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It's time for Werewolves to get weapon passives.

dark_hunterxmg
dark_hunterxmg
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Weapon passives are a basic function that need to be standard for Werewolves. Currently it makes no difference which weapon is slotted. It can be a bow, staff, 1h and shield, 2h, Mace, battle axe, sword, etc. The effect is the same.
Disabled weapon passives limits an already limited playstyle. Only 2-3 of the 5 passives would even be applicable for the equipped weapon. Let's get these unlocked so werewolves can have a little more potential and build variety.
  • Stx
    Stx
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    Signed. Should definitely work in Wolf form.
  • Erickson9610
    Erickson9610
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    I wish weapon passives functioned in Werewolf form.


    As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.

    Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...

    And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.
    PC/NA — Lone Werewolf, the EP 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).
  • dark_hunterxmg
    dark_hunterxmg
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    I wish weapon passives functioned in Werewolf form.


    As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.

    Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...

    And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.

    I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.
  • Kahnak
    Kahnak
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    I wish weapon passives functioned in Werewolf form.


    As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.

    Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...

    And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.

    I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.

    "WW is difficult to play at a higher level."

    Actually, WW is really simple to play at any level - you light attack. You take WW Berseker, keep up Hircine's Rage for the Major Berserk, keep up Claws of Anguish for the DOT and fill in the time with light attacks. The issue with WW DPS is that even if you equip yourself with a couple of meta sets the damage plateaus super hard, but it's pretty easy to get decent damage out of a WW. It's not particularly engaging, but it works. It's a great build for the Molag Kena monster set that nobody uses. Since your ability cost is basically nil anyway, it's a free 700 Spell Damage/Weapon Damage.
    Edited by Kahnak on February 27, 2025 7:16PM
    Tombstone Reads: "Forgot to get good"
  • dark_hunterxmg
    dark_hunterxmg
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    Kahnak wrote: »
    I wish weapon passives functioned in Werewolf form.


    As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.

    Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...

    And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.

    I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.

    "WW is difficult to play at a higher level."

    Actually, WW is really simple to play at any level - you light attack. You take WW Berseker, keep up Hircine's Rage for the Major Berserk, keep up Claws of Anguish for the DOT and fill in the time with light attacks. The issue with WW DPS is that even if you equip yourself with a couple of meta sets the damage plateaus super hard, but it's pretty easy to get decent damage out of a WW. It's not particularly engaging, but it works. It's a great build for the Molag Kena monster set that nobody uses. Since your ability cost is basically nil anyway, it's a free 700 Spell Damage/Weapon Damage.

    The "difficulty" is the plateu. Limited skills, limited useful proc sets, limited healing options, oppressively expensive heals, no weapon passives, no arena weapons. I'm talking mostly from a PVP perspective. The last update was a nerf to werewolf damage.
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    Also no purge, no sneak, no detect, and no snare (outside of sets, poisons or potions)
  • autocookies
    autocookies
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    deleted
    Edited by autocookies on March 13, 2025 4:56PM
  • autocookies
    autocookies
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    deleted
    Edited by autocookies on March 13, 2025 4:56PM
  • Erickson9610
    Erickson9610
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    Kahnak wrote: »
    I wish weapon passives functioned in Werewolf form.


    As little sense as heavy attacking an enemy to heal an ally makes when you're in Werewolf form with a Restoration Staff equipped, it would've been a viable method to heal allies in Werewolf form.

    Plus, Werewolf tanks could've benefitted from the block mitigation and block cost reduction from One Hand and Shield, which they don't get with Deafening Roar...

    And that's not to mention the damage dealer build possibilities we could've had with Bow passives, or making our weapon type matter while transformed with Dual Wield and Two Handed passives. Maybe even Destruction Staff could've been useful.

    I don't feel like we're asking for much here. This is basic stuff that every player should be able to use. WW is difficult to play at a higher level. Adding weapon passives would be a marginal improvement, but still an improvement. I play on a Werewolf Bash build, but can't benefit from the 1H and Shield passives that buff it.

    "WW is difficult to play at a higher level."

    Actually, WW is really simple to play at any level - you light attack. You take WW Berseker, keep up Hircine's Rage for the Major Berserk, keep up Claws of Anguish for the DOT and fill in the time with light attacks. The issue with WW DPS is that even if you equip yourself with a couple of meta sets the damage plateaus super hard, but it's pretty easy to get decent damage out of a WW. It's not particularly engaging, but it works. It's a great build for the Molag Kena monster set that nobody uses. Since your ability cost is basically nil anyway, it's a free 700 Spell Damage/Weapon Damage.

    I thought the light attack meta for Werewolf PvE damage dealing was long gone, what with the nerfs to Blood Moon and light attacks in general.

    Nowadays, the highest damaging parse I've seen Werewolf perform on the latest patch utilizes Highland Sentinel, 2 pc Selene, and Relequen's. Howl of Despair is the main spammable, not your light attacks.
    PC/NA — Lone Werewolf, the EP 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).
  • Tommy_The_Gun
    Tommy_The_Gun
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    They should get weapon passives... cuz they have armour passives... so why weapon passives are disabled ? Not only it does not make any sense (since weapon equipped still do work, you get trait, damage and enchants) but also it makes WW even less effective... and WW is universally considered worst spec / class / mini-class in game lol.
  • ViggyBoi
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    Honestly there needs to be a massive shake up in regards to werewolf passives. Considering the fact that the majority of class AND weapon passives are completely inaccessible it means you are bringing virtually nothing into a huge commitment of an ultimate. Its costly, and you cant transform back and forth at will on the fly. Every class has about 12 passives that range from damage, healing, sustain, block mitigation, armor, etc, but werewolves only have half that number and most of those are RP passives.

    Only two, Pursuit and Savage Strength, really have any sort of combat application, and half of the latter provides you a named buff that is one of the easiest sourced NAMED defensive buffs. If this was a unique armor number or damage mitigation percentage that would be one thing, but Major Resolve being tied to a passive just feels like a waste especially in the day of our lord oakensoul. If you are transformed then you are going to be in combat, and it is not difficult at all remaining transformed, Im not sure why 2 of our 6 passives (and one morph of our 5 skills) are dedicated wholly to prolonging the transformation. Just make the transformation last longer or have the bar not deplete in combat (or just get rid of the bar at this point...)

  • dark_hunterxmg
    dark_hunterxmg
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    They should get weapon passives... cuz they have armour passives... so why weapon passives are disabled ? Not only it does not make any sense (since weapon equipped still do work, you get trait, damage and enchants) but also it makes WW even less effective... and WW is universally considered worst spec / class / mini-class in game lol.

    You are correct. Even with weapon passives, it would probably still be the worst playstyle. Little things like that do make a difference in how playable it can be though. There are several builds that I have which would benefit from passives even if it's just a small amount.
    I'm not asking for a buff, I'm just asking to have access to what every other playstyle has access to.
  • madmidwestmark
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    I would also like to see werewolves personal passives be improved as well.

    Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)

    po304ttb6xfs.png

    those passives are better than any in the game. 18% wep dmg? 30% speed? Heavy attacks restore 50% stam? You just need a little mag recovery and you're set. Weave heavies.

    What WW needs is a special attack after something happens.
  • dark_hunterxmg
    dark_hunterxmg
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    I would also like to see werewolves personal passives be improved as well.

    Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)

    po304ttb6xfs.png

    those passives are better than any in the game. 18% wep dmg? 30% speed? Heavy attacks restore 50% stam? You just need a little mag recovery and you're set. Weave heavies.

    What WW needs is a special attack after something happens.

    -Not mag recovery. A less expensive heal.
    -The 50% extra Stam from heavies is needed to counter the expensive skill cost.
    -The 18% damage sounds nice, but most werewolves still won't do much damage. A 15k tool tip on Howl will usually hit for a player for 3k due to lack of penetration and/or critical damage. Either of those things could be helped by allowing weapon passives to work.
  • dark_hunterxmg
    dark_hunterxmg
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    Weave heavies.

    See my other thread in the bugs section about heavy attacks auto canceling. Not exactly playable that way.
  • Kartalin
    Kartalin
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    Most WW I know use sword and board to get the extra armor trait and enchantment stats from the shield. At least in PVP.

    I don't know that weapon passives necessarily make sense from the standpoint that you aren't using a weapon in WW form, just your claws. But I also know that WW can use a little help. I think I'd be more in favor of tweaking the WW passives a bit, or the skills (costs included), but whatever help they can get would be good.
  • dark_hunterxmg
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    Kartalin wrote: »
    Most WW I know use sword and board to get the extra armor trait and enchantment stats from the shield. At least in PVP.

    I don't know that weapon passives necessarily make sense from the standpoint that you aren't using a weapon in WW form, just your claws. But I also know that WW can use a little help. I think I'd be more in favor of tweaking the WW passives a bit, or the skills (costs included), but whatever help they can get would be good.

    I tried sword and board, but there is a damage loss from the weapon enchantment being cut in half. I'm already at or above max armor so anything extra is just to absorb a breach debuff. If I could get the sword and board passives though, then it would be worth using for me.
  • Erickson9610
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    I would also like to see werewolves personal passives be improved as well.

    Of all the werewolf passives only one and a half are beneficial in combat (I say half because its basically negated by the fact that all the werewolf skills are so expensive)

    po304ttb6xfs.png

    those passives are better than any in the game. 18% wep dmg? 30% speed? Heavy attacks restore 50% stam? You just need a little mag recovery and you're set. Weave heavies.

    What WW needs is a special attack after something happens.

    +18% Weapon and Spell Damage is functionally useless because you're stuck using Werewolf abilities, which can be balanced to account for this boost to your overall damage. In other words, what use is +18% WD/SD if the abilities you're given are nerfed accordingly? The only thing that this passive truly helps with is with the damage scaling of non-Werewolf procs and sets.

    +30% Movement Speed would be great on paper, but Werewolf also lacks both Major and Minor Expedition, as well as any form of snare purge. It's therefore very easy to outrun a werewolf (who lost their snare via the Pack Leader dire wolves a few updates ago) by keeping them snared and hitting them from a range.

    The heavy attacks restore +50% more Stamina, but again you can only spend Stamina on Werewolf abilities, which are already balanced to account for that buff. I suppose you could make the argument that this boost to Stamina restore from heavy attacks helps with your dodge roll, block, break free, and sprint cost, which aren't changed specifically when you transform.


    These passives would be overpowered compared to everything else in the game if and only if you weren't locked into using Werewolf abilities to benefit from them. As it stands, there are very clear counters to Werewolf — simply drain their Magicka, snare them, outrange them, use stealth/invisibility, and use Poison Damage or Fighters Guild abilities on them.
    PC/NA — Lone Werewolf, the EP 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).
  • Amottica
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    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

  • dark_hunterxmg
    dark_hunterxmg
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    Amottica wrote: »
    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

    The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.

    Some might argue that the weapon is not animated in your hands.
    Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.
  • Amottica
    Amottica
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    Amottica wrote: »
    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

    The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.

    Some might argue that the weapon is not animated in your hands.
    Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.

    The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.

    With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.

    Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.

  • dark_hunterxmg
    dark_hunterxmg
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    The weapon is slotted.

    The trait, enchantment, and set bonus carries over from the bar that the transformation ultimate is used from.

    The weapon is slotted

    The slotted weapon's applicable passive bonuses should carry over.
  • Erickson9610
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    Amottica wrote: »
    Amottica wrote: »
    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

    The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.

    Some might argue that the weapon is not animated in your hands.
    Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.

    The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.

    With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.

    Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.

    Back when you could learn weapon passives in Werewolf form, you only got the weapon passives for the bar you transformed on. In other words, the Werewolf bar isn't a third ability bar — it's a temporary replacement for whatever ability bar you activate Werewolf Transformation from.

    Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.
    Edited by Erickson9610 on March 7, 2025 5:06AM
    PC/NA — Lone Werewolf, the EP 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).
  • dark_hunterxmg
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    Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.

    This is why I say "applicable" weapon passives. The ones that aren't attached to specific skill usage should work.
  • Amottica
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    Amottica wrote: »
    Amottica wrote: »
    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

    The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.

    Some might argue that the weapon is not animated in your hands.
    Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.

    The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.

    With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.

    Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.

    Back when you could learn weapon passives in Werewolf form, you only got the weapon passives for the bar you transformed on. In other words, the Werewolf bar isn't a third ability bar — it's a temporary replacement for whatever ability bar you activate Werewolf Transformation from.

    Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.

    The WW bar is a third bar. It is not the same as either of the other two bars and bears no resemblance to them.

    I also think one important fact is that if Zenimax decided to allow the weapon passives to persist while in WW form, they would rebalance the skills accordingly. Just being realistic.

  • Erickson9610
    Erickson9610
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    Amottica wrote: »
    Amottica wrote: »
    Amottica wrote: »
    Weapon passives tend to work off one or to specific requirements. Sometimes they work on specific weapons or even skills, while others require a skill or weapons of that line to be slotted on the active bar. In other words, neither is likely to be the case when in WW form. As such this is not likely to happen and should not.

    The weapon is slotted. Not all of the passives would make sense since some are based on a specific skill. That's fine. The ones that do make sense (ie. Penetration bonus from a mace, aoe damage from a 2h heavy attack, critical chance from DW daggers) should absolutely work.

    Some might argue that the weapon is not animated in your hands.
    Here's why that shouldnt matter: Templar uses their beam and their weapon disappears, Arcanist uses their beam and the weapon disappears, Nightblade casts concealed weapon and their weapon disappears, Necromancer uses scythe and their weapon disappears, Dragonknight uses their flame whip and their weapon disappears sorcerer casts crystal fragments and the weapon disappears. All of these classes still get the weapon passives without a weapon being in their hands.

    The Templar beam is a fabulous example. The weapon is on the active bar, the bar the Radiant Destruction is slotted on. Because they are both on the same bar, any related passives to the skill would share. The bar does not change. The same goes for the other classes and skills used.

    With WW, a third bar, the WW bar, is used. As such, the weapons do not remain.

    Games are designed on logic, I have described the logic in play, explaining why the weapon passives do not and should not persist while in WW form. I expect we can discuss it to great lengths, but it all comes back to this as this is a foundation of the game's design.

    Back when you could learn weapon passives in Werewolf form, you only got the weapon passives for the bar you transformed on. In other words, the Werewolf bar isn't a third ability bar — it's a temporary replacement for whatever ability bar you activate Werewolf Transformation from.

    Yes, not all weapon passives actually worked, but the important ones did and they contributed to a lot of Werewolf's DPS. It's a shame that ZOS deems that to be a bug.

    The WW bar is a third bar. It is not the same as either of the other two bars and bears no resemblance to them.

    I also think one important fact is that if Zenimax decided to allow the weapon passives to persist while in WW form, they would rebalance the skills accordingly. Just being realistic.

    Werewolf replaces the ability bar you're currently on. Take these screenshots, for instance:
    dt0izx8rlpns.png
    In the top screenshot, I am on ability bar 1. In the second, I am on ability bar 2.

    If I could use Basalt-Blooded Warrior, I'd get the Primary Weapon bonus in the top screenshot, and the Secondary Weapon bonus in the bottom screenshot.

    Let's just make it clear that the Werewolf bar does NOT put you on a third ability bar, but rather it replaces the ability bar you are currently on. You draw shield/weapon enchantments and poisons, WD/SD, and so on from the weapons you activate Werewolf Transformation with. You even still get Hasty Retreat from having a Bow equipped because ZOS hasn't patched that out yet.


    And I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate. It doesn't make sense that Werewolf gets Armor passives without the ability to use Armor abilities, or Class passives without the ability to use Class abilities. What makes an Imperial Werewolf heal for less resources than an Orc Werewolf, who heals by dealing damage?

    None of the passives really make sense, yet they work in Werewolf form — just, for some reason, ZOS explicitly disabled Weapon passives from working, when a bug showed us precisely which ones would've worked.
    PC/NA — Lone Werewolf, the EP 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).
  • dark_hunterxmg
    dark_hunterxmg
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    I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate.

    I absolutely agree with this, Erickson.

    Weapon passives are basic things that everyone gets and should get. This isn't asking for a buff to Werewolf. This is asking to stop the nerfs that we keep getting.
    - No weapon passives
    - Loss of the snare on dire wolves
    - Reduced damage buff on howl from 25% to 10%
    - Having to chose between Savagery or Breach
    These are all recent nerfs with the only buff being Major Protection IF you choose to give up Savagery.
  • Erickson9610
    Erickson9610
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    I stand firm with my position that Werewolf should get applicable Weapon passives, without being nerfed to compensate.

    I absolutely agree with this, Erickson.

    Weapon passives are basic things that everyone gets and should get. This isn't asking for a buff to Werewolf. This is asking to stop the nerfs that we keep getting.
    - No weapon passives
    - Loss of the snare on dire wolves
    - Reduced damage buff on howl from 25% to 10%
    - Having to chose between Savagery or Breach
    These are all recent nerfs with the only buff being Major Protection IF you choose to give up Savagery.

    To add to this, I'll say that just because our weapons aren't visible doesn't mean they're not equipped.

    The condition for weapon passives is that the respective weapon is equipped on our active bar, not physically in our hands. Our weapons don't unequip themselves when transforming.
    Edited by Erickson9610 on March 8, 2025 11:45PM
    PC/NA — Lone Werewolf, the EP 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).
  • dark_hunterxmg
    dark_hunterxmg
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    @ZOS_GinaBruno @ZOS_BrianWheeler is there any chance that we can get this change to be made? The Werewolf community needs some love.
  • sneakymitchell
    sneakymitchell
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    Yea i rarely see them being used and if they are used its just to do quick bursts and thats it. after that they go back to human form. Werewolves are a ultimate yes. but when you continue to use werewolf you lose out your other skills. Like more better healing, more DoT ticks, lose some penetration, and so on.

    Reason why oakan soul ring was good and powerful cause werewolves are stuck in 1 bar. You really need to adjust werewolves to a certain set. Most classes can use most sets and still be fine in Dps and tanking.

    I do not care if a werewolf will be a healer or not. Cause the main focus for them is tanking or doing dps (which both lack still to this day.)
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
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