Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
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Thank you so much for the upcoming Werewolf update!!

  • dmel25
    dmel25
    Soul Shriven
    I am very excited for the new changes to werewolf. Honestly, I hope they just give us the OG werewolf model back it was much better than what we have now, but I'm optimistic the new visuals they come up with will be cool too!

    If there is one thing I absolutely want them to include, but doubt they will, is an OPTIONAL passive talent that makes it so that werewolves are forced to transform on full moons. I am not a fan of the fact that they neglect the biggest downside of being a werewolf. Give us Daggerfall style werewolves where we change on the full moon and have to kill an NPC.
  • Soarora
    Soarora
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    I hope the changes make WW viable in 4 man dungeons again. I keep missing out on the WW metas where WW is fun and powerful to play. To be viable, it is going to need its own mechanics to be able to strip armor, as major/minor breach is not going to be enough to be competitive - other dungeon teams will have a tank that has multiple options to get boss armor down to 0 for the team, and part of a WW's limitations is its inability to stack sources of pen (if you are playing as a pack of 4 to maximize uptime on WW).

    This comment made me remember that March of Sacrifices requires doing a side buff in order for werewolves to properly do the Indrik boss (since it requires sneaking). With MoS story mode coming later this year, I really do hope werewolves will be able to sneak as I’m sure there will be people who want to do the most werewolf themed dungeon possible as a werewolf and they might not know about the side buffs.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Apollosipod
    Apollosipod
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    I would love if the idea of different strains was explored more. Either through the various forms of werebeasts in Tamriel or the idea of NPC vs player bites for RP purposes. I'd love to see NPC bites cause you to shift to werewolf uncontrollably on full moon cycles so it functioned as an actual curse (maybe up to a certain level or you have to go to the new NPC to take control of it). Then player bites could be your character more actively embracing Hircine and being able to transform as it works now
  • Lazy_Voyager
    Lazy_Voyager
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    So glad to hear they're re-working werewolf. That includes reverting the Tormentor set nerf and fixing the endlessly resetting dungeon bosses when a Pack Leader is present... right?
    Ora, lege, lege, lege, relege, labora et invenies.
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    lol I don’t think tormentor is coming back, they were very clear on the stance of aoe taunting in eso. But yeah the resetting boss fights needs to be fixed.
  • Tonturri
    Tonturri
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    What really kept me from doing much with werewolf is that insofar as I could tell, your base class didn't really matter except in some situations where the passives were different. This may not be the case anymore (idk it's been a while) but the transformation also felt kind slow, which is fine if used before combat but it felt very sluggish in combat.

    I'm kinda hoping we get something that interacts more with the player's class. It doesn't need to be vampire-ish, but having everyone ever playing the exact same werewolf is terribly boring, although I suppose it does make WWs easier to manage design wise.

    Maybe have versions of the WW skills usable in human form, and they empower the ult when it's finally used in different ways? That'd let players 'customize' their ult a little more - using, idk, pounce would be a gap closer in human form and adds taunt/more hp in WW form...Something like that. It'd be nice to have weapon swap and/or have one base skill available in WW form, but I don't imagine ZOS really wants to re-do all those animations. Not sure how well or how quickly they could transfer over, and it doesn't make much sense anyway.

    I always enjoyed vampire more cause it was so much more flexible and felt like 'my' character. It's also in a weird spot due to duration - it could be temporary or someone could get perma-woof'd in combat, so balancing and design decisions have to take that into account. Hopefully ZOS manages to find a good solution here.
  • Erickson9610
    Erickson9610
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    Tonturri wrote: »
    What really kept me from doing much with werewolf is that insofar as I could tell, your base class didn't really matter except in some situations where the passives were different. This may not be the case anymore (idk it's been a while) but the transformation also felt kind slow, which is fine if used before combat but it felt very sluggish in combat.

    I'm kinda hoping we get something that interacts more with the player's class. It doesn't need to be vampire-ish, but having everyone ever playing the exact same werewolf is terribly boring, although I suppose it does make WWs easier to manage design wise.

    Maybe have versions of the WW skills usable in human form, and they empower the ult when it's finally used in different ways? That'd let players 'customize' their ult a little more - using, idk, pounce would be a gap closer in human form and adds taunt/more hp in WW form...Something like that. It'd be nice to have weapon swap and/or have one base skill available in WW form, but I don't imagine ZOS really wants to re-do all those animations. Not sure how well or how quickly they could transfer over, and it doesn't make much sense anyway.

    I always enjoyed vampire more cause it was so much more flexible and felt like 'my' character. It's also in a weird spot due to duration - it could be temporary or someone could get perma-woof'd in combat, so balancing and design decisions have to take that into account. Hopefully ZOS manages to find a good solution here.

    I'd personally rather Werewolf be its own playstyle that's on par with the Classes. I don't actually like any of the Classes you pick at character creation, and to me Werewolf has always felt like my character. The ability to be in Werewolf form at all times would be a great change in my opinion — just don't let Werewolves use non-Werewolf abilities.

    Plus, we have the option to manually revert form at any time by pressing the Ultimate button while already transformed.
    Edited by Erickson9610 on January 20, 2026 4:57PM
    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).
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