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Dragon Knight Abilities look amazing, I do wonder if the Werewolf skill line

Anilahation
Anilahation
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Giving credit where credit is due, the team working on the DK rework absolutely killed it.

I'm hoping the monster skill line reworks are way more in depth than we think, so we can genuine see Werewolf/Vampire players basically being their own class. After playing Werwolf in Poe2 and D4 there's really so much you can do with the fantasy.
  • Erickson9610
    Erickson9610
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    I'm hoping for new Werewolf animations and SFX during the visual + combat update. To cite a few examples, Carnage (the second cast after using Pounce) uses the same animation as Infectious Claws, and Piercing Howl uses the same sound as Roar.


    I hope Piercing Howl is reworked entirely to no longer be a projectile, and instead be a biting attack. The projectile nature of Piercing Howl made more sense when that ability could knock enemies down (that's the equivalent of the NPC werewolf attack that knocks you down!) but in the current state of the game, it's just a burden because projectiles have many weaknesses in both PvE and PvP contexts.

    I also hope we get some form of crosshealing in the toolkit, possibly from Hircine's Fortitude. Maybe it could be the Werewolf equivalent of Echoing Vigor? Either that or a Scribing ability for the Werewolf line that can be made to heal others. Having an actual heal over time (like Hircine's Fortitude had pre-Hybridization) would be nice, too, since Claws of Life is pitiful against a small number of targets, and even more so in PvP where damage and healing is reduced, and the effect can be purged.

    Hopefully Pounce/Carnage is reworked to only cast Pounce when the target is far away, and only cast Carnage when the target is nearby. Being locked out of your gap closer is not fun in PvP, and Brutal Pounce is an obstacle to refreshing your Brutal Carnage stacks in PvE. Of course that's not to mention how werewolves have no way to purge negative effects or snares, so good luck chasing people down while snared and unable to gap close.

    Of course, needing to be at exactly 100% Health to get your damage buff from Hircine's Rage is annoying. Werewolves have no damage shields, and very limited Magicka with no way to directly restore it, so burning the resource you need to heal yourself is a risky move.

    Finally, something has to be done about the Terrified effect. It's designed to make werewolves use all 5 of their skills and to get tank werewolves to group with damage dealer werewolves, but it falls short in several areas. It's a DPS and sustain loss to incorporate Ferocious Roar into your parse, and even if you did, you'd be putting enemies on crowd control immunity (meaning tanks cannot pull them) for a 10% damage buff for your Piercing Howl ability that only werewolves can make use of, which can be cleansed in PvP.


    I hope the Werewolf skill line balance update tackles many of these (and other) issues that the Werewolf community has reported. Maybe I'm getting my hopes up, but I'm hoping we'll finally be able to manually select our fur color independent of morph with the visual rework, and I hope Werewolf in general gets several animation updates to make it feel incredible.

    I also hope we finally get the ability to sneak, since sneaking animations for werewolves already exist in the game and I would figuratively kill for "assassination" animations (like using the Blade of Woe) in Werewolf form where we pounce on the target and maul them, akin to those killmoves you could do as a werewolf in Skyrim. That would be a lot of fun.
    PC/NA — Lone Werewolf, the EP Templar 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).
  • Radiate77
    Radiate77
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    I hope that Werewolf lands with more than 5 skills, but rather 3 skill lines, and two different stances. (bars)
    Edited by Radiate77 on January 9, 2026 7:26AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • CastleCrasher

    ixnj7qugf4cg.png
    Since —50% health Recover in pvp,werewolf getting weak.Basically, it is the target for poison arrow.
  • Lord_Hev
    Lord_Hev
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    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Anilahation
    Anilahation
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    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?
  • Lord_Hev
    Lord_Hev
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    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?

    My point is the priorities should be only on the actual numeric, not flashy visuals.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • BardokRedSnow
    BardokRedSnow
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    Lord_Hev wrote: »
    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?

    My point is the priorities should be only on the actual numeric, not flashy visuals.

    Everyones entitled to their opinion but as a dk main since beta, hard disagree, the core classes need an upgrade if theyre gonna bring in classes with all the flash.

    Fire should look badass not flat. They could maybe tone down the brightness though but otherwise, no this was a much needed change Ive been begging for since forever.

    Btw good to see you still around bud, doubt you remember me from the forums back in the day for bethesda, was ColonelKillaBee then long time ago. Your hevnoraak rp was awesome lol.
    Edited by BardokRedSnow on January 9, 2026 3:24PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Darque.Fluxb14a_ESO
    Lord_Hev wrote: »
    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?

    My point is the priorities should be only on the actual numeric, not flashy visuals.

    Different teams of people, and I'm pretty sure you don't want the artist to be in charge of balancing the numerics.
  • Lord_Hev
    Lord_Hev
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    Lord_Hev wrote: »
    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?

    My point is the priorities should be only on the actual numeric, not flashy visuals.

    Everyones entitled to their opinion but as a dk main since beta, hard disagree, the core classes need an upgrade if theyre gonna bring in classes with all the flash.

    Fire should look badass not flat. They could maybe tone down the brightness though but otherwise, no this was a much needed change Ive been begging for since forever.

    Btw good to see you still around bud, doubt you remember me from the forums back in the day for bethesda, was ColonelKillaBee then long time ago. Your hevnoraak rp was awesome lol.

    Yep I remember, good old days of debates on the civil war. Even if we didn't agree on everything, we agreed that Skyrim does not belong to the Imperials!

    Like I said I wouldn't mind it, if legacy stuff was kept as an option. You have to think how much unnecessary man/thought-power is being used on "visual refresh" instead of just ironing out the massive balance mess that has been accumulating for years.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • BardokRedSnow
    BardokRedSnow
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    Lord_Hev wrote: »
    Lord_Hev wrote: »
    Lord_Hev wrote: »
    I absolutely loathe the new visuals. We asked for BALANCE and numerical tweaks, passives, buffs, nerfs, balance. Class identity is about the classes bringing something to the team. Not about having flashy new visuals to masquerade as a concept.

    Except they did both... did you not go to YouTube and see the actual changes to the skill lines?

    My point is the priorities should be only on the actual numeric, not flashy visuals.

    Everyones entitled to their opinion but as a dk main since beta, hard disagree, the core classes need an upgrade if theyre gonna bring in classes with all the flash.

    Fire should look badass not flat. They could maybe tone down the brightness though but otherwise, no this was a much needed change Ive been begging for since forever.

    Btw good to see you still around bud, doubt you remember me from the forums back in the day for bethesda, was ColonelKillaBee then long time ago. Your hevnoraak rp was awesome lol.

    Yep I remember, good old days of debates on the civil war. Even if we didn't agree on everything, we agreed that Skyrim does not belong to the Imperials!

    Like I said I wouldn't mind it, if legacy stuff was kept as an option. You have to think how much unnecessary man/thought-power is being used on "visual refresh" instead of just ironing out the massive balance mess that has been accumulating for years.

    Absolutely lmao, damn Imperial dogs.

    We will have to see how these changes go when fully implemented, but overall I like most of what I've seen from the recent article on DKs they posted:

    https://www.elderscrollsonline.com/en-us/news/post/69219?utm_medium=social&utm_source=discord&utm_campaign=dwemer_automaton

    Saw skinny cheeks was going over this in a stream also. The only concern I have really is Corrosive Armor reducing its effectiveness for tanking while still only being up for ten seconds. Most others will praise this though and maybe thats a good thing if we're allowed to gain ult again when using it which was even more debilitating, plus the damage built into the class now. Biggest problem with it right there, needing to subclass other skill lines to kill anything.

    But the biggest W here and my reason for optimism is how much power is built into slotting DK skills, in general. That is the incentive I was hoping they'd add. Im a bit annoyed with some of the skill rotations they did as it makes it more difficult imo to subclass for DK, But, my main priority is pure classing DK anyway.

    Overall its looking like a win, and from the change to combustion, it seems I'll have less reason to subclass in the first place as the two things DK subclassed for was sustain (warden) and damage.

    Good or bad itll definitely be interesting.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    The change I like the most? DK wings being a warden wings equivalent, thats gonna be soooo awesome just for basic enjoyment of playing DK. Knockback, cc and snare removal/immunity and major expedition will be a lot of fun and have a lot of different use cases. That skills been dead for so long.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Radiate77
    Radiate77
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    The change I like the most? DK wings being a warden wings equivalent, thats gonna be soooo awesome just for basic enjoyment of playing DK. Knockback, cc and snare removal/immunity and major expedition will be a lot of fun and have a lot of different use cases. That skills been dead for so long.

    I’ve been using the reflective wings a bit lately in Battlegrounds and it’s been keeping me alive through the hail of spec bows.

    The cost of the skill is what hurts the most though, as it’s making me run the Atronach on a stam build.
    Edited by Radiate77 on January 9, 2026 9:19PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
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