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New werewolf player model/skins

IncultaWolf
IncultaWolf
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Would it be possible to update the player model for the werewolf? It looks very dated, and several of my guildmates and I would gladly pay for a reskin if that's what it comes down to.
I was farming leads for shapeshifters chain a while back and noticed how cool the werewolf model for Packleader Sigmund in the Hircines Haunt delve looked. Why can't we get something like that? If you look back at screenshots/videos from early 2014, the original werewolf player model was actually better too.

s4h6tuhscp96.png
Edited by IncultaWolf on January 20, 2024 11:58PM
  • Jaraal
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    Considering how they have been consistently taking away from the werewolf experience and capabilities since the Wolfhunter expansion, I don't see them trying to make players more interested in the transformation by giving them customization options. Werewolf is kind of like Cyrodiil, in that it seems to be in a state of stagnation and indifference, and simply doesn't appear to be a high priority for them.

    Certainly, that could change at some point, but based on the way things have been going lately developmentally and functionally, I wouldn't anticipate it being any time soon. They appear to be more focused on getting new content ready for sale than fine tuning and improving existing content. Granted, they may consider things differently.... but all we as players have to go on is what is presented to us with each new patch.


    Edited by Jaraal on November 4, 2022 10:04AM
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • Soarora
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    I am in full support of giving werewolves more appearance options like skins and body markings in the same way that the Warden has the Slate-Gray Summoned Bear special collectable. However, other players will need some other visual indicator than the fur color to differentiate between each version of the ability.

    Currently, the Werewolf Transformation ability gives the player brown fur, the Werewolf Berserker morph gives the player black fur with white accents, and the Pack Leader morph gives the player white fur. For comparison, the Feral Guardian skill summons a regular bear with no glowing bits, the Eternal Guardian morph summons a bear with glowing eyes, and the Wild Guardian morph summons a bear with glowing sigils on its sides and face, but no glowing eyes.

    The key difference between Werewolf Transformation and Feral Guardian for how each skill and their morphs telegraph which ability is being used is that Werewolf Transformation relies on the fur color, while Feral Guardian does not.

    If werewolves want to be able to customize their fur color or add body markings, there needs to be something else on the werewolf to differentiate each morph - like, for instance, a different character silhouette (like using a modified player model), glowing eyes, markings on the fur, or different animations.

    If someone has wolves it’s pack leader and if they don’t it’s probably berserker. Could be neat to make the berserkers beefier than the pack leaders though, or give them red glowing eyes like the image. Giant claws?
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
  • Erickson9610
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    Soarora wrote: »
    If someone has wolves it’s pack leader and if they don’t it’s probably berserker. Could be neat to make the berserkers beefier than the pack leaders though, or give them red glowing eyes like the image. Giant claws?

    In my opinion, I think it would make more sense for the Pack Leaders to be bulkier (as the name implies, they're the "leaders" and they are typically the tanks in a werewolf group). The Werewolf Berserkers ought to have the glowing eyes to show how powerful and berserk they are. I suppose that just leaves the unmorphed Werewolf Transformation to be the regular werewolves without glowing eyes nor the bulky model.
  • M0ntie
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    Definitely needed. Make the transformation types differentiated by bulk and red eyes. And let us apply body markings and also other cosmetic changes like those available for kajhit and arginians. Also the function to allow us to dye the fur in the outfit station.
  • Kingsindarkness
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    Look how cool they use to look, the smoke effect during the transformation, the blood staying on the muzzle, so many cool things that have gotten taken away. Please give us some of these features back

    When I asked about the Cloth flag waving in High Isle and why could we not have Cloaks I got a snarky response about asset management from another Twitter user...I think the engine is very limited what is easy for most engines is impossible for this one, they more than likely had to change it.

    I'm just guessing though.


    Edited by Kingsindarkness on November 5, 2022 8:38PM
  • Vevvev
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    Look how cool they use to look, the smoke effect during the transformation, the blood staying on the muzzle, so many cool things that have gotten taken away. Please give us some of these features back

    When I asked about the Cloth flag waving in High Isle and why could we not have Cloaks I got a snarky response about asset management from another Twitter user...I think the engine is very limited what is easy for most engines is impossible for this one, they more than likely had to change it.

    I'm just guessing though.


    They actually were going to have capes at ESO's release, but the Art Director didn't like the way they looked and pulled the plug. They apparently had very bad clipping issues, didn't flow right, and didn't work well with shields, staves, bows, etc when they were holstered.
    Edited by Vevvev on November 5, 2022 8:49PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Natakiro
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    SERIOUSLY, I love werewolves and Elder Scrolls is one of the few places that you can play as one. I was excited that they were in ESO but the model is a bit janky looking (to be fair, they were ugly in Skyrim, too; looked like overgrown Skeevers, had to use Diverse Werewolves Collection/Moonlight Tales to make them look cool. Morrowind's Bloodmoon did them right, though) I just wish their faces were redone, they look so goofy. But, I love the tail, please don't make it ugly if redone. The behemoth werewolves have awwwwful tails, just a lump glued to their butt.

    I would really love to see the werewolf model get a redo, or some tweaks. The skins would be cool, too, but I know wh ythey might limit it, for morph reasons. However, why don't sorcerers have skins for their pets?? I would pay for that lol
    PC-NA | Play on Desktop, Steam Deck, VR via vorpX
  • Kingsindarkness
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    Vevvev wrote: »
    Look how cool they use to look, the smoke effect during the transformation, the blood staying on the muzzle, so many cool things that have gotten taken away. Please give us some of these features back

    When I asked about the Cloth flag waving in High Isle and why could we not have Cloaks I got a snarky response about asset management from another Twitter user...I think the engine is very limited what is easy for most engines is impossible for this one, they more than likely had to change it.

    I'm just guessing though.


    They actually were going to have capes but the Art Director didn't like the way they looked and pulled the plug. They apparently had very bad clipping issues, didn't flow right, and didn't work well with shields, staves, bows, etc when they were holstered.

    Yeah, I also remember Rich or Matt saying they personally busted their butts in trying to make them work (Honestly they could sell different cosmetic capes in the Crown Store for a huge profit) and it was just impossible.

    And that is back to my original point...most other engines cloth plugins and the like is the epitome of easy

    Like the original Werewolves...they were badass.


    Edited by Kingsindarkness on November 5, 2022 8:53PM
  • Kory
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    I want the Berserker morph to have tattoos like Balorgh in the wolfhunter dlc. A bit bigger scale too, almost the size of the vampire morph.
  • Panderbander
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    Even something as simple as allowing the skins we currently have available on our human forms to be visible would be a welcome change. Right now cosmetics we have mean nothing when you're spending all of your time in werewolf form.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • IncultaWolf
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    I think if werewolf body markings were to be implemented, ZOS should start with giving players access to body markings which have already been made. For instance, the scarred body markings that Faolchu, Kayd at-Sal, and Packleader Sigmund have:
    fn9v20msiqra.png

    As for player werewolf skins, players ought to be able to choose from the existing fur colors, such as black, brown, grey, and white:
    1h6uuhegbphp.png

    Man, those werewolf models look SICK! I wish we got those instead of the rat looking one we have to use
  • IncultaWolf
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    Kory wrote: »
    I want the Berserker morph to have tattoos like Balorgh in the wolfhunter dlc. A bit bigger scale too, almost the size of the vampire morph.

    Imagine having the werewolf behemoth from stone garden in cyrodiil :p
  • Rogue_WolfESO
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    100% an update to WW skins is needed. Would definitely be a buyer from crown store if only there were new looks for WW. Make it so, ZoS!
  • Erickson9610
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    In my opinion, I think it would make more sense for the Pack Leaders to be bulkier (as the name implies, they're the "leaders" and they are typically the tanks in a werewolf group). The Werewolf Berserkers ought to have the glowing eyes to show how powerful and berserk they are. I suppose that just leaves the unmorphed Werewolf Transformation to be the regular werewolves without glowing eyes nor the bulky model.

    As it turns out, the icons for Werewolf Transformation, Werewolf Berserker, and Pack Leader actually have something similar going on. Werewolf Berserker has those glowing eyes, and Pack Leader is just slightly furrier than the rest, sporting what looks to be a goatee and having extra fur on the torso. Werewolf Transformation has neither of these features.

    ts12b21w212h.png
    Edited by Erickson9610 on November 17, 2022 2:24PM
  • atl8691
    atl8691
    Yes, Werewolf skins would be nice. Werewolf doesn't look scary in game.
  • Snamyap
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    Vevvev wrote: »
    Look how cool they use to look, the smoke effect during the transformation, the blood staying on the muzzle, so many cool things that have gotten taken away. Please give us some of these features back

    When I asked about the Cloth flag waving in High Isle and why could we not have Cloaks I got a snarky response about asset management from another Twitter user...I think the engine is very limited what is easy for most engines is impossible for this one, they more than likely had to change it.

    I'm just guessing though.


    They actually were going to have capes at ESO's release, but the Art Director didn't like the way they looked and pulled the plug. They apparently had very bad clipping issues, didn't flow right, and didn't work well with shields, staves, bows, etc when they were holstered.

    Like clipping issues ever stopped them from releasing stuff. 🙄

  • Vevvev
    Vevvev
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    Snamyap wrote: »
    Vevvev wrote: »
    Look how cool they use to look, the smoke effect during the transformation, the blood staying on the muzzle, so many cool things that have gotten taken away. Please give us some of these features back

    When I asked about the Cloth flag waving in High Isle and why could we not have Cloaks I got a snarky response about asset management from another Twitter user...I think the engine is very limited what is easy for most engines is impossible for this one, they more than likely had to change it.

    I'm just guessing though.


    They actually were going to have capes at ESO's release, but the Art Director didn't like the way they looked and pulled the plug. They apparently had very bad clipping issues, didn't flow right, and didn't work well with shields, staves, bows, etc when they were holstered.

    Like clipping issues ever stopped them from releasing stuff. 🙄

    Or pulling on the model.... Stares at the Dark Passions Regalia and how it warps and distorts a person's legs as they move and jump.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • ofcourse81
    ofcourse81
    Soul Shriven
    how is it the vampire has been reworked but not the werewolf model?
  • Erickson9610
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    There are a lot of really cool things that could be done for the appearance of werewolves to make them more appealing to play as in group content. I understand that the transformation is an Ultimate skill, so it has to somehow telegraph to enemy players (and allies alike) which morph is being used.

    I remember reading some old forum posts from back when the Wolfhunter DLC released in 2018, back when werewolves could achieve DPS values that rivaled standard classes via light attack spam. Folks were concerned that werewolves would become the meta for trials, and one person in particular commented that "4-6 players with identical visuals, animations, rotation, sounds . . . does not appeal to me at all". Werewolf groups will prefer the best morph for the content they're doing, so they will usually all have the same appearance.

    I believe that werewolves need more variety in their appearance. Given that there's no reason to use the unmorphed Werewolf Transformation outside of roleplay reasons, werewolves in their groups will only have 1 of 2 skins — their fur is either white or black. Giving werewolves more visual variety will hopefully make them more appealing to see in group content.
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