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Werewolf Report Card - Scalebreaker

Skoomah
Skoomah
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Werewolf Report Card

The following ratings are split up into different buckets of PVP vs PVE and game settings ranging from solo to large group play. Please note the ratings are benchmarked against what humanoid players can do vs what werewolf can do.

Options
- Very Strong
- Strong
- Average
- Weak
- Very Weak

PVP

- Solo: Weak

Offense - The change to how bleed damage works has significantly reduced the ability of werewolves to apply enough pressure to walk away from the fight with a win. Opponents are able to mitigate the damage output without breaking much of sweat. They are able to out sustain werewolves. And more experienced opponents can just wait out the timer. Werewolves can light attack, bleed out opponents, hop to them, and roar at them, all of which do less than satisfactory damage.

Defense - Werewolf skills are incredibly expensive. Most werewolves get about 2-3 heals in before they run empty. And immobilizes and snares are extremely effective against werewolves since they have no cleanse or purge. Werewolves do have faster sprint speed but that costs stamina which is in short supply due to expensive skills. Humanoid players can build more tanky, with better healing, better sustain, better mobility, more utility in more situations.

- Battlegrounds / Imperial City (Small Group): Strong

Offense - This is where werewolves shine. Battlegrounds and Imperial City and their confined spaces makes it hard for opponents to run out their timer. The frequency of death is also much higher so there is an abundance of food to keep the timer going. The game mode encourages group play so werewolves can dog pile and kill opponents they couldn’t kill before while solo. But that’s true for any other humanoid player. Strength in numbers and very strong when a healer is in group. Healers are in good supply in Battlegrounds and Imperial City.

Defense - The defensive issues are same as when solo. When you boil it down, humanoid players can build more tanky, with better healing, better sustain, better mobility, more utility in more situations.

- Cyrodiil (Large Group): Very Weak

Well organized wolf packs used to be able to crush their enemies due to numbers and focus fire, but with the change to how bleed damage works, this strategy doesn’t work anymore. The damage output is 30% less than humanoid opponents.

Werewolves don’t have access to ultimates for burst damage and utility. They are limited to five active skills while humanoid players have access to ten active skills and two ultimates along with all the buffs and debuffs werewolves have.

Humanoid players have access to more skills, more utility, better damage, better healing, and ultimately better survivability because they choose when to engage or disengage in a fight. Werewolves have to stay on the offensive or lose form. Staying in form is extremely difficult when traversing such great distances in Cyrodiil.

PVE

- Solo: Average

Offense - Werewolf damage can get the job done.

Defense - Werewolf healing and tankiness can get the job done.

People mostly complete questing or role playing of story content when playing solo PVE. The timer gets in the way of immersion as people have to skip through voice over-ed NPC dialogue in order to keep the timer going. It’s a real bummer.

- Dungeon (Small Group): Weak

Offense - Werewolf damage can get the job done just fine.

Defense - Werewolves can’t fulfill the role of healer or tank.

- Trial (Large Group): Very Weak

Offense - Max damage on a PVE werewolf involves a relatively easy rotation (just remember... werewolves only get access to 5 active skills), but overall damage output is only above average. Experienced humanoid players will output 30% more damage than a werewolf.

Werewolves only have access to melee attacks which makes them less useful in a lot of settings where ranged attacks would be a more effective option to deal with the mechanics of an encounter.

Due to uncompetitive DPS output and limitations on types of attacks, it doesn’t make sense to bring werewolves to Trials to get easy clears or high scores.

Also, any downtime in between fights and werewolves run out of timer and lose form.

Defense - Werewolves can’t fulfill the role of healer or tank.
Edited by Skoomah on August 27, 2019 3:28PM
  • MartiniDaniels
    MartiniDaniels
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    True, no point to turn to WW if same character does everything better in human form. I've put out all skillpoints from WW on free re-spec week. Still keeping the form, sometimes it's useful to slot WW just for 15% stam recovery.
  • Stanx
    Stanx
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    Looks to me like WW need a little bit of love!

    Sorry, but the my inner pedantism needs to mention the fact that you have listed 5 options to determine strength and have gone on to designate Battlegrounds / IC as 'Above Average'. By your own system, do you mean 'Strong'?

    Interesting reading, thanks for putting this together.
  • Skoomah
    Skoomah
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    Stanx wrote: »
    Looks to me like WW need a little bit of love!

    Sorry, but the my inner pedantism needs to mention the fact that you have listed 5 options to determine strength and have gone on to designate Battlegrounds / IC as 'Above Average'. By your own system, do you mean 'Strong'?

    Interesting reading, thanks for putting this together.

    Thanks bro. Fixed the rating to Strong.
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