We all know the option to become a Werewolf or a Vampire, but... in general... what does it provide the player?
We know most people choose werewolf for the passive Stamina regen, but nothing more. Becoming a werewolf strips the player of all their normal passives, eventually making them end up far weaker compared to when they would stay human.
Vampires themselves have not much to offer either. Bat Swarm is a decent skill, but besides that (and sneak speed) you don't really gain much when you decide to become a Vampire.
With the upcoming updates (Werewolfs and Vampires being less harmed by their "weaknesses") you see that becoming one is more of a burden than a blessing, hence the need to make them less vulnerable.
I personally like the Risk <> Reward trade-off, and for that i which to propose a few suggestions, both for the werewolves as well as for the Vampires.
Vampires
A new active ability, unlocked at rank 10 Vampire. This ability will be a toggle.
Basic skill:
Increase Spell damage by 5/10/15/20% for each stage of vampirism the player has.
Increases Fire weakness by 4/8/12/16% for each stage of Vampirism the player has.
The player will have the "Evil hunter Glow", even for people who don't have this skill slotted.
Morph 1:
Increase Spell damage by 10/20/30/40% for each stage of vampirism the player has.
Increases Fire weakness by 6/12/18/24% for each stage of Vampirism the player has.
The player will have the "Evil hunter Glow", even for people who don't have this skill slotted.
Morph 2:
Gain 5/10/15/20% of all damage done as health.
Increases Fire weakness by 6/12/18/24% for each stage of Vampirism the player has.
The player will have the "Evil hunter Glow", even for people who don't have this skill slotted.
Werewolf.
Make the passives be dependent on the Werewolf Morph the player chooses.
Pack leader could be the Tank type while Berserk could be the offensive type.
Devour:
Get 1-5 minutes of werewolf form for each time you feast.
(Werewolf form needs to maintain for a longer period)
Pursuit:
Pack leader: 50/100% of damage is gained as Health
Berserk: 50/100% of damage is gained as Stamina
Blood Rage:
Pack Leader: Increase Health regen by 50% each time you are hit (stacks 5 times, lasts for 30 seconds).
Berserk: Increase damage of light and heavy attacks by 30% each time you hit an enemy (stacks 5 times, lasts 30 seconds).
Savage Strength:
Pack Leader: Increase Weapon and Spell Resist by 9/18%.
Berserk: Increase Weapon damage by 9/18%.
Call of the Pack:
When transforming into a werewolf any nearby allies will have their Werewolf ultimate cost reduced by 25-50%.
A normal werewolf could have 1/3rd of the power a Pack leader or Berserk has.
Basically the less powerful, but more balanced hybrid form.
With this the weaknesses as they are could remain for the werewolf.
For the vampire the basic nerf in fire weakness could still be done, as it would be lifted by using the power-up skill.
Mending-The-Wounded, Aldmeri Dominion, Templar.