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Revamping Werewolf: Buffs Needed to Compete in the Current Meta

Yarcanine
Yarcanine
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Are you tired of feeling like your Werewolf is more of a puppy than predator? If you’ve been howling at the moon in frustration, you’re not alone. Werewolf has been falling behind in ESO’s ever-evolving meta, and with sub-classing on the horizon, the gap is only going to widen. Sure, Werewolf will get a small boost from new passives, but let’s be real—other classes are set to benefit far more, leaving our beloved Lycanthropes in the dust. It’s time to address this imbalance with targeted buffs that will make Werewolf more competitive—without catapulting it into overpowered territory.
Right now, Werewolf is missing key tools that other classes take for granted, forcing players into painful sacrifices when building their characters. You either end up tanky but toothless, squishy but hard-hitting, or sustainable but weak. This post lays out a series of buffs that would close the gap, improve build flexibility, and make Werewolf a viable choice again—while keeping it balanced and true to its feral roots.

The Problem: Why Werewolf is Falling Behind
Werewolf’s core issues boil down to three main areas:

Missing essential buffs: Other classes have easy access to crucial buffs like Minor Resolve through skills like Resolving Vigor. Werewolf? Nothing. This means my light or medium armor non-Werewolf builds often end up with more resistances than my heavy armor Werewolf—how does that make sense?

Build sacrifices: Because of our limited toolkit to make Werewolf work at all, you’re forced to choose between damage, defense, or sustain. You can’t have all three, and in today’s meta, that’s a death sentence.

Outdated and buggy abilities: Some passives are redundant, and key active abilities are either too expensive or just don’t work reliably in the heat of battle.

With sub-classing coming, other classes will gain even more flexibility and power, while Werewolf’s small passive buffs won’t be enough to keep pace. We need meaningful changes—now.

Proposed Buffs: Closing the Gap Without Breaking the Balance
These suggestions are designed to address Werewolf’s weaknesses while staying true to its identity. Here’s how we can make Werewolf somewhat competitive again:

1. Add Minor Resolve to Savage Strength Passive
Why it’s needed: Every other class has easy access to Minor Resolve, but Werewolf is left out. This forces Werewolf players to either sacrifice gear slots or accept lower defenses. It’s especially frustrating when my light armor Sorc or medium armor NB ends up with more armor than my heavy armor Werewolf!

The fix: Add Minor Resolve to the Savage Strength passive. This would provide a much-needed defensive boost without being overpowered—especially since Werewolf used to have a unique 10k armor buff that was nerfed due to proc set abuse. Minor Resolve is a fair compromise.

2. Consolidate Devour, Blood Rage, and Call of the Pack into One Passive
Why it’s needed: These three passives—Devour, Blood Rage, and Call of the Pack—all serve the same purpose: sustaining your Werewolf form. There’s no reason they should take up three separate slots in an already limited passive tree.

The fix: Combine them into a single passive that handles all form-sustain mechanics. This frees up space for new, impactful passives that can address Werewolf’s other weaknesses.

3. Repurpose Blood Rage into an Execute Passive
Why it’s needed: Werewolf struggles to finish off opponents. We have no delayed burst, no hard hitting ultimate, and no reliable execute ability. The current “execute” on Brutal Carnage is tied to a buggy, expensive skill that often doesn’t even trigger, and even when it does is underwhelming.

The fix: Turn Blood Rage into an execute effect: “Deal up to 50% more damage based on the target’s missing health.” This gives Werewolf a much-needed tool to secure kills, solving a major gameplay flaw without adding new skills. This is balanced by the fact that for some reason werewolf doesn't get access to weapon passives. So we are severely lacking in the damage department.

4. Add a Passive for Health Recovery
Why it’s needed: Werewolf’s only heal is a burst heal, which used to be powerful but now feels average in ESO’s healing-heavy meta. With no good Heal over Time, we’re left vulnerable—especially since we take 25% extra poison damage and 10% more damage from fighters guild abilities.

The fix: Add a passive called Feral Vitality granting 2000 Health Recovery. This fits thematically with Werewolf lore (enhanced regeneration) and provides passive sustain without being overpowered. In PvP, battle spirit cuts this in half, resulting in about 500 HP per second (or 725 with Fortitude buffs). That’s enough to counteract a single DoT but won’t make us invincible as this is no where near the power of most HoTs, which makes sense since it wouldn't cost resources but is still balanced by the fact that werewolf has very resource expensive skills.

5. Fix Active Abilities: Pounce and Claws of Life
Pounce: This ability is expensive and buggy. The Brutal Carnage DoT often fails to activate, forcing you to waste stamina recasting it. It costs 8k stamina for both parts—way too much for unreliable damage. Your target can also just keep running away, since the gap closer doesn't have a stun associated with it similar to other gap closers like Sorc streak or DK's leap
The fix: Combine the DoT into the initial pounce and remove or nerf the execute scaling (since we’d have the new execute passive). This makes Pounce reliable and cost-effective. Adding a 30% slow for 3 seconds to Pounce would give Werewolves the control they need to stick to the target, especially needed since the removal of the snare from our direwolves. After pouncing, the target’s movement speed drops, making it much harder for them to escape your range. This gives you those critical few seconds to land Roar and fear the enemy, locking them down for your next attack. It’s not about making Werewolf overpowered—it’s about making the kit work together smoothly. A 3 second 30% slow is modest enough to avoid being oppressive, but long enough to let you actually catch up and use your close-range tools effectively.



Claws of Life: The heal is pitiful in PvP because it's only 66% of damage dealt and battle spirit cuts it in half. A 500 damage tick heals for just 165 HP—useless.
The fix: Increase the heal to 100% of the damage dealt. Even with battle spirit, this would make the heal somewhat meaningful, especially when hitting multiple targets.

Why These Changes Matter
These buffs would make Werewolf competitive without pushing it into the meta spotlight. Here’s why:

Defense: Minor Resolve gives Werewolf the survivability it desperately needs and would equalize the armor disparity, but it’s still less than the old unique 10k armor buff when combined with Major Resolve that we got as a replacement. It would essentially just close the resistance gap a bit between non-WW and WW builds.

Recovery: Consolidating passives and adding health recovery improves survivability without making Werewolf unkillable. The recovery is balanced by battle spirit, our increased poison damage taken, and our inability to remove DoTs.

Damage: The execute passive provides a reliable way to finish fights, addressing a core weakness. It’s a fair trade-off for our lack of burst and delayed damage and no weapon passives.

Ability Fixes: Streamlining Pounce and buffing Claws of Life removes frustration and makes the playstyle smoother.

We’re not asking for easy wins—just a fair shot.
Werewolf has been left in the shadows for too long. With sub-classing on the way, now is the perfect time to bring it back into the light. These buffs would give Werewolf players the tools they need to compete.
What do you think? Are there other tweaks you’d like to see? Let’s get a discussion going and push for changes
Support the buffs.

  • Erickson9610
    Erickson9610
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    Yarcanine wrote: »
    Pounce: This ability is expensive and buggy. The Brutal Carnage DoT often fails to activate, forcing you to waste stamina recasting it. It costs 8k stamina for both parts—way too much for unreliable damage.

    If you look at the tooltip of Pounce when it turns into Carnage, you'll see that the cost to cast Carnage is exactly half the normal cost of Pounce. So, it'd cost 12k Stamina to cast Pounce+Carnage, which takes up two global cooldowns.


    Aside from that, I think your post is really well thought out and well written! I like many of the ideas discussed here. While I have many of my own ideas for how to help Werewolf, I think my top three would be:
    1. A Scribing skill for the Werewolf skill line. Not only would this be the 6th active ability that Werewolf gets to pick from (increasing build diversity) but this would allow Werewolf to apply buffs/debuffs and other effects they couldn't normally do before. Plus this would likely let Werewolf use Class Mastery, and there are a handful of useful ones for use in Werewolf form.
    2. The ability to sneak. Several sets require crouching, including the Sentry set. Lots of PvE content requires sneaking, and sneaking would be helpful in PvP as well. There's already animations for werewolf sneaking, and there's precedent for werewolves sneaking both in ESO and in previous TES games.
    3. The ability to crossheal allies. I'd prefer if Hircine's Fortitude could crossheal, but I'd accept if a Werewolf Grimoire could be scribed to heal others. There's some degree of support for damage dealing and tanking while in Werewolf form, but it's impossible to heal others while transformed without sets — crosshealing is imperative in PvP content, and it'd be nice to be able to heal others in PvE content as well.
    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).
  • Yarcanine
    Yarcanine
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    Yarcanine wrote: »
    Pounce: This ability is expensive and buggy. The Brutal Carnage DoT often fails to activate, forcing you to waste stamina recasting it. It costs 8k stamina for both parts—way too much for unreliable damage.

    If you look at the tooltip of Pounce when it turns into Carnage, you'll see that the cost to cast Carnage is exactly half the normal cost of Pounce. So, it'd cost 12k Stamina to cast Pounce+Carnage, which takes up two global cooldowns.


    Aside from that, I think your post is really well thought out and well written! I like many of the ideas discussed here. While I have many of my own ideas for how to help Werewolf, I think my top three would be:
    1. A Scribing skill for the Werewolf skill line. Not only would this be the 6th active ability that Werewolf gets to pick from (increasing build diversity) but this would allow Werewolf to apply buffs/debuffs and other effects they couldn't normally do before. Plus this would likely let Werewolf use Class Mastery, and there are a handful of useful ones for use in Werewolf form.
    2. The ability to sneak. Several sets require crouching, including the Sentry set. Lots of PvE content requires sneaking, and sneaking would be helpful in PvP as well. There's already animations for werewolf sneaking, and there's precedent for werewolves sneaking both in ESO and in previous TES games.
    3. The ability to crossheal allies. I'd prefer if Hircine's Fortitude could crossheal, but I'd accept if a Werewolf Grimoire could be scribed to heal others. There's some degree of support for damage dealing and tanking while in Werewolf form, but it's impossible to heal others while transformed without sets — crosshealing is imperative in PvP content, and it'd be nice to be able to heal others in PvE content as well.

    Ah I meant each part costs 4k, so 8k total. But if its half cost, it would be 6k. Still an absurd amount for what it does. Yeah scribing would be a welcome change as well. Also the heal reminds me the other morph Hircine's rage should also be fixed to always provide Major Berserk instead of having to be full HP, and shouldn't have the 5% extra damage taken as that is completely unnecessary. You are already giving up a 30% stronger heal to use that morph, you shouldn't be penalized even more.
  • Erickson9610
    Erickson9610
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    Yarcanine wrote: »
    Yarcanine wrote: »
    Pounce: This ability is expensive and buggy. The Brutal Carnage DoT often fails to activate, forcing you to waste stamina recasting it. It costs 8k stamina for both parts—way too much for unreliable damage.

    If you look at the tooltip of Pounce when it turns into Carnage, you'll see that the cost to cast Carnage is exactly half the normal cost of Pounce. So, it'd cost 12k Stamina to cast Pounce+Carnage, which takes up two global cooldowns.


    Aside from that, I think your post is really well thought out and well written! I like many of the ideas discussed here. While I have many of my own ideas for how to help Werewolf, I think my top three would be:
    1. A Scribing skill for the Werewolf skill line. Not only would this be the 6th active ability that Werewolf gets to pick from (increasing build diversity) but this would allow Werewolf to apply buffs/debuffs and other effects they couldn't normally do before. Plus this would likely let Werewolf use Class Mastery, and there are a handful of useful ones for use in Werewolf form.
    2. The ability to sneak. Several sets require crouching, including the Sentry set. Lots of PvE content requires sneaking, and sneaking would be helpful in PvP as well. There's already animations for werewolf sneaking, and there's precedent for werewolves sneaking both in ESO and in previous TES games.
    3. The ability to crossheal allies. I'd prefer if Hircine's Fortitude could crossheal, but I'd accept if a Werewolf Grimoire could be scribed to heal others. There's some degree of support for damage dealing and tanking while in Werewolf form, but it's impossible to heal others while transformed without sets — crosshealing is imperative in PvP content, and it'd be nice to be able to heal others in PvE content as well.

    Ah I meant each part costs 4k, so 8k total. But if its half cost, it would be 6k. Still an absurd amount for what it does. Yeah scribing would be a welcome change as well. Also the heal reminds me the other morph Hircine's rage should also be fixed to always provide Major Berserk instead of having to be full HP, and shouldn't have the 5% extra damage taken as that is completely unnecessary. You are already giving up a 30% stronger heal to use that morph, you shouldn't be penalized even more.

    Oh yeah, I forgot to actually check the cost of Pounce and instead went off the value you listed, my bad. It is a very expensive skill regardless, and it'd be better for PvE and PvP if that skill was condensed into one — or at the very least, have it only cast Carnage when your target is close, and only cast Pounce when your target is far away.

    Many times in PvP I've been locked out of Pounce due to failing to cast Carnage on the fleeing target, and the only reason we use Pounce in PvE is to use Carnage to keep the damage stacks and execute DoT up on the Brutal Pounce/Carnage morph.
    Edited by Erickson9610 on May 6, 2025 3:33AM
    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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    The cost of werewolf skills is pretty high and every skill has a different range. Howl somehow counts as a projectile even though it's a sound wave, Roar and claws radius is suspiciously inaccurate(lower than stated).
    un97b85xp1oy.png
    Edited by dark_hunterxmg on May 6, 2025 1:51PM
  • huskandhunger
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    I really love your post and feel it's super well written in addressing longstanding concerns with Werewolf to help it keep on par with human form classes. The approach in blending passives i felt was especially insightful and is a potential way to solve for defense and armor with minor resolve and some health recovery to help with some defensive staying power. Regarding the execute concept as a passive an inverse proportion to missing health could be useful too perhaps similar to Sorc's Amplitude passive.

    Key quality of life changes i would really like are combining brutal carnage into pounce because it is very clunky to use and I would say a 50% slow for 3 seconds on pounce too, bumping it up would help in being sticky and able to chase fleeing opponents who abuse Streak.
  • huskandhunger
    huskandhunger
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    @ZOS_Kevin good morning, could we pass this thread along to the rest of the dev team as feedback please?

    Thank you
  • Elreydelleon
    Elreydelleon
    Soul Shriven
    It's always nice to read a thoughtful, considerate, and well-experience outline as presented.
    Khajiit is pleased to see such considerations for our fellow wolves, and he hopes that this list is seen for what it is: Factual consideration to make an interesting aspect of gameplay balanced into fairness and levelled out as per the way things are moving forward across the entire board of gameplay.
  • Celas_Dranacea
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    Very thoughtful and thorough @Yarcanine - ZOS please take these concrete ideas to heart, and keep in mind the guiding principle that werewolves should not be miles behind other build and playstyles, something I imagine ya’ll can get behind with your “play how you want” philosophy
    A Bosmer Nightblade Werewolf
  • The_Isatope8
    The_Isatope8
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    I think an interesting way to buff werewolf would be to give them a third morph option on all their skills that would more or less align with the classic dps, healer and tank roles that each vaguely correspond to one of the morphs. This would give them more "skills" to work with and build around. Otherwise, I think that the thought you put into these changes should be commended and look quite interesting.
    Number 1 Templar apologist
  • BXR_Lonestar
    BXR_Lonestar
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    I'd like to see them bring back the bleed damage for Werewolves. Either make its bleed damage ignore armor again, or perhaps build into the Werewolf passive something similar to Relequens, where your light attacks tear open wounds in your target, causing their bleed damage to increase, stacking x number of times, and the bleed damage ramps up the more stacks you have.

    Werewolf is fun, but it seems like there is really only one viable way to play it in PVP: Be tanky. Which is kind of a boring way to play IMO.

    And in PVE, it's very niche and not viable in at least 1/2 of the encounters in the game.
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    Just need to find a play style/gear set that works I have been successful as a DPS or tank in vet content (even some HM dungeons). As long as the group is not score pushing or looking for trifectas.
  • Elreydelleon
    Elreydelleon
    Soul Shriven
    This one certainly hopes that the wolves are given some semblance of attention for the summer, especially for the fact of subclassing happening in a few days!
  • Khold90
    Khold90
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    The biggest problem with werewolf is "passable for PvE" means it's OP in PvP because the game does not balance them separately.

    Like a couple years ago when werewolf was an unkillable deathball that jumped directly onto your face in PvP you actually saw them in dungeons because it wasn't too much of a dps loss compared to normal builds so people were actually having fun.
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