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Given the U49 reworks, do you think the Werewolf rework (U50) will make the skills better or worse?

Erickson9610
Erickson9610
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We know at this point how the refresh to Two Handed and Dragonknight skills look, feel, and sound. There are some mixed opinions on whether the skills are better or worse than before the reworks, though.

For our next rework in Update 50, do you think the refresh to Werewolf will make its skills look, feel, and sound better? Why or why not? Is your opinion influenced at all by what we've seen from the reworks in Update 49?
PC/NA — Lone 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).

Given the U49 reworks, do you think the Werewolf rework (U50) will make the skills better or worse? 67 votes

Strongly feel that the rework will be better
49%
Darque.Fluxb14a_ESOAektannJames-WayneBlackrimKickimanjaroxylenaRatzkifalVonnegut2506Kitty_QuietlycolossalvoidsApollosipodItsNotLivingYandereGirlfriendEmeratisNoireJin the WitchkingCallosumMorvanIncultaWolfJestirSoarora 33 votes
Moderately feel that the rework will be better
34%
RomoDestaiAvran_SyltSilverIce58coop500FroilJierdanitMaleAmazonMashmalloManESO_NightingalespartaxoxoSilverStreekFeljaxBagOfBadgersLunaFloraZhuJiuyinautocookiesCordingOnyxOrbital78Kaltivael 23 votes
Could be better, could be worse
7%
Freelancer_ESONotaDaedraWorshipperPeacefulAnarchyJaxontheUnfortunatePlusscher 5 votes
Moderately feel that the rework will be worse
2%
alternatelderSolarRune 2 votes
Strongly feel that the rework will be worse
1%
Tyrobag 1 vote
Don't Care
4%
vailjohn_ESOIshtarknowsjoergino 3 votes
  • Wuuffyy
    Wuuffyy
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    As long as they accept feedback, it shouldn’t matter. They seem to have been receptive of feedback with the DK changes so hoping for the best still.

    If anything, still overtly niche but overtly niche with a new design :smiley:
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Erickson9610
    Erickson9610
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    I personally like how the Two Handed and Dragonknight skills look/feel/sound after the rework, even though I don't personally use them often. I've heard from people who do use those skills often that the changes are hit and miss.

    I'm worried that the pass on Werewolf will look acceptable from an outsider's perspective, but will be hit and miss for people like me who use those skills frequently. I really want the Werewolf rework to look/feel/sound good, because I'm already heavily invested in this playstyle.
    Edited by Erickson9610 on February 3, 2026 1:34AM
    PC/NA — Lone 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).
  • MincMincMinc
    MincMincMinc
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    just saying it would be alot easier to get actual change on the current pts threads involving dk or 2h skills if half the threads being made droning out the actual pts topics werent about random future potential changes half a year or more out.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Wuuffyy
    Wuuffyy
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    I personally like how the Two Handed and Dragonknight skills look/feel/sound after the rework, even though I don't personally use them often. I've heard from people who do use those skills often that the changes are hit and miss.

    I'm worried that the pass on Werewolf will look acceptable from an outsider's perspective, but will be hit and miss for people like me who use those skills frequently. I really want the Werewolf rework to look/feel/sound good, because I'm already heavily invested in this playstyle.

    I agree wholeheartedly and that has been a thought of mine since the announcement of the roadmap and upcoming changes.

    With that in mind, I feel that we must be willing to accept some change to the current playstyle in a meaningful capacity as the details of the playstyle itself as-is (and the inherent fears ZOS seem to have of giving it more, direct power as a result) seem to be the limiting factor for it to truly succeed in this subclassing meta.

    The goal of this change would have to be to make werewolf more appealing to more people in a ‘healthy’ way. If that can be achieved- it may be more likely to receive continual support.

    At least my two cents so-to-speak.
    Edited by Wuuffyy on February 3, 2026 3:34AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Kickimanjaro
    Kickimanjaro
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    Strongly feel that the rework will be better
    I'm feeling good about it and would love to see if they finally let werewolves sneak (unless they did that already and I just haven't tried), but I don't actually play werewolf that much to provide further feedback. I have always intended to but never managed to put together a build that worked.

    Shout out to that group on NA Gray Host that put together werewolf raids for Halloween this past year, it was so fun both killing and being killed by a huge pack of werewolves, constantly howling and leaping. It was glorious chaos to make even Sheogorath proud! But it was so unique in how rare it felt.

    Anything they can do to make the battlefield more diverse is something that I'm open to, and the recent changes in both communication and engagement have me hopeful that feedback from the folks here who are experts in all things ESO werewolf will get listened to (like OP, who is probably the greatest champion for Werewolves on these forums).
  • Soarora
    Soarora
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    Strongly feel that the rework will be better
    Werewolf right now feels incredibly boring. I hope it’ll be getting a “mechanic” like building stacks of whip/crux is a “mechanic” (not to say there needs to be a “use x skill to power y skill” situation with werewolf).

    And the ability to sneak. Sneak into a leap would make it feel like an ambush predator, could be fun for PvP.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Ratzkifal
    Ratzkifal
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    Strongly feel that the rework will be better
    After having played werewolf in a large all-werewolf group during mayhem, I can say that the most annoying part about it in my opinion is how many negative effects werewolf needs to deal with to get access to effects normal builds just have. Why do you have to accept receiving a unique 5% more damage taken just to gain access to Major Berserk? And only when the ability was cast while at full health, making it so that you don't get the buff when casting at 95% health. It's only 10% more damage. Or why does Werewolf have to choose between getting Major Savagery or applying Major Breach? Pretty much all builds have access to both. Why do werewolves not have minor resolve?

    It's annoying that you can't continue to use your gapcloser uninterrupted because of that stupid second part of the ability which no other gapcloser (that's worth talking about) has to deal with. Try catching a Sorc if they can cast streak twice in the time it takes you to pounce once.

    I think changing the heal is crucial. Either it needs a heal over time component as well, or the buffing should happen no matter your health with no damage taken debuff whatsoever.

    I also think Werewolf (and Vampire) should get a scribed ability.

    Werewolves also suffer in Cyrodiil compared to IC. While IC is a blast with werewolf since you pretty much have permanent uptime, there is no way for you to sustain your werewolf form from one keep to the next, with little opportunity to regain ult first unless going on a major detour. You already cannot use siege weapons in werewolf form (other than standing in a ram) so werewolves are at a massive disadvantage there.

    People have been discussing whether Werewolf should be more like Corrosive Armor or Northern Storm, a window of power where you seize initiative, or a toggle that enables you to in and out of werewolf form whenever. I'm of the opinion that the morph choice between werewolf ults should be determining which of those kinds of werewolf playstyle you want to play.
    This Bosmer was tortured to death. There is nothing left to be done.
  • BioBitter100
    BioBitter100
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    Strongly feel that the rework will be better
    At least looking from my PvP perspective I don´t see much room for them to make werewolf worse. I tried it a few times cause I really wanna like werewolf but the current iteration is so clunky and one dimensional. Looking at the DK rework and their communication I´d say there´s a very big chance for the changes to be good.
  • Renato90085
    Renato90085
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    Strongly feel that the rework will be better
    the weakest thing can't get any worse
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    Could be better, could be worse
    I want it to be good and to make werewolf’s more competitive play style but I am also not holding my breath on something ground breaking to close the power gap.
  • coop500
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    Moderately feel that the rework will be better
    I'm hopeful for it, I think it's got a good chance to come out good. I just hope that they keep the general spirit of it in mind.
    Hoping for more playable races
  • Tyrobag
    Tyrobag
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    Strongly feel that the rework will be worse
    You'd think it should be a slam dunk. That is until they change Piercing Howl to give a 20% buff to all damage against monsters for 60 seconds when cast by a Nightblade. With the last set of changes to DK, zos proved they are incapable of applying logic to class changes.
  • Radiate77
    Radiate77
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    Strongly feel that the rework will be better
    Tyrobag wrote: »
    You'd think it should be a slam dunk. That is until they change Piercing Howl to give a 20% buff to all damage against monsters for 60 seconds when cast by a Nightblade.

    This is incredibly sad, but true.
    Edited by Radiate77 on February 3, 2026 9:08PM
    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]
  • Erickson9610
    Erickson9610
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    Tyrobag wrote: »
    You'd think it should be a slam dunk. That is until they change Piercing Howl to give a 20% buff to all damage against monsters for 60 seconds when cast by a Nightblade. With the last set of changes to DK, zos proved they are incapable of applying logic to class changes.

    They kind of already did this. The Terrified effect can only be sourced from the morph of Roar that does not give you a taunt. You don't get the damage boost to Piercing Howl if you're a tank, sorry -- find a damage dealer to group with or play as a damage dealer instead.


    To clarify, I am okay with making choices with skill morphs. Major Prophecy/Savagery or Major Protection depending on the morph of Roar is fine, but only if you can source those effects from elsewhere (item sets, potions, etc).

    You cannot source Terrified from anything but the damage dealer morph of Roar, and every werewolf (damage dealer or otherwise) benefits from it. Like the Nightblade example above, it's like asking us to play a Nightblade for a damage buff when our build requires us to be a Warden.
    Edited by Erickson9610 on February 4, 2026 1:18AM
    PC/NA — Lone 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).
  • LunaFlora
    LunaFlora
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    Moderately feel that the rework will be better
    Dragonknight refresh seems mostly good.
    But no idea what will happen with Werewolf (nor Warden, my favourite class).

    i hope Werewolf will be more fun to play
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  • Erickson9610
    Erickson9610
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    I am a bit more hopeful that whatever changes Werewolf gets in Update 50 will positively impact its perception. At least Update 49 will make it easier to acquire so people can try it out.

    As long as ZOS is still taking feedback during the Update 50 PTS, I hope we won't have anything to worry about. I just remember the last time Werewolf got a substantial update, feedback for it was completely overshadowed by feedback for the Scribing system. Maybe that won't happen if Update 50 is primarily focused on Werewolf.
    PC/NA — Lone 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).
  • Destai
    Destai
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    Moderately feel that the rework will be better
    I'm optimistic. The DK rework, and their interactions with us about it, have been really strong. I think they got off on the right foot with it, and hopefully that positive momentum can continue.
  • SavioRamon
    SavioRamon
    Soul Shriven
    Moderately feel that the rework will be better
    Personally, I really liked what I saw in the Dragon Knight update on Update 49. Even though it's the class I played the least, along with the Templar, when testing the skills I really enjoyed the visual effects and the sense of impact.

    But what got me most excited was the Werewolf rework. One of my main characters is a Sorcerer werewolf, with a whole theme built around it, and I was really happy with the concept art they showed. For me, it's perfect: savage and threatening. I know the arm still looks thin, but I overlook that thinking about how the proposal is a mix of man and wolf – and canines don't have very thick limbs.

    However, the application in the 3D model (and I know it's still a work in progress) didn't appeal to me as much. The werewolf with a mohawk looked kind of weird… kind of "punk" or "rebellious teenager," you know? Hehehe. I was expecting something more brutal, a bit bigger than the current one, with a more predator-like appearance. Something closer to what we saw in The Alliances cinematic (obviously without the decaying corpse look, but even in that deteriorating state you could see an imposing creature – this could even be a skill style version). In a more recent cinematic, Dark Heart of Skyrim, I thought the representation looked a bit silly, but even so the wolves seemed more interesting than the old model. Honestly, just updating the old model with more fur and sharper textures would already be a big step forward – maybe mixing it with the Bahamut version (not as muscular and huge as that, but a bit stronger and more imposing).

    1kafpifylnjt.png
    Concept Art (2026)
    xnodhm5nvlam.png
    Old model mob vs New model (work in progress)
    k4gpu142zdbb.png
    The Alliances cinematic
    b42qv03jek7x.png
    Dark Heart of Skyrim cinematic


    I believe that if they work a bit more on it and try to get closer to the savagery of the concept art, we could end up with a truly incredible model.

    About the skills: I liked the feedback they mentioned regarding the adjustments the community asked for, especially the bite animation part and how they plan to handle the transformation duration. Increasing movement speed is essential. I'd like something almost similar to mounts – it could be even slightly inferior, but it would be great to be able to stay in the form without losing so much efficiency when covering long distances, like in Cyrodiil.

    I don't remember if they said anything about Pounce (the "punch"), but I really like that skill. It fits the predator mechanics, provides mobility, and is fun.

    As for the heal, as everyone knows, it needs adjustments. Maybe reducing the resource cost and increasing the heal, or making it a progressive heal over time, something like that.

    I also liked the idea of being able to choose the fur color independently from the morph. Going even further – in a distant dream that I know is unlikely to happen – it would be amazing to have versions like Werebear, Werecrocodile, Wereboar, Werelion… But I understand that for now it's not feasible. Maybe in a future update?
    Edited by SavioRamon on March 23, 2026 1:37AM
  • Freelancer_ESO
    Freelancer_ESO
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    Could be better, could be worse
    I think I'm in the toss up camp.

    I personally feel that the existing WW has some flaws/areas where I don't really like it that much/think it is a bit rough around the edges so room does exist for improvement in my view.

    I like the ability to choose your color that is coming and I kinda like the idea of shifting from Howling to Biting.

    The cost change could have some interesting implications for builds that go in and out of WW form but, depending on implementation it might be harder to actually keep the form up.

    However, I really don't like the new visual model.
  • Morvan
    Morvan
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    Strongly feel that the rework will be better
    Let's be honest, it can't get any worse, at least not from a balancing standpoint, opinion on visuals is something we debated on the other thread so I'll restrain myself from that.

    I wouldn't be worried about it not getting stronger, I'd just be worried about it not getting strong enough to become viable in content, which might be very likely judging how inflexible it is by design.

    And since they're apparently still willing to make Werewolf perform for both Tanking and DPS, that takes away even more wiggle room for flexibility in their already limited kit. They can't screw up with any skill or morph on WW, all of them need to be REALLY good, because you can't just replace a skill for another, you're stuck with what you get.

    For WW to become viable in content, they need to be good for both AoE and ST damage, which might be tough when you're only limited to 5 skills, any scenario where WW is just "fine" leaves it on the same place it already is.

    But for tanking in specific, I honestly really doubt it will be any close to meta, support roles are basically grounded on the fact you can cherry pick your skills with subclassing, Werewolf would need to be cracked to be any close to that realm, I do hope I'll be proved wrong on that though.
    Edited by Morvan on March 23, 2026 4:37AM
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
  • Lycanthrope1997
    Strongly feel that the rework will be better
    I believe werewolf will be better only if everything gets adjusted properly especially our biggest problems. Sustain, Snares, Lack of Damage, Utility, Limited Fur options and build options. I can tell you since Greymoor Werewolf nerfs. Werewolf has went wayyy down hill. Barely B Tier. Nearly impossible to win duels or 1vX anymore in pvp against the best builds out there. Werewolf just needs to be able to compete against the current and future metas to come. I am happy that howl of agony is going away it was definitely holding us back because it was easily dodged and mitigated by Warden shimmer shields and DKs new wings. Literally nerf our damage potential and overall pressure. If we cannot kill the opponent we will gas out eventually or an infinite stalemate because werewolf sustain on live is bad. However everything they showed so far seems it's going in the right direction. We now have a reliable execute and ult is cheaper and our abilities are cheaper plus more movement speed and better werewolf design
    Edited by Lycanthrope1997 on March 23, 2026 5:06AM
  • Orbital78
    Orbital78
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    Moderately feel that the rework will be better
    can it get much worse?
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Could be better, could be worse
    Going by what they did with DK, especially the visuals and audibles, and their concept ideas and early shown models I don't have any hopes I will like the visuals at all.

    But mechanics wise... Erh it can't be much worse than they are right? It's a low bar so would be impressive if they managed make that worse too.
    [Lie] Of course! I don't even worship Daedra!
  • randconfig
    randconfig
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    Strongly feel that the rework will be better
    We know at this point how the refresh to Two Handed and Dragonknight skills look, feel, and sound. There are some mixed opinions on whether the skills are better or worse than before the reworks, though.

    For our next rework in Update 50, do you think the refresh to Werewolf will make its skills look, feel, and sound better? Why or why not? Is your opinion influenced at all by what we've seen from the reworks in Update 49?

    Dragonknight was a huge success in my book, the class exclusive passives coming are also looking great, and the visual model of the new werewolf looks awesome, so I have no reason to think the new team will fail to deliver on the werewolf abilities rework.

    The only skill line I think is forever cursed to be dog-matter that could pose a challenge to them is vampire.
  • AllenaNightWood
    AllenaNightWood
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    SavioRamon wrote: »
    Personally, I really liked what I saw in the Dragon Knight update on Update 49. Even though it's the class I played the least, along with the Templar, when testing the skills I really enjoyed the visual effects and the sense of impact.

    But what got me most excited was the Werewolf rework. One of my main characters is a Sorcerer werewolf, with a whole theme built around it, and I was really happy with the concept art they showed. For me, it's perfect: savage and threatening. I know the arm still looks thin, but I overlook that thinking about how the proposal is a mix of man and wolf – and canines don't have very thick limbs.

    However, the application in the 3D model (and I know it's still a work in progress) didn't appeal to me as much. The werewolf with a mohawk looked kind of weird… kind of "punk" or "rebellious teenager," you know? Hehehe. I was expecting something more brutal, a bit bigger than the current one, with a more predator-like appearance. Something closer to what we saw in The Alliances cinematic (obviously without the decaying corpse look, but even in that deteriorating state you could see an imposing creature – this could even be a skill style version). In a more recent cinematic, Dark Heart of Skyrim, I thought the representation looked a bit silly, but even so the wolves seemed more interesting than the old model. Honestly, just updating the old model with more fur and sharper textures would already be a big step forward – maybe mixing it with the Bahamut version (not as muscular and huge as that, but a bit stronger and more imposing).

    1kafpifylnjt.png
    Concept Art (2026)
    xnodhm5nvlam.png
    Old model mob vs New model (work in progress)
    k4gpu142zdbb.png
    The Alliances cinematic
    b42qv03jek7x.png
    Dark Heart of Skyrim cinematic


    I believe that if they work a bit more on it and try to get closer to the savagery of the concept art, we could end up with a truly incredible model.

    About the skills: I liked the feedback they mentioned regarding the adjustments the community asked for, especially the bite animation part and how they plan to handle the transformation duration. Increasing movement speed is essential. I'd like something almost similar to mounts – it could be even slightly inferior, but it would be great to be able to stay in the form without losing so much efficiency when covering long distances, like in Cyrodiil.

    I don't remember if they said anything about Pounce (the "punch"), but I really like that skill. It fits the predator mechanics, provides mobility, and is fun.

    As for the heal, as everyone knows, it needs adjustments. Maybe reducing the resource cost and increasing the heal, or making it a progressive heal over time, something like that.

    I also liked the idea of being able to choose the fur color independently from the morph. Going even further – in a distant dream that I know is unlikely to happen – it would be amazing to have versions like Werebear, Werecrocodile, Wereboar, Werelion… But I understand that for now it's not feasible. Maybe in a future update?

    i have always loved the cinematic werewolves
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