Can werewolf get some love ZOS

  • Major_Mangle
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    The way I see it from a PvP perspective, there are 2 main things werewolf should get:

    1. Get access to weapon-passives, wouldn´t break any balance whatsoever, but would just open up some interesting alternatives on how you can make a werewolf build
    2. Reduce the cost of their self heal a bit (on paper it´s the strongest single target self heal in the game, but with how expensive it´s, you can´t sustain it for very long and you don´t need much pressure to kill a werewolf player).

    As others have said, giving werewolf a grimoire would be quite interesting. Give them a sneak option that allows them to see invisible targets if they´re below a certain HP % threshold and has a bleed on them (just brainstorming here).

    I don´t necessary think werewolf should be as strong/competitive as a "normal build" (whatever you want to define a normal build is up to you) due to it´s more simple nature, but it should definitively be a bit more competitive to what it is now.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • ScardyFox
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    Why ZoS... why?
  • Erickson9610
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    At this point, I really do feel like the only way Werewolf will get attention from the players is if ZOS updates it in some way — a better model/texture, a new Scribing ability, a Skill Style for the Werewolf Transformation Ultimate to change your appearance, or a DLC focused on werewolves and/or Hircine like Wolfhunter was — my bet would be Solstheim or The Hunting Grounds as new zones. I am not counting what happened during Greymoor where a set interaction made Werewolf the meta in PvP — those players immediately switched playstyles after Werewolf was nerfed, so they cannot be considered Werewolf players.

    The question is, when will Werewolf get attention from ZOS? Aside from small updates to Werewolf in response to changes elsewhere (such as when Empower changed and Feeding Frenzy became a self synergy, or Tormentor was nerfed and Werewolf gained a taunt in their toolkit) the major goalposts I look forward to are:
    • Each Witches Festival, there's a chance that werewolves will get something because werewolves are relevant around Halloween
    • Each major Chapter/Season release, as we know Scribing has gotten new Grimoires before and the Werewolf/Vampire skill lines are eligible skill lines to receive them
    I'm also holding out hope that Werewolf gets the ability to sneak when sneaking-themed content is released, or that the introduction of a Werewolf Companion comes with some changes to the player Werewolf as well.

    I treat Werewolf like a class, so it's disheartening to see it rarely balanced or changed compared to other skill lines.
    Edited by Erickson9610 on August 1, 2025 3:58PM
    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).
  • ScardyFox
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  • tomofhyrule
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    This is the big thing I need
    sws5pio6o413.png

    Granted, werewolves are the most popular, but we have had wereboars (playable!) in Daggerfall and werebears in Skyrim, and both could easily be made to use the existing werewolf animations. After all, there's absolutely a Skyrim mod that just replaces the werewolf model with the werebear, and it looks completely perfect.
    21j35cqwhplu.gif

    But yes, above all else, werewolves need some customization. We need some skill styles (the three default colors should be chooseable and not linked to combat efficacy), a Grimoire, and some better balance.
    But I have a blank check for ZOS if you give me a brown werebear form. My main were is supposed to go bear mode, and I just can't bring myself to go beast mode since he goes into the wrong beast right now...
  • Erickson9610
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    As far as future cosmetics go, I recently realized how cool it would be to have corresponding cosmetics for both the Werewolf and human forms.

    First, there could be a Skill Style for Werewolf Transformation that makes your character look like this when transformed:
    f1pp0k3s5qph.png

    Then, there could be a Costume or a new Crafting Motif that allows your human form to look like this:
    df69it45fxl9.png

    This would be a perfect pair of cosmetics to add to ESO when Whiterun is introduced in some Central Skyrim expansion zone. I want to have some visual consistency between forms (in the form of clothing/armor that gets torn when transforming) and TES Legends set a precedent for it. I'd genuinely pay a lot of money for a pair of cosmetics like this! I want more things for Werewolf.
    Edited by Erickson9610 on August 7, 2025 1:26AM
    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).
  • JimT722
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    thing I would like to see.
    1. Werewolf companions.
    2. Werewolf skill styles. Werebear would be cool. Werewolf behemoth would also be nice.
    3. Update base models and textures. They haven't aged well.
    4. Make them more viable and less annoying to play.
  • Blackrim
    Blackrim
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    I would love 1 or 2 scribe skills just for WW or Vampire, I dont belive that would break any gameplay, Scribe already is so good for any build style why exclude WW and Vampire

    This please
  • Mathius_Mordred
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    Some great ideas here. Sneaking is a skill that any predatory animal should be able to master. It should also have a burst speed option, which would allow for an initial sprint that closes in on the target and finishes with a pounce, similar to what we already have.

    A werewolf companion that changes form when you do would be epic and my wallet is waiting!
    Newer more realistic styles, the behemoth is a fantastic looking werewolf that teases us with the possibilities
    A werewolf grimoire would be most welcome too.
    Werewolf skills need to be more powerful, my best wolfy build is 40 K down on my best Arcanist build, this is just not acceptable.

    For Cyrodiil with it's lack of animals wandering around, doubling the transformation time is imperative. It makes it pretty much impossible to maintain form whilst travelling to a keep, even the pack leader struggles with this. I want to maintain my PvP WW as long as possible, not find zombies to light attack in order to regain my ultimate everytime I need my wolf back
    For that matter why have a transfrom time limit anyway? It should be my choice when I transition back, not some arbitrary timer.

    There is so much that could be done to help improve our favourite lycanthrope in our favourite game, there are always posts asking for same, shame nothing ever gets done.

    esv66rujovkz.png

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  • Asikoo
    Asikoo
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    Yes, please! Give our beloved werewolf some love. please!
    My dream is to create a Vampire-Werewolf (Vamwol) with Necromancer Skull skills, using a bow and a dagger+mace combo to summon my Sorcerer pets, while I buff my beam with Molten Whip after spreading all my Ice DoTs with my shield slotted on the back. Please!!! Make ESO great again!

    3bgyu5dadklm.png

    Edited by Asikoo on August 7, 2025 10:27AM
  • Mathius_Mordred
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    Werewolf fans, keep this thread alive, don't let it die a death like all the others. Keep offering suggestions and art until we get some love.

    I would also like to customise my Werewolf's fur, there should be a range of styles or colours (suitable, not neon pink), as well as different fur types, bloody snout, claw sizes, male and female WWs too.
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  • JaxontheUnfortunate
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    All of these are needed, and perhaps different were transformations based on race and/or lore background.
  • Erickson9610
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    All of these are needed, and perhaps different were transformations based on race and/or lore background.

    I would have to change my character's race to ensure they still transform into a werewolf. That would mess up the look I'm going for in the human form (the Werewolf Lord polymorph on a male Khajiit with the Beast personality looks and sounds kind of like a werewolf) but maybe I'd get used to how the Werewolf Lord polymorph looks on a non-beast race.
    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).
  • JaxontheUnfortunate
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    Maybe have it as a passive that you could enable or not or select it as a skill style. :)
  • Mathius_Mordred
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    The werewolf lord polymorph is a creat idea, but they all look the same, even the same clothing, so if our SRS Wolf Pack go out with 12 dogs and they all look identical it kind of spoils the immersion. Sadly, polymorphs can't be edited or even dyed right now; at least the female one looks different, but then the werewolf itself makes no differentiation between males and females. The males should be large and more muscular, the females should be more athletic and built for speed. Lots of aspects to consider here.
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  • tomofhyrule
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    All of these are needed, and perhaps different were transformations based on race and/or lore background.

    In the lore, the werebeast type is not related to race. If you have a wolf strain, you're going to become a wolf regardless of whether you have skin or scales or fur in the first place.
  • JaxontheUnfortunate
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    Fair enough.
  • Erickson9610
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    Here's another Werewolf idea. If Vengeance adds the Werewolf skill line, can the transformation please be a toggle without a cost and without a duration?

    Without passives, Werewolf cannot sustain its transformation the way it can on Live. Vengeance has historically had no Passive Abilities, so Vengeance Werewolf Transformation would be a dead playstyle if it could only be sparsely used.

    I believe removing the transformation timer altogether would also be in line with Vengeance's goal of reducing server calculations. Not needing to track a timer variable per transformed player would be a good optimization.


    And of course I do wish Werewolf on Live didn't need to sustain the transformation timer either, but at least with its passives it drives players to constantly hunt and group up with other werewolves.
    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).
  • Mathius_Mordred
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    Here's another Werewolf idea. If Vengeance adds the Werewolf skill line, can the transformation please be a toggle without a cost and without a duration?

    Without passives, Werewolf cannot sustain its transformation the way it can on Live. Vengeance has historically had no Passive Abilities, so Vengeance Werewolf Transformation would be a dead playstyle if it could only be sparsely used.

    I believe removing the transformation timer altogether would also be in line with Vengeance's goal of reducing server calculations. Not needing to track a timer variable per transformed player would be a good optimization.


    And of course I do wish Werewolf on Live didn't need to sustain the transformation timer either, but at least with its passives it drives players to constantly hunt and group up with other werewolves.

    Yep, been calling for the timer to be removed for ages, there is no need for it at all, it's not like WW is a big advantage in any gameplay setting now, it's just an abitrary timer that only serves to frustrate and makes playing cyrodiil with a Berserker almost impossible and even on pack leader not very practicle.
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  • Erickson9610
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    I feel that the Werewolf passives would need a minor adjustment in the event that Werewolf is allowed to sneak, namely:
    • The Pursuit passive should have a condition where the cost of remaining transformed is reduced while sneaking, and further reduced while sneaking and not moving. This allows Werewolf to pursue their prey while not being as pressured by their timer, although it doesn't completely remove the timer.
    • The Devour passive should continue to allow you to devour slain bodies, but it should also allow you to "assassinate" a target from stealth (like the Blade of Woe or Vampire's Feed passive) to pin the target down and devour them, restoring transformation time and health to you. This would look awesome and I'd use this feature all the time.

    These two changes would allow Werewolf to comfortably participate in stealthy content (like Heists and Sacraments) while remaining consistent with the roleplay fantasy of being a better hunter in that form.
    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).
  • Mathius_Mordred
    Mathius_Mordred
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    I feel that the Werewolf passives would need a minor adjustment in the event that Werewolf is allowed to sneak, namely:
    • The Pursuit passive should have a condition where the cost of remaining transformed is reduced while sneaking, and further reduced while sneaking and not moving. This allows Werewolf to pursue their prey while not being as pressured by their timer, although it doesn't completely remove the timer.
    • The Devour passive should continue to allow you to devour slain bodies, but it should also allow you to "assassinate" a target from stealth (like the Blade of Woe or Vampire's Feed passive) to pin the target down and devour them, restoring transformation time and health to you. This would look awesome and I'd use this feature all the time.

    These two changes would allow Werewolf to comfortably participate in stealthy content (like Heists and Sacraments) while remaining consistent with the roleplay fantasy of being a better hunter in that form.

    I like these changes very much.

    @ZOS_Kevin Can we get some feedback on any Werewolf updates on the horizon? Thanks.
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  • Cloudtrader
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    I hope someone from ZOS reads some of the suggestions here and starts pondering how to make werewolves better!
  • Mathius_Mordred
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    I hope someone from ZOS reads some of the suggestions here and starts pondering how to make werewolves better!

    I'm sure they are aware of the demand, but nothing has been announced that I'm aware of, I've asked the mods but no answer so far.
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  • Mathius_Mordred
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    I noticed another thread today about new companions for 2026. Many, including me, would love to see a werewolf companion, but I'd rather see a rework done to the player werewolf if they could not do both.
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  • Erickson9610
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    I noticed another thread today about new companions for 2026. Many, including me, would love to see a werewolf companion, but I'd rather see a rework done to the player werewolf if they could not do both.

    The two big things I want from a Werewolf Companion are:
    • for the Companion to stay transformed as long as the player is transformed
    • for the Companion to count toward the player's Call of the Pack passive while transformed, keeping the player transformed longer

    This would be a perfect opportunity for solo werewolf players to have a buddy to transform with when doing content. Really, the ideal Werewolf Companion helps out player werewolves in a unique way.

    That is to say that I would hate if the Werewolf Companion we got couldn't transform or actually hated transforming. While it's true that some werewolves hate their condition, and some werewolves are chaotic evil and love their condition, there is a middle ground of werewolf character who accepts their curse but not to the point of obsession.
    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).
  • Æthërnüm
    Æthërnüm
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    no
  • Mathius_Mordred
    Mathius_Mordred
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    I noticed another thread today about new companions for 2026. Many, including me, would love to see a werewolf companion, but I'd rather see a rework done to the player werewolf if they could not do both.

    The two big things I want from a Werewolf Companion are:
    • for the Companion to stay transformed as long as the player is transformed
    • for the Companion to count toward the player's Call of the Pack passive while transformed, keeping the player transformed longer

    This would be a perfect opportunity for solo werewolf players to have a buddy to transform with when doing content. Really, the ideal Werewolf Companion helps out player werewolves in a unique way.

    That is to say that I would hate if the Werewolf Companion we got couldn't transform or actually hated transforming. While it's true that some werewolves hate their condition, and some werewolves are chaotic evil and love their condition, there is a middle ground of werewolf character who accepts their curse but not to the point of obsession.

    Big thumbs up to all your wrote here. The companion should definitely stay transformed for as long as the player does, we don't want it transformed if the player dies and it starts eating the player lol!.

    Some cool dialogue would be good as the player transforms, e.g. "Yeah, now we mean business" or something better.
    This would be the perfect opportunity to start introducing new skills, a grimoire, new looks, customisation and all the other things people have mentioned above.
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  • Erickson9610
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    I feel that I should offer a personal anecdote regarding the prospect of a Werewolf Companion. This really is important to me.


    I regard TES V: Skyrim to be the best werewolf roleplaying experience in existence. After all these years, no game has come close to it... but there are still some things that game lacks. Namely, that game doesn't ever let the other members of The Companions join you in Werewolf form. In that game, you can't turn your followers into werewolves, either. You never get that "pack of murderous werewolves" roleplay fantasy — without mods, of course. Modding that game is a lot of fun.

    The Elder Scrolls Online is different in that regard. Specifically, due to it being a multiplayer game, you could group up with other werewolves. It's actually one of the main draws for me. The Werewolf skill line even has a passive called "Call of the Pack" which helps you stay transformed when grouped with other werewolves. Still, all of us being humans in the real world, our schedules may not line up and it's difficult to get all of us together to do PvP or PvE in Werewolf form together.


    I want a Werewolf Companion for the roleplay fantasy of being in a murderous werewolf pack. I've wanted it since I played Skyrim, and I know ESO can do it better than what the Skyrim mods were able to achieve.
    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).
  • Mathius_Mordred
    Mathius_Mordred
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    I feel that I should offer a personal anecdote regarding the prospect of a Werewolf Companion. This really is important to me.


    I regard TES V: Skyrim to be the best werewolf roleplaying experience in existence. After all these years, no game has come close to it... but there are still some things that game lacks. Namely, that game doesn't ever let the other members of The Companions join you in Werewolf form. In that game, you can't turn your followers into werewolves, either. You never get that "pack of murderous werewolves" roleplay fantasy — without mods, of course. Modding that game is a lot of fun.

    The Elder Scrolls Online is different in that regard. Specifically, due to it being a multiplayer game, you could group up with other werewolves. It's actually one of the main draws for me. The Werewolf skill line even has a passive called "Call of the Pack" which helps you stay transformed when grouped with other werewolves. Still, all of us being humans in the real world, our schedules may not line up and it's difficult to get all of us together to do PvP or PvE in Werewolf form together.


    I want a Werewolf Companion for the roleplay fantasy of being in a murderous werewolf pack. I've wanted it since I played Skyrim, and I know ESO can do it better than what the Skyrim mods were able to achieve.

    In our guild, Skyrim Red Shirts, we have a Wolf Pack event every Tuesday evening, which usually sees between 6 and 12 doggos doing content. Sadly there is not much content that we can do overland that doesn't die in seconds to 12 dogs, so if we have enough, we do trials. We did Vet HRC with 9 dogs and it was a blast, so find yourself a guild that does at least some WW events is my advice,umbbagram6dl.png
    mate.

    Skyrim Red Shirts. Join us at https://skyrimredshirts.co.ukJoin Skyrim Red Shirts. Free trader. We welcome all, from new players to Vets. A mature drama-free social group enjoying PVE questing, PvP, Dungeons, trials and arenas. Web, FB Group & Discord. Guild Hall, trial dummy, crafting, transmutation, banker & merchant. You may invite your friends. No requirements
  • MGRza
    MGRza
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    I feel that I should offer a personal anecdote regarding the prospect of a Werewolf Companion. This really is important to me.


    I regard TES V: Skyrim to be the best werewolf roleplaying experience in existence. After all these years, no game has come close to it... but there are still some things that game lacks. Namely, that game doesn't ever let the other members of The Companions join you in Werewolf form. In that game, you can't turn your followers into werewolves, either. You never get that "pack of murderous werewolves" roleplay fantasy — without mods, of course. Modding that game is a lot of fun.

    The Elder Scrolls Online is different in that regard. Specifically, due to it being a multiplayer game, you could group up with other werewolves. It's actually one of the main draws for me. The Werewolf skill line even has a passive called "Call of the Pack" which helps you stay transformed when grouped with other werewolves. Still, all of us being humans in the real world, our schedules may not line up and it's difficult to get all of us together to do PvP or PvE in Werewolf form together.


    I want a Werewolf Companion for the roleplay fantasy of being in a murderous werewolf pack. I've wanted it since I played Skyrim, and I know ESO can do it better than what the Skyrim mods were able to achieve.

    In our guild, Skyrim Red Shirts, we have a Wolf Pack event every Tuesday evening, which usually sees between 6 and 12 doggos doing content. Sadly there is not much content that we can do overland that doesn't die in seconds to 12 dogs, so if we have enough, we do trials. We did Vet HRC with 9 dogs and it was a blast, so find yourself a guild that does at least some WW events is my advice,umbbagram6dl.png
    mate.

    So VHRC had 9 WW full trials?

    I'm assuming tanks weren't in WW form for taunting and such, and healers since WW transformations don't have the required skills... But it would make for fun content if they could... The skill lines already exist, ZOS adding more to in the future is maybe doable...
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