Greetings adventurers of Tamriel,
have you heard of those vile beasts roaming the battle fields of Cyrodiil? Armed with razor-sharp claws and teeth so strong it can penetrate even the most heavy armor? So gruesome even the most battle harded veterans are turning and fleeing the fight in hope for survival?
No? Well, me too.
Werewolves do have a serious disadvantage in Cyrodiil making a Werewolf play far from being the Ultimate Hunter as Hircine states them to be. Reasons are many but I'll just take a few of them.
1st: You have to transform and you have limited fighting time. Because your time in Werewolf form is very limited you cannot afford to turn into a Werewolf just in preparation for a potential fight. By the time you are turning into one the fight most likely has already started.
2nd: Lack of Burst Damage
Besides the Jump which is actually quite good on both morphs, the Werewolf lacks burst damage. Especially when reducing the damage by 50% because of the Cyrodiil buff active the most attacks are mere scratches. All Damage over Times are pretty weak and can easily be counterhealed even by minor healing abilities or being purged.
3rd: Very very vulnerable versus CC
As much as trapping and holding a Werewolf is good and I am for the possibilities of doing so, it is far overdone in ESO.
A werewolf is the incarnate of war and focussed on melee rushes but he often cannot even advance cuz of skills like Bombard, Dragon Talons and so on.
My suggestions for reworking the Werewolf
General Changes
All Damage over Time-effects and debuffs done by Werewolves are unpurgeable within the first three seconds of their duration.
Werewolf Berserker (Morph of Werewolf Transformation)
Removal of the additional bleeding damage.
All negative debuffs (such as Holding, Bleeding, ...) only have 50% their duration on Werewolves.
Breaking free grants double the duration CC immunity as usual.
Pounce,
Brutal Pounce and
Feral Pounce
Additionally deals 200% bonus damage versus targets that are being hit in their back.
(200% is probably a bit too much, but well those values are negotiable)
Hircines Rage (Morph of Hircines Bounty)
Remove the hilarious 10% weapon damage increase and replace it with a buff that increases damage versus targets below 50% by up to 150% depending on the severity of the wound.
Howl of Despair (Morph of Piercing Howl)
Activating the synergy is no longer restricted to a single player.
Multiple players can activate the synergy. The synergy does no longer increase light and heavy damage but increases physical and spell penetration by an amount between minor and major breach for the abilties duration.
Claws of Anguish (Morph of Infectious Claws)
Werewolf claws are the most infectious, cursed things in some myth and what do we get? A ridicule healing debuff. Please add a unique debuff called "Cursed wounds" preventing the healing of all damage done by werewolf attacks as long as the debuff is active. Damage done from other sources can still be healed.