It's time for Werewolves to get weapon passives.

Maintenance for the week of April 21:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 21, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – April 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
· PlayStation®: NA and EU megaservers for patch maintenance – April 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676794
  • Jestir
    Jestir
    ✭✭✭✭✭
    Werewolves don't use weapons, why would they get a bonus from something they don't use?

    I would think that if the game would finally add an "unarmed" skill line that gave some basic w/s damage/crit buffs that would also be something that would apply to werewolves because they are also "unarmed"
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    Jestir wrote: »
    Werewolves don't use weapons, why would they get a bonus from something they don't use?

    I would think that if the game would finally add an "unarmed" skill line that gave some basic w/s damage/crit buffs that would also be something that would apply to werewolves because they are also "unarmed"

    This has already been covered.
    The weapon is slotted. It makes up a set bonus, has traits, enchantments, weapon damage based on quality, and it even levels the skill line of the associated weapon. The applicable weapon passives should work.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭
    Jestir wrote: »
    Werewolves don't use weapons, why would they get a bonus from something they don't use?

    I would think that if the game would finally add an "unarmed" skill line that gave some basic w/s damage/crit buffs that would also be something that would apply to werewolves because they are also "unarmed"

    They don't use armor, either, yet they get armor passives. You might say that a player using cosmetics to visually hide their armor should still get armor passives solely because it's still equipped.

    Weapons are just a weird exception to this rule. I know the light/heavy attacks while transformed are different for werewolves than for other weapon types, but it still grants us access to the weapon enchantments and poisons equipped on that bar, as well as the inherent armor and damage from having a shield or weapon equipped — it's not the same as being completely unarmed.
    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
    ✭✭✭
    @ZOS_Kevin, @ZOS_BrianWheeler, @ZOS_JessicaFolsom. Can we get some input on this? Werewolf has been falling behind in a big way. Scribing has made the gap even larger. Some small changes would go a long way to help the Werewolf community.
  • Darkness734
    Darkness734
    ✭✭✭
    Yeah I will be bug reporting this as a bug and making a post until they either ban me or allow werewolves access to weapon passives. (Im a founding subscriber) I want an official to message me personally explaining why they dont have access. Literally no one in the game plays werewolf, the dps is abyssal. Ill be making a post soon about suggested fixes
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    Yeah I will be bug reporting this as a bug and making a post until they either ban me or allow werewolves access to weapon passives. (Im a founding subscriber) I want an official to message me personally explaining why they dont have access. Literally no one in the game plays werewolf, the dps is abyssal. Ill be making a post soon about suggested fixes

    We've been trying to get some fixes for a while now, but little progress has been made. The last time something was changed for Werewolves it was mostly a nerf. We've been very clear about what the problems are and even provided solutions.
  • JaxontheUnfortunate
    I would love to get weapon passives would definitely make running as a wolf in content easier. (Not that the current state has stopped me from doing that. :) )
  • Darkness734
    Darkness734
    ✭✭✭
    I thinkits crazy you get weapon damage and even the trait of the weapon and enchantment but you dont get the weapon passive. Like this would even the playing field and even promote build diversity
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    I thinkits crazy you get weapon damage and even the trait of the weapon and enchantment but you dont get the weapon passive. Like this would even the playing field and even promote build diversity

    It would help for sure. Werewolf would still have a long way to go, but dang would this be helpful.
  • Major_Mangle
    Major_Mangle
    ✭✭✭✭✭
    The 3 things I'd like to see changed with werewolf would be:
    1. Give them access to weapon passives, would be a nice buff without making it too broken. There has been bugs in the past where certain passives did work and it did make werewolf more competitive.
    2. Reduce the cost of their heal. The heal itself (mainly Hircines Fortitude) is funny enough one of the strongest burst heals in the game (48% of your max HP), problem is that it's too expensive in my opinion.
    3. Get rid of the double activation on pounce, it just makes the skill so clunky.

    Bonus: Maybe give werewolf some scribing specific tools to work with, could be interesting.
    Edited by Major_Mangle on April 7, 2025 9:44PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    The 3 things I'd like to see changed with werewolf would be:
    1. Give them access to weapon passives, would be a nice buff without making it too broken. There has been bugs in the past where certain passives did work and it did make werewolf more competitive.
    2. Reduce the cost of their heal. The heal itself (mainly Hircines Fortitude) is funny enough one of the strongest burst heals in the game (48% of your max HP), problem is that it's too expensive in my opinion.
    4. Get rid of the double activation on pounce, it just makes the skill so clunky.

    Bonus: Maybe give werewolf some scribing specific tools to work with, could be interesting.

    Even with those changes, (they are good changes) Werewolf would not be OP. It would be playable.
  • Darkness734
    Darkness734
    ✭✭✭
    there definitely needs to be something done. Ive been posting about it in the bug forums and submitting tickets. Ill make the devs notice eventually.
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    I really dislike the double use of pounce. The idea of a skill flipping to a new one after use is great but they haven’t managed to make it work smoothly so just get rid of it.

    Instead I would really like it if you could still build ultimate in wolf form and then your transform button changes to a new skill that is cheap to use like the warden Bear ultimate. I’m sure there’s an easy way they could add to cancel wolf form.
  • Darkness734
    Darkness734
    ✭✭✭
    This forum will live on until I and the 5 other werewolf players are heard! Hopefully they'll spend an hour and change the skills to resurrect a whole WW community
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    This forum will live on until I and the 5 other werewolf players are heard! Hopefully they'll spend an hour and change the skills to resurrect a whole WW community

    Numbers have dwindled but there are still a lot of werewolf players around. If it was improved, there might be a chance to bring some back to the game.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭
    This forum will live on until I and the 5 other werewolf players are heard! Hopefully they'll spend an hour and change the skills to resurrect a whole WW community

    If we get a Werewolf Grimoire, even non-Werewolf players will want to at least try it out to play with the new ability.

    Last year we did get an update to the Werewolf skill line, but it wasn't enough to encourage people to play it — especially when it was overshadowed by the introduction of Scribing (and none of those Scribing abilities could be used by Werewolf anyway).
    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
    ✭✭✭
    The update to Werewolf Roar pushed a lot of people way. Sure, it got a taunt and a mitigation modifier on one morph, but the nerf to damage(which is already low) was 100% unnecessary.
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    The fact that werewolf can’t have passive major savagery and major breach at the same time is criminal. Why would you make wolves choose between these two? This basically forces you into weapon potions which isn’t a huge deal but it just doesn’t make sense.

    Both morphs of roar should apply major breach.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭

    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.

    Class Passives ARE Disabled. At least on Nightblades.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭

    They don't use armor, either, yet they get armor passives. You might say that a player using cosmetics to visually hide their armor should still get armor passives solely because it's still equipped.

    Weapons are just a weird exception to this rule. I know the light/heavy attacks while transformed are different for werewolves than for other weapon types, but it still grants us access to the weapon enchantments and poisons equipped on that bar, as well as the inherent armor and damage from having a shield or weapon equipped — it's not the same as being completely unarmed.

    I think it's because using a two-handed made your attacks area, and they didn't like that bleed through. Made two-handed OP compared to all other weapons.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    Yeah I will be bug reporting this as a bug and making a post until they either ban me or allow werewolves access to weapon passives. (Im a founding subscriber) I want an official to message me personally explaining why they dont have access. Literally no one in the game plays werewolf, the dps is abyssal. Ill be making a post soon about suggested fixes

    On new characters, the werewolf dps far surpasses what they can do. Then factor in the skills and...
    Yeah.
    New Toon gets 10 times dps out of berserker werewolf than their own kit. And more defense.
    Yeah, the heal is expensive, but it heals about the same as a rookie heal, sometimes more.

    For instance, I just made a Warden on PC.
    Cutting Dive and Soothing Spores.
    I get more damage and healing out of Werewolf, acquired from NPCs.
    Got all the passives except for bloodmoon.
    Got all the skills, half morphed.
    First time going berserker and I am loving it past pack leader. Solo in a dungeon, I can maintain it all the way to the final boss.
    That was fun.

    But I know that weapon perks USED to be usable, and every werewolf would run twohanded to get area attacks.
    Because of that, they disabled weapon perks. Made all weapons then play pretty much the same.
    The Werewolves then played as intended, only a specific morph having area attacks under a specific condition, and the other portion of said morph not becoming OP.

    Back to my Warden:
    Light Attack 2.8k
    Heavy Attack 5.5k
    Cutting Dive 5k with bleed (stamina)
    Soothing Spores 5k (stamina)
    35k stamina (Stamden)

    Werewolf: Berserker
    Light Attack 5.5k with bleed
    Heavy Attack over 8k, over 11k crit, and hits area.
    Claws for conal dot, can't morph yet
    Pounce for bleed (Carnage), just morphed it to the area version but haven't gotten to try it out yet
    Howl for 33% faster heavy attacks
    Heal not morphed
    I barely use the piercing howl, unless I'm fighting a boss, but even then it deals pretty much the same damage as my light attack and bosses are immune to terrified. Ads die so fast that I'd rather conserve my stamina for Pounces and howls and claws, and the occasional dodge. However, it might be useful in a tougher dungeon. Toughest this toon's done is the one in Deshaan, solo. Level 26. Can't wait to vet him. No sets, just training traits.
    Actually, is Arx Corinium tougher? I've done that one too. It was pretty easy.

    I plan on using the bloodmoon set on him, help spread the bleed faster.
    Maybe the Blooddrinker too.

    I remember the time when you could equip a twohanded to turn all werewolf light attacks into area. I remember them calling it OP and then disabling all weapon passives in WW form in response.
    But if we still could, I'd do that instead of bloodmoon, simply to apply bleed to the whole group of foes faster.
    Eh, I still might use bloodmoon anyways, who doesn't like more dps? Faster attacks, faster dps.

    What do y'all think?
    Edited by KaironBlackbard on April 11, 2025 11:11PM
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    I definitely agree that Werewolves need to gain the ability to sneak.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    @KaironBlackbard

    https://forums.elderscrollsonline.com/en/discussion/comment/8030199#Comment_8030199
    cki0xrvoo384.png



    As you level up, the Werewolf passives decrease. I'm not exactly sure which one it is, since I haven't leveled a toon in years, but I know one of the passives does decrease.

    So if you're going to enjoy Werewolf, it's best to do it while leveling—just like you're doing now. It is still fun at max level but feels weaker then being in human form.

    Also since your a warden adding an ice damage enchantment to a weapon will give you the warden passive from the ice tree. +8% damage if your below the health requirement.

    Literally just the one you showed. None of the true passives decrease. Not yet anyways. And according to Eso-Hub, the passive effects have the same value between my level and max level from which they took it. So passives don't scale.
    Abilities scale. Passives don't.
    Forgive me if that sounds rude, that wasn't my intention, I'm not good with words.
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭

    Class Passives ARE Disabled. At least on Nightblades.

    No they aren’t. Class passives that have a condition to meet by slotting or activating a class skill won’t work in werewolf form due to not having access to those skills, but class passives that have no skill requirements still function.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭

    Class Passives ARE Disabled. At least on Nightblades.

    Assassination gets Master Assassin (minus the bonus for the stun from sneak, since werewolves can't sneak) and Executioner.
    Shadow gets Refreshing Shadows.
    Siphoning effectively gets nothing, but if werewolves could generate Ultimate while transformed, then Catalyst would work.
    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).
  • Darkness734
    Darkness734
    ✭✭✭
    submitted more bug reports regarding werewolves
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    Nobody is going to convince me that having area damage from a 2h passive makes werewolf OP. I remember playing with it when it worked and it wasn't even close to OP.
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭
    It is amazing to me that these aren't already available, and as I read through each of them I wonder how Werewolf is even remotely playable without them when compared to human form. Here are the passives that should work while in Werewolf form, as they are not tied to using a particular weapon skill.

    Bow:
    Vinedusk Training, Accuracy, Hasty Retreat.

    Destruction Staff:
    Tri-focus, Elemental Force, Ancient knowledge.

    Dual Wield:
    Dual Wield Expert, Ruffian, Twin Blade and Blunt

    One Hand and Shield:
    Fortress, Sword and Board, Deadly Bash, Deflected Bolts, Battlefield Mobility.

    Restoration Staff:
    Essence Drain, Restoration Expert, Cycle of Life, Absorb.

    Two Handed:
    Forceful, Heavy Weapons, Battle Rush

    The build diversity that these would open up would be so good for werewolf players. In PVP they could finally break away from the one and only competitive build that relies entirely on proc sets. In PVE, tanks would be more viable, dps would be slightly higher, and the possibility of a werewolf healer could be an option.
    Edited by dark_hunterxmg on April 13, 2025 1:39PM
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    It is amazing to me that these aren't already available, and as I read through each of them I wonder how Werewolf is even remotely playable without them when compared to human form. Here are the passives that should work while in Werewolf form, as they are not tied to using a particular weapon skill.

    Bow:
    Vinedusk Training, Accuracy, Hasty Retreat.

    Destruction Staff:
    Tri-focus, Elemental Force, Ancient knowledge.

    Dual Wield:
    Dual Wield Expert, Ruffian, Twin Blade and Blunt

    One Hand and Shield:
    Fortress, Sword and Board, Deadly Bash, Deflected Bolts, Battlefield Mobility.

    Restoration Staff:
    Essence Drain, Restoration Expert, Cycle of Life, Absorb.

    Two Handed:
    Forceful, Heavy Weapons, Battle Rush

    The build diversity that these would open up would be so good for werewolf players. In PVP they could finally break away from the one and only competitive build that relies entirely on proc sets. In PVE, tanks would be more viable, dps would be slightly higher, and the possibility of a werewolf healer could be an option.

    Werewolf doesn't have other healing abilities, and the heavy attack from resto is so weak that you can't really call it a healer skill, more of a support skill.

    --
    I know why Tri-Focus doesn't work.
    Lightning splash damage from claws? Not realistic.
    Fire burn from claws? not realistic.
    And though the damage shield would be fun, it would grant too much incentive of ice over the other destros.

    Elemental Force and Ancient Knowledge could work though.

    However, if they do allow the Ice Staff to apply Damage Shield via Tri Focus, then a portion of Destruction Expert could be usable, allowing Werewolf to gain magicka once every 10 seconds by absorbing damage with the Tri Resto Damage Shield.
    Again, too much incentive of ice over the other destros. Would help them self heal more often. Or block more since their block uses magicka due to Ice Staff Ancient Knowledge. Hmm... Perhaps the Ancient Knowledge would double as a disincentive to use Ice Staff due to magic block on a stam build... Eh. Some would probably still use it though.
    But, if it is least used compared to Fire or Lightning without the Tri-Focus, then Ice could get TriFocus+DestructionExpert as an undisincentive.
    --
    Bow
    Makes sense.
    --
    Dual Wield
    Would improve DPSers. I'd think acceptable.
    --
    Shield
    Fortress+Board = Ice Ancient Knowledge + 5% damage buff, but with shield they have less damage so the 5% is to make up for lost damage.
    Bash
    Bolts
    Brace
    I'd think acceptable too. Though some might see as too many passives compared to other weapon trees.
    --
    Resto
    Mending with heal, but they based it off the final hit not off the full damage, so 50% of the final hit would be only about 25%-35% of a normal heavy, but when under Empower it can be closer to 47% of total because empower only bolsters the final hit. The balancing here would be wonky. Plus how would it register on a Berserker? If it heals for every target hit, then perhaps a Berserker Werewolf could be an ok healer while also being a massive dps.
    Resto Expert: Could buff self heal, does it apply to the heal from Essence Drain?
    Absorb would help cast self heal more often. Or benefit a Werewolf who uses Stormweaver's Cavort.
    --
    Two Handed
    The reason why they don't want Forceful to proc is because the Werewolf is supposed to be a single target dps, not a hoard clearer. At least, not passively. Pair that with Berserker and people were applying bleed to more than the devs intended at once. The only passive AoE was supposed to be Berserker Heavy, not all werewolves using two handed. I do feel disabling ALL weapon passives was Overkill though.

    Heavy Weapons and Battle Rush would be nice though. Or do they deem the 30% stam recovery boost from Battle Rush to be too powerful to stack with other Werewolf effects?
    --

    Werewolves need sneak though.
    And a reveal howl.
    --
    Maybe a way to aid others, or at least fellow werewolves, with a morph of the Self Heal?
    Convert the regen buff morph to base and add its effects to the offensive morph, then turn the other into an area, that way the morphs are A: Damage Morph, B: Area Morph, that way it's DPS or Healer Wolf based on morph. DPS gets the berserk when cast at full health, other morph has no additional self effect but becomes area healing nearby allies when cast. All versions apply the minor endurance and intellect.
    That would be a good minor buff for Werewolf AND allow healer wolves.
    Edited by KaironBlackbard on April 13, 2025 5:17PM
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭

    If they bring it back and also add my idea for alterations to the self heal, we truly would have the possibility for full werewolf teams being viable. Werewolves will finally be able to hunt as a pack!
    The tank with the taunt morph of Roar.
    The healer with the area morph of heal.
    The DPS with the rapid heavy attack roar and berserk heal.
    Healer would be packleader to grant Courage.
    The rest would be berserker for bleed lights and area heavies.
    --
    Wait... Does that mean the Werewolf Berserker is the only one who can area taunt?
    Well... They can slot it on normal bar even if they can't use it, but still means they need werewolf curse, but pair with twohanded and maybe? Then again, it's just also damage 3 nearby foes not target with effects too...
    Does Berserker need a specific target for their heavy? Or do their heavy procs apply to the closest foe?
    This would determine if it is or isn't area taunt. If it requires a target or only applies to closest, it's not area taunt/effect.
    If it treats all in the cone as the heavy attack target, then all might get the taunt. Perhaps even other heavy procs too, like Knight Slayer.
    So much to test now...

    I was mistaken, it's 50% splash, not a set damage in a set cone.
    Edited by KaironBlackbard on April 13, 2025 6:06PM
Sign In or Register to comment.