don't know, forum PTS week '.3' is typically where you get the bulk of any given PTS' balance changes. If you don't receive them during that week, you are unlikely to receive any other significant balance changes before live and I'm sure we know how that has went for werewolf it the past). Not every suggestion there is requesting a 'power increase' but rather side-grades or power adjustments like removing toxic interaction b/w certain masteries in exchange for furthering in-kit viability, etc.

    *link (to majority of new 'official werewolf' feedback for this week of PTS so far): https://forums.elderscrollsonline.com/en/discussion/691083/u50-feedback-thread-for-combat-refresh-werewolf/p16

    *I may have to edit this for spelling/grammar inconsistencies (I'm nowhere near perfect, haha). *decided to ~spoiler~ the skills comparisons to try and enhance readability. *decided to also spoiler 'proof of build' *added linked to werewolf feedback thread starting p16 (majority new feedback) *added reasoning/explanation for higher PvE parses outside of active/passive analysis
    Edited by Wuuffyy on 30 April 2026 18:00
    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!
  • VinnyGambini
    VinnyGambini
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    Just a proof that WW makes over 10k dps vs 30k resists opponent:

    vhickg6blil8.png

    Also, what are those numbers? Sunderes 2,2k???? LA 4,2k??? hemorrhaging 1,7k??? vs 30k resists???

    All this made by 5 button class?

    If this goes live, everyone is warden WW.
  • Wuuffyy
    Wuuffyy
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    I wanted to cite my post on the werewolf feedback thread, etc. for awareness here also->

    Here are my suggestions to make this information more actionable for the combat team:
    Wuuffyy wrote: »
    I went on PTS and live...

    My own personal suggestion on how and where to make improvements where I personally see fit after my demonstration above and testing against 'meta efficiency PvP builds' on PTS. All of these will be PvP-suggested changes should have relatively little to no impact on PvE in terms of parse DPS. Many of these will provide reasoning as to the 'why' whenever possible.

    Suggestions for general werewolf-

    Under level 50 PvP:

    Simply disable the ultimate use. The cost decrease and minor/major buffs provided alone are enough to allow a 'smurf' to wreak havok in this content. I don't want werewolf to be further, negatively adjusted on live for this whimsical interaction.

    Class mastery (sorc):

    Sorc has been underperforming for quite some time in PvE. It makes sense for the 'class mastery' passives to be strong. With that being said, these class masteries are far too volatile in their current state for werewolf. Disable these particular 'class mastery' passives for werewolf (for now until sorc rework). If able/needed, feel free to provide werewolf its own version of 'class mastery' instead. This would be 5 passives, choice of 2 focus on VERY SMALL damage increases (so like 4-8% somehow or another on 2 damage passives), then it could be 'hircine's fortitude shares 50% of healing value to other werewolves in melee range', 'when activating rampage, purge all negative effects', etc.

    Weapon passives:

    All I ask for here is the ability to take benefit from the dual-wield crit/pen/wep/or crit damage passive so I can properly build in for the small amount of crit (PvE) and the small amount of Pen (PvP) so I'm not necessarily required to build for more-crit-than-normal in sets (PvE) and more pen-than-normal in sets (PvP).

    Please keep the 'major expedition' interaction from bow also. It's currently working that way already on PTS.

    Suggestions for active skills/ultimate-

    Werewolf Berserker DoT Uptime:
    I recommend at least restoring to a 2 second, non refreshable dot or rather upping back to 4 seconds since the major offender (listed below) was removed. If we cannot do this, please rework this morph and move the dot power anywhere else damage-wise for PvP (although... that would be tremendously disappointing for a 'bleeding' werewolf)

    The bleed time was already nerfed from live even prior to last week's change (the damage value had actually already been reduced along with uptime of ~1 second). This is what was being exploited in duels (it was allows for the toxic 'double tick' that Relequen used to provide.

    This was the exact note from the original PTS patch that allowed for this interaction-

    "This morph now grants Major Berserk while transformed. Updated the Bleed from this morph to apply on Light and Heavy Attacks, rather than only Light Attacks. The Bleed now appears to stack up to 5 times in total and upon reaching 5 stacks, the 1 second delay will be removed, allowing you to deal much more consistent damage while sticking to a target."...

    The 'removed the delay' part when sticking on target was your only offender outside of live version values.

    Healing Howl (either morph):
    I'd potentially removing some of the remaining 'claws' morph healing per second and translating this into the addition of a small hot on either morph of the healing howl (scaling off damage for 'damage healing howl' and scaling off health for the 'health healing howl').

    The 'Hircine's Rage' (damage healing howl) has a rather weak heal compared to anything we seen on live and even the 'health healing howl' on PTS. I believe it could use some love. You take up to 12% increased damage for a 12% damage increase (so proportional). This would be a prime candidate for MINOR RESOLVE as the increased damage is already combatting the power efficiency and many DPS in both PvE and PvP have ready access to 'resolving vigor' for this buff. If you're wondering about 'why don't we just reduce the damage taken at that point'... it can still help at full value with a beginning-of-fight opening 'gank'.

    Roar (QoL suggestion only):
    In both mediums of content, maximum efficiency of the 'damage roar' involves the user using 1 GCD (using the skill) doing no damage and 1 GCD (using the synergy) doing no damage every 20 seconds. This coupled with the addition of the .3 second cast time makes this skill feel bad and rather clunky to use. If at all possible, I think this could be alleviated in a health way by having the user 'auto-cast' the self-synergy on the initial use if they are able to use this synergy again.

    Rip and Tear (specifically):
    This is your 'PvP morph'. You can get around not building major and minor breach for the pen in PvE... but you absolutely cannot go without this pen increase in PvP especially with purges/target movement (into group), etc. as you do not have a reliable way to sorc pen except for sets (which everyone else can already do too).

    With that being said, if it's your PvP move and this is my 'pseudo replacement for burst' and yet is a reduction from potential-on-live, this could be better in the damage department.

    I have 2 (either/or) pathways for recommendation here-

    Now that the toxic HPS has been nearly cut in half, I recommend restoring the 'Blood Hunger' damage increase and leaving this alone entirely beyond that.

    OR

    You can give the 'sundered' guaranteed status effect to 'Bloody Gnash' (morph; you'd remove the guaranteed bleed at this point of course), give this morph minor breach as a debuff instead, and give it the Stone Fist treatment as on live DK (once every 3 casts or so, you 'empower' your next one (I believe by ~50 or 60% meaning the actual DPS of this skill should be roughly the same on parses as right now.

    Claws (the 'DoT'/non-PvE morph):
    The duration decrease here was absolutely unnecessary and simply serves to negatively impact quality-of-life. I would absolute restore this more back to its original duration of 10 seconds on PTS while potentially removing some of the HPS here in favor of returning that as a small HoT on the 'healing howl'.

    I would prefer this morph have major defile and minor defile re-added (but not the status proc), but I could see this being out of the power budget, especially if we don't give (remove) some of the HPS here and returning to healing howl.

    Suggestions for passive skills-

    Devour/initiable:
    I would make this provide 30 or 45 seconds of 'sustain time' versus the ~12 or so it does now. This makes corpse consumption more impactful and lenient during downtime in both PvE and PvP without breaking the system of 'working to keep your form maintained (as a solo berserker).

    Savage Strength-
    I'd simply request to bump this up to 16% in PvP instead of the 10% we have now so that it's closer to live (so 6% more wep/spell). This would provide a cleaner more rationale 'reduction' while allowing the change of this passive to be less of a straight nerf from live.

    In summation, nothing I provided is outright injecting power into werewolf 'for free' over live/other classes/etc. and everything suggested is simply a tooltip change/add 'minor buff' here/ disable ultimate in under 50 PvP/ disable this 'mastery passive' (of course I provided a potential alternative to this one).

    I think these few simple changes would round out werewolf, help curb toxic interactions, and allow environment on post-release live be a healthier place (especially in under-50 PvP content).

    ~END~

    *edits (like OP) should be primarily spelling/ grammar
    Edited by Wuuffyy on 30 April 2026 19:32
    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!
  • IncultaWolf
    IncultaWolf
    ✭✭✭✭✭
    ✭✭
    Just a proof that WW makes over 10k dps vs 30k resists opponent:

    vhickg6blil8.png

    Also, what are those numbers? Sunderes 2,2k???? LA 4,2k??? hemorrhaging 1,7k??? vs 30k resists???

    All this made by 5 button class?

    If this goes live, everyone is warden WW.

    They are using the new status effect mythic, which is just over performing on everything at the moment. Already saw one shot ganks from range with it in battlegrounds yesterday.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Just a proof that WW makes over 10k dps vs 30k resists opponent:

    vhickg6blil8.png

    Also, what are those numbers? Sunderes 2,2k???? LA 4,2k??? hemorrhaging 1,7k??? vs 30k resists???

    All this made by 5 button class?

    If this goes live, everyone is warden WW.

    They are using the new status effect mythic, which is just over performing on everything at the moment. Already saw one shot ganks from range with it in battlegrounds yesterday.

    So you’re telling me these peeps are using everything under the sun that will be nerfed, independently of werewolf, and is a problem outside of werewolf… to trick ZoS into nerfing werewolf further??? (because I mean only someone paying attention to the status effects would have noticed the mythic without you saying something).

    Also he’s using armor pots- GL using that open world with that little health for scaling- on sustain.

    Also, you’re hitting 8-9k crits, I mean I don’t think you would hit a 33k resists build with that. Hmm?

    It’s almost like they have an agenda or something. *cough* *cough* 3 burst moves on DK with access to corrosive *cough *cough*

    I love being a werewolf player and having to think that I need to be inferior because the spec was made to be one bar. This game and its ‘PvP community’ are truly a breed of toxic.
    Edited by Wuuffyy on 1 May 2026 13:18
    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!
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    On a side note, it was low key funny watching Re(d)act(ed) come in to the PTS feedback thread after not posting for days, roughly 20 min I posted showing clear nerfs to our tooltips from live. He came in to say ‘but actually werewolf still needs to be nerfed’ while providing another one of those beautiful no-real-information PvP parse CMXs :D

    Also he felt the need to say the whole ~one bar shouldn’t be good~ bit which I mean was also kind of hilarious I won’t lie.
    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!
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