Disclaimer: This thread is made with PvP in mind.
Before people say that WW's are fine and this is a "L2P-issue": I don't necessarily think WW's are weak, but there's a reason people use other setups/playstyles instead of WW's.....
My thoughts and suggestions
Skills
- Werewolf ultimate: Only change I would like to see here is that heavy attacks in WW-form applies a separate bleed than the light attack bleed. Otherwise, if a HA applies the same bleed as the ligth attack bleed, that would be cool as well.
- Pounce: Think the skill with morphs are fine as they're, no change needed.
- WW heal: Now here's where the real changes happens. The heal has one of the best scaling ratio in the game, unfortunately the only way to get good usage of either morph is to use Pelinial's set. Also, most people pick Hircine's Rage due to the extra weapondamage. I would like to see a change to the other morph. Instead of giving a heal over time effect, Hircine's Fortitude now works as a purge skill, removing X amount of negative effects on you. That way, one morph will give you burst heal and more damage, while the other morph gives you burst heal and tankiness.
- WW Fear: No specific changes needed in my opinion.
- Howl: Not sure why this skill is considered an projectile, perhaps change it so it's not considered an projectile so it can't be reflected.
- Claws: Increase the heal from the healing morph, otherwise fine skill.
Passives
I won't go through each passive, but suggest what I would like to see added instead.
- Reduce the effectiveness of snares by X%: To compensate, make abilities from Fighters Guild that have a snare applied to them become more effective against WW's
- Increase stealth detection range while in WW form: You're a WW, and WW's have great sense of smell, trying to sneak or be invisible close to a WW should be difficult
- Bring back "permawolf" when in a group with 4-5 WW's: ZOS "nerfed" this a while back and due to this many people stopped playing WW. People claim it's stikl easy to stay in WW form for long, but when running between keeps you'll most of the times get pulled out of WW form. Revert this change would encourage to group-play, which mmo's is all about.
- Increase the stamina return from heavy attacks in WW form even further. The amount you get back is ridiculously low, and since the heavy attack animation is so you'll rarely hit a moving player, and if you don't hit them, you won't get any stamina back. In this suggestion I would also like to see a reduction of the time it takes to perform a heavy attack as a WW.
- More HP regen the less HP you get: I got the inspiration from playing Witcher 3, where WW's get more hp-regen when their health gets lower and lower. Would be cool to have such a feature in ESO as well.
General suggesion
-Reduce the cost of WW abilites. Their abilites cost 3,8-3,9k stamina each (and people think magdk skills cost a lot). Unless you're using Hulking Draugr, you'll have around 35-39k stamina in WW form. A standard combo of pounce + Fear +claw+roar, wilk drain more than half your staminapool. I can't come up with any other initiation combo on any other setup that would drain 2/3 of your main statpool (maybe on a magDK, but that class need costreduction passive added as well). A reduction of ability cost by 10-15% is therefore suitable in my opinion.
To compensate for these changes I would like to see an increased effectiveness of Fighters Guild abilities against WW's (will obviously apply to vampires as well in that case).
Last words: Once again, before people say that I'm crazy and these changes are too OP, ask yourself how many WW's you see around in PvP these days. There aren't a lot I can tell you that much. At the moment WW's are free AP more or less, and are in need of some love. This isn't a L2P-issue from my side, I know how to play my WW, and I'll happily upload some gameplay footage to prove my point once I get my recording program to co-operate with me......