Werewolf Transformation (in PvE and PvP) and Bestial Transformation (in the Endless Archive) are both Transformation abilities which grant you a special skill bar for the duration. Endless Archive scorepushers avoid picking up the third Vision that would unlock the Bestial Transformation Verse, and it's advised in both PvE and PvP to avoid using Werewolf Transformation at all. Players actively avoid these Transformation abilities, and in this thread, I would like to explore potential reasons for why this is.
Firstly, both Werewolf and Werewolf Behemoth replace your ability bar with a predetermined, much smaller subset of skills. Given that players pick and choose favorable skills from their unlocked skill lines to use in their builds, transforming into either of these lycanthrope forms takes away access to necessary skills. This can cause issues in various areas:
- In PvE, where you may need a ranged weapon, a heal over time, and the ability to bar swap or crouch
- In PvP, where you may need a snare and negative effect purge, a heal over time, and an Ultimate to cast
- In the Endless Archive, where you may need a negative effect purge, damage shields, and some form of mitigation
Players do not choose either of these Transformations because of the lack of build options within either form. Every skill line (isolated on its own) has shortcomings, which is why players mix and match better skills from various skill lines.
To put this into perspective, imagine trying to make a build using only Undaunted skills, without being able to use skills from other skill lines. By doing so, you give up access to most of your class passives, your useful abilities in other skill lines, and you must cleverly rely on set bonuses to attempt to reach the same capability as an unrestricted player. Especially with the case of building with only Undaunted skills, you lack an Ultimate ability in that skill line, which is just like how Werewolf plays. You cannot slot your own skills to make up for Werewolf or Werewolf Behemoth's shortcomings.
Secondly, Werewolf and Werewolf Behemoth both have impaired functionality. Werewolf
cannot:
- Crouch/Sneak
- Bar Swap
- Utilize Weapon Passives
And Werewolf Behemoth
cannot:
- Crouch/Sneak
- Bar Swap
- Utilize Weapon Passives
- Utilize Weapon Enchantments
- Heal from Ring of the Pale Order or Reaving Blows
- Benefit from Shapeshifter's Chain
Compared to other Transformation abilities (such as Bone Goliath, Blood Scion, Ice Avatar, and Iron Atronach) the Werewolf and Werewolf Behemoth Transformation abilities break basic functionality of some systems. Conversely, the other Transformation abilities instead function as direct upgrades to the existing human builds that players use, rather than as replacements for them. This is evidenced by how the other Transformation abilities typically just apply a polymorph to the player and increase their size, in addition to granting beneficial effects. Players affected by any of the other Transformation abilities can play effectively the same as they did before transforming; they are not inhibited in any way.
Finally, it all boils down to this: if Werewolf or Werewolf Behemoth were somehow better than (or at least comparable to) any possible build that one could make with any of the existing skill lines, then in the end, these Transformation abilities would be preferable to use. However, they are not, and it will likely never happen. That would require that Werewolf and Werewolf Behemoth's curated toolkit would have any possible utility that a regular build could find from other skill lines, or that they would be allowed to slot regular skills like a regular class.
The only way to truly balance Werewolf and Werewolf Behemoth is to take away their "class identity" — the special skill line they are forced to use. But if Werewolf and Werewolf Behemoth could slot any skill from any skill line, then how many of their unique skills would players still use? To use the Undaunted-only build analogy from earlier, now we're supposing that players have the audacity to slot an Ultimate from the Fighters Guild or Mages Guild, and a couple skills from the Assault and Support skill lines. The "class identity" of the Undaunted-only build is ruined, because now there are non-Undaunted skills in this build that was thematically meant to be Undaunted-only. To bring the analogy back, slotting other skills on your Werewolf bar would be like having a Psijic Order Werewolf, using Psijic Order skills alongside Werewolf skills, instead of being just a Psijic by day and then becoming just a Werewolf by night.
To summarize this whole post: regular builds in this game utilize the best skills from any available skill line; Werewolf and Werewolf Behemoth cannot do so, and so players avoid them. The "class identity" of Werewolf and Werewolf Behemoth is enforced to the utmost degree (by disallowing other skills to be slotted), but conversely, they suffer because their skills currently aren't good enough for every situation (especially in PvE, PvP, and in the Endless Archive) to justify the lack of build freedom with them.
PC/NA — Lone Werewolf, the Templar Khajiit Werewolf
Werewolf Should be Allowed to Sneak
Please give us Werewolf
Skill Styles (for customizing our fur color),
Grimoires/Scribing skills (to fill in the holes in our builds), and
Companions (to transform with).