Maintenance for the week of February 16:
• [IN PROGRESS] ESO Store and Account System for maintenance – February 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)

Animation/SFX changes I'd like to see for Werewolf in Update 50

Erickson9610
Erickson9610
✭✭✭✭✭
✭✭✭
Werewolf is getting both a combat and a visual refresh in Update 50, so I'd like to talk about some of the pain points I have regarding the visual and audio aspect of Werewolf before work on that refresh starts.

Pain Point #1: There is no biting attack.
One of the biggest parts of the roleplay fantasy of being a werewolf in a video game is the savage nature of your attacks. You tear through enemies with your claws and bite them savagely — except, for some reason, only NPC werewolves can attack via biting.

dhtc1gblyhsz.gif

Pain Point #2: Shared animations and SFX between skills
Simply put, Carnage (the second cast of Pounce) uses the same claw swipe animation as Infectious Claws, and Piercing Howl uses the same SFX as Roar.

Pain Point #3: The heavy attack hits the enemy with both arms at the same time
I much prefer how Werewolf Behemoth's heavy attack looks, with one arm slashing the enemy shortly after the other. Werewolf's heavy attack looks like a big hug in comparison.


If I had to offer suggestions for how to fix these pain points, I'd suggest that Werewolf be given a biting attack that either replaces the claw swipe of Carnage (addressing points 1 and 2) or replaces Piercing Howl as the Werewolf equivalent of Biting Jabs or Engulfing Dragonfire. Failing that, maybe a biting attack could be added as a Scribing ability for Werewolf.

Important to note is that the icon for Carnage already looks like it would be a biting attack, so it seems like an animation swap there would make the most sense.


Finally, here's a wishlist of other miscellaneous animation-related requests I have for Werewolf:
  1. The ability to sneak in Werewolf form. There are already animations for these, but we can't normally access them.
  2. The ability to use emotes in Werewolf form. Certain emotes like /begone, /crouch, and /kneelpray all played special Werewolf animations back when we were allowed to emote while transformed.
  3. Provided we get the ability to sneak, I want to see cinematic killmove animations for assassinating targets from stealth in Werewolf form. The killmoves you would do in TES V: Skyrim as a werewolf really made the experience incredible, and I'd love to see ESO's take on it.

I hope it's not too late to offer these suggestions!
@ZOS_Kevin @ZOS_JessicaFolsom
Edited by Erickson9610 on February 18, 2026 6:25PM
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).
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    I realize that many of my complaints were solved in the design of Werewolf Behemoth's toolkit, which is more modern compared to Werewolf's toolkit. Even outside of Stone Garden, the skills and animations complement the roleplay fantasy of being a werewolf of that size.

    Knowing that the refresh effort is focused on modernizing the visual and combat aspects of skill lines and classes that need it the most does give me hope that good things are in store for Werewolf!
    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).
  • autocookies
    autocookies
    ✭✭✭
    I am hoping that while doing the visual refresh that functionality issues are also improved.

    1) Heavy Attack

    With regard to Heavy Attacks, the first attack feels delayed and awkward to use (in my opinion). When you factor in the increased Heavy Attack speed from Ferocious RoarYour Heavy Attacks are also 33% faster for 10 seconds after casting — it actually feels worse. The initial delay cuts into the duration of the buffed attack speed and doesn’t seem to apply to the first Heavy Attack.

    It feels like you lose roughly 2.3–2.5 seconds at the start, meaning the buff is effectively active for only about 7.5–7.7 seconds instead of the full 10 seconds.

    2) Brutal Pounce

    I can’t speak for Feral Pounce, as I’ve never used it, but the second activation of Brutal Pounce feels problematic. The follow-up input can be inconsistent and disrupts the flow of combat.

    3) Devour

    Don’t get me wrong — I love the concept of Devour. However, in trials and serious content, spending time consuming a corpse to heal isn’t ideal. We already have a healer for that role.

    The first thing I did was lower its priority below Orbs and other synergies. I can’t remove it entirely since I need it to maintain my Werewolf form, but spending up to three seconds doing no damage while everyone else is burning the boss feels bad. That said, it’s still better than dropping form and having to rebuild ultimate.

    Devour:
    Allows you to devour corpses to increase the duration of your Werewolf Transformation and restore your Health. Every second spent devouring a corpse adds 3 seconds to the duration of your Werewolf Transformation and restores 8% of your Max Health. Each corpse can be devoured for up to 4 seconds.
Sign In or Register to comment.