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[Class Rep] Werewolf Feedback Thread

Community Manager
The purpose of this thread is to give you a place to post your current top two pain points with Werewolves. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Gina Bruno
ESO Community Manager
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Staff Post
  • Ahzek
    1. Werewolves are especially handicapped in no CP where their stat boosts are not as effective and their very high skill costs make them very hard to sustain for even a short period of time.

    2. The off balance interactions are very wonky and dont work out with WW. Feral leap stun hardly ever triggers and heavy attacks are very weird to actualy hit.
    Jo'Khaljor the bestest stam sorc (out of all 3) EU.

  • Aznox
    1 - Bugs and and limitations :
    Major bug since Summerset : Heavy Attack weaving is broken, using a skill during heavy attack windup will fire the skill immediately and cancel the heavy attack instead of queuing the skill.
    Example of limitation : can't use synergies.

    2 - Werewolf is incredibly powerful, interesting to build and rewarding to learn. Seeing players who never really tried and are asking for major redesign is my second pain point. Lets be more constructive : Tormentor doesn't work with jump (taunt)
    Edited by Aznox on May 31, 2018 6:29PM
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf
    Currently enjoys a bit of loneliness in Shor no-CP Imperial City
    Battleground regular and Dueling addict
    Theorycrafting enthusiast
    CP1000+ club
  • Aztlan
    1. I agree about the timer. We need to be able to stay in form longer and for the feeding mechanic to be smoother. I especially think we should be able to stay in form for longer in groups, even permanently as before.
    2. We need to be able to respond to CCs. They are our number one nemesis.
  • Avran_Sylt
    • No source of taunt (Tormentor doesn't even work)
    • No passive method of staying in WW form indefinitely (through sets and/or groups)
  • JXNwarrior
    Pain Points:

    1. Only usable heal scales off of magicka(?!)
    2. Devour Synergy is unreliable.

    Possible Solutions:
    1. Scale the heal from Max or Missing Health, one morph applies a meaningful (not currently) HoT, other synergizes with other WWs
    2. Increase reliability, range and speed up animation of Devour Synergy
    PC NA 300 CP
    PS4 NA 1200+ CP
  • KurtAngle2
    Definitely abilities costs and WW uptime, both need huge fixes
  • Blobsky
    1. Far too much uptime in PvP (mostly permanant until death or kill)
    2. Horrible heal scaling
    3. Useless as Magicka players
    4. Penalty passives (Poison passives, db) should count even unmorphed else there is no reason to not be a wold, allowing some builds to slot WW ult for 15% stam regen at no cost.
    Yt Channell: Blobsky

    DC EU Nightblade
    Owner of 'The Travelling Merchant' - Craglorn trade guild since near release!
  • Chrlynsch
    Blobsky wrote: »
    1. Far too much uptime in PvP (mostly permanant until death or kill)
    2. Horrible heal scaling
    3. Useless as Magicka players
    4. Penalty passives (Poison passives, db) should count even unmorphed else there is no reason to not be a wold, allowing some builds to slot WW ult for 15% stam regen at no cost.

    Wouldn't you say the cost is having to slot the ult over a different Ult you could use? Just like the bonuses of mages guild, Fighters guild and Support line. Each of these give bonuses for slotting an ult for raw stats.
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Skullstachio
    By far, werewolves are performing admirably in PvE, but two things have bothered me for a long time, one has only bothered me a short time but it isn't too significant.

    Pain Points
    1. Unchained Champion passive (Long term annoyance): back before the implement of the clockwork city, whenever I "Break free" from a stun or similar disabling effects, the Unchained champion passive would reduce the cost of the next stamina ability used by 80% for 5 seconds, however, when the Clockwork City Base Patch dropped, it created a big problem which prevents Werewolves from proccing Unchained.
    2. Hircines Bounty: In lieu to the other commentary here, I can say that across the board, the ability "Hircines Bounty" & it's morphs may be underperforming in some way. (I know @ZOS_GinaBruno said in the thread to focus on the problems at hand rather than solutions, but in this case, I feel the skill & its morphs could use the "Flames of Oblivion" treatment, as in to scale the healing to the users Highest statistics to allow a small degree of flexibility.)
    Xbox LIVE: Skullstachio

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  • phaneub17_ESO
    1. Change one of the Werewolf morphs into something Tank oriented with roughly 25% more resists, 15% more health while active, and either Ferocious Roar or Howl of Agony morph have a Taunt mechanic.

    2. Hircine's Bounty is a conundrum as it scales off of Max Magicka and generally the characters with Werewolf are Stamina focused. I don't mind that it costs Magicka, but feel like it should scale off whichever stat is higher, Stamina or Magicka like Ultimates do. Maybe have Hircine's Rage morph gain a Magickasteal Buff for 20 seconds, so you have a way of casting it more regularly over the course of the transformation.
  • Thraben
    1. Hircine´s Bounty should become a group wide heal over time within 3 seconds after an enemy has been defeated.
    Reason: This promotes aggressive group play and offers Werewolf players the chance to support the group. The idea has been tested in other MMORPG (warg pack in LOTRO), and doesn´t affect the general PvP balance.

    2. Howl of Despair now also removes 2 negative effects.
    Reason: Firstly, this is an underused morph, secondly, Werewolves are the weakest "class" in overland PvP because of root-lock.

    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Strider__Roshin
    Terrible healing and sustain.
  • Zer0oo
    • snares+roots and no way to remove them (like every mag class i guess)
    • the 25% more damage from poison is too strong (that damage increase is equal to 5xhundings)+ heal debuffs are too strong especial in cp and they are too easy accessable to keep 100% uptime (the pain of every stam class i guess)

    • bad sustain
    • no aoe

    I personal would not change the healing morph to scale of just stam since werewolfs should have some weak-points, that said my tool-tip of that heal is bigger than honor the dead on my mag templer.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Sharee
    1, No way to counter invisibility except detection potion
    2, Highly susceptible to snares
  • anadandy
    1: WW uptime

    2: Devour is clunky, spend too much time trying to find the "sweet spot", other players standing near/on corpse makes it a pain in group content.

    Also, there still seems to be an issue with losing WW form even when meter is full - it was supposedly fixed a couple patches ago but it is still happening (have reported it - tough to document because you never know when it's going to happen)
  • Gargath
    1. Either powerful stamina based warrior with poor magicka based healing.
    2. Or poor magicka based warrior with powerful magicka based healing.
    PC EU (PL): 14 characters. Member of Priests of Hircine Werewolf Guild. In ESO since 06.08.2015. CP930+.
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