Here is written the thoughts of Caius Whitefang: Packleader of Scourge Alliance, First Fang of Hircine, The Beast of Bruma.
In this entry I have given my suggestions for changes to improve current werewolf gameplay pain points. I have done my best to keep all aspects of the game in mind.
1. Tanking
Many have requested the ability to do so. Though Werewolf is Missing crucial tanking passives for survival, and ZOS has given their stance that they don't want werewolves tanking. So instead let us grant the first lycanthropy form variation through set. The Werebear.
Totem of Hrokkibeg
2) Max Health
3) Max Stamina
4) Max Health
5) Bashing Taunts your target for 15 seconds.
Your Lycanthropy transformation turns you into a Werebear, While a Werebear reduce the cost of block increase the amount of damage you can block.
Having a set that visually showcases your ability to hold agro and take heavy hits will help show other players that you have the tools to tank.
2. Abilities & Utility
Werewolf currently provides the ability to pull adequate self buffed dps (50k+), while that number is respectable it is not close to what other top classes are able to pull. Combine that with sub par aoe damage and lack of range it leaves many asking why bring a werewolf to end game trails or content?
The solution shouldn't be buffing raw damage, not to have werewolf be the top single target damage dealer, but with unique buffs and debuffs. Werewolves aren't able to provide any of their class buffs or debuffs so they should have access to unique buffs only found to werewolf making it beneficial for groups to bring one along.
Howl of Despair: (Feeding Frenzy)
-While a unique and powerful buff, is a clunky synergy to use and activate. Currently if you use the ability it applies the synergy for one person to activate for themselves. This requires the werewolf to constantly spam this ability in order for all of the groupmates to take advantage of it. Instead this synergy should grant all group members the bonus after any other group member activates the synergy. This trigger would apply a global cooldown for the synergy for all allies. Or at the very least allow all allies to activate.
-Defening roar:
The fear with this ability really shouldn't be changed and now that the enemies are feared in place it makes it a much more appropriate ability to be used in dungeons and trials.
I would like to see this morph grant the unique buff that increases dot damage by 10% for all nearby allies for 10 seconds.
-Ferocious Roar: Sets targets off balance even if they can't be feared. Off balance cooldowns apply.
-Howl of Agony: This ability really only has strength in pvp, and only against unskilled opponents or in lag filled environments.
This ability now has increased range and increases damage recieved by ranged abilities by 10% for 5 seconds.
-Pounce
Pounce on an enemy with primal fury, dealing x Physical Damage.
Pouncing from at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
-Feral pounce
Pounce on an enemy with primal fury, dealing x Physical Damage. Hiting a target from behind knocks them down for 3 seconds.
Pouncing from at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
-Brutal Pounce
Pounce on an enemy with primal fury, fracturing the ground under the target dealing x damage to all enemies within the area for 10 seconds.
Pouncing from at least 10 meters away adds 4 seconds to the duration of your Werewolf Transformation.
3. Ultimate Identity
Some wolves may argue that pet direwolves are fine, they offer addional dps while in pvp provide increased survival due to targeting issues. Werewolves should be fun to play and fight against and people should be happy to see them in veteran content.
Pack Leader: Should identity with increasing the effectiveness of allies, and of the pack.
Transform into a beast, fearing nearby enemies for 3 seconds.
While transformed, your Light Attacks apply a bleed for X Physical Damage over 8 seconds, your Heavy Attacks deal 50% splash damage, and your Max Stamina is increased by 30%.
Your bleeds now apply Minor Stamina steal, friendly Werewolf's gain 1 second to their werewolf timer every time they use a werewolf ability.
While slotted increase stamina regen by 15%
4. Functionality
Devour should be moved from synergy activation button. Seeing as devour isn't a proper synergy, and it often gets in the way of activating intentional synergies, sigils, group/ duel invites, or ready checks. Move this action to crouch as crouching has no function on the werewolf.
Look at heavy and light attack detection. Very buggy and it is noticeable after the melee range decrease.