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What we know about the Werewolf timer changes (plus speculation)

Erickson9610
Erickson9610
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There are a lot of ongoing doubts and concerns regarding the announced changes to the Werewolf Transformation timer mechanic. Many people in the ESO Werewolf community are concerned that these changes (particularly, the cost of remaining transformed now that it drains Ultimate) will be the end of the "permawolf" playstyle, making building for exclusively the Werewolf form pointless.

The goal of this post is to outline the facts presented to us by ZOS, and to offer a bit of speculation. I would greatly appreciate some insight and clarification from ZOS regarding the upcoming changes to the Werewolf timer mechanic!

For reference, this is a clip of the section of the stream where the Werewolf timer changes were discussed:
https://www.twitch.tv/bethesda/clip/FrozenShySlothTheTarFu-5HxqxbtDpE-EW1QV

Here is a transcription of the relevant segment:
Some of the stuff that we're looking at is also the experience of becoming a werewolf, so that transformation in combat, the Ultimate itself, and looking at how that's managed. Right now on Live it costs a ton of Ultimate in order to transform and then you're given like this timer with this little grey bar underneath your Magicka, which is called "werewolf resource". We're reworking that into making the transition into Werewolf much cheaper so it'll only cost 100 Ultimate. And then it'll drain Ultimate while you're in combat, at like a — I think it's like every 10 seconds it drains another 100 Ultimate — so at the base you're still gonna have the same kind of experience of transforming into a werewolf for around 30 seconds if you don't do anything. But, we're building a ton of other things that help you stay in Werewolf much longer for people who want to do that. We're looking at things like reducing that cost out of combat, so if you're just like trying to run around and RP or like just feel intimidating or hang out with your friends in a house or whatever, you'll be able to sustain that a lot longer. Still keeping things like Call of the Pack, where you feel empowered when playing with other werewolves.
Facts

  • It will cost 100 Ultimate to transform into a werewolf
  • While in combat, you drain another 100 Ultimate every 10 seconds
  • ZOS is building other things to help you stay in Werewolf form for much longer
  • While not in combat, the cost of remaining in Werewolf form is reduced
  • Call of the Pack is still there, which empowers you when playing with other werewolves
Speculation

  • If we're draining Ultimate now, that must mean we can generate Ultimate, otherwise we couldn't extend the timer.
    • The worst case scenario is that we're allowed to reduce the Ultimate drain rate, but not generate any Ultimate. This would make Werewolf have a finite time limit.
  • Supposing Call of the Pack continues to reduce the cost of remaining in Werewolf form by 20% for each werewolf and dire wolf in your group, including yourself, up to a maximum of 80%, then at the rate of 100 Ultimate every 10 seconds, we could expect to drain 80/60/40/20 Ultimate every 10 seconds when having 1/2/3/4+ werewolves or dire wolves in our group. At a rate of 20 Ultimate every 10 seconds, we would need to generate 2 or more Ultimate per second to sustain form, which is easily doable since light attacking generates 3 Ultimate per second.
  • Blood Rage, Feral Pounce/Carnage, and Devour are the current ways of adding more time to your transformation. I imagine these will be adapted to the Ultimate system, rather than reworked entirely.
  • Vengeance: The transition of the "werewolf resource" to the Ultimate system will probably allow Vengeance Werewolf Transformation to be implemented, since it removes the need for a separate resource for tracking the timer value, further optimizing the skill to meet the performance requirements of Vengeance. Additionally, we may be able to sustain Werewolf in Vengeance, given that we can generate Ultimate to extend the transformation time without the use of Werewolf passives (remember that most skill lines do not have passives in Vengeance)
  • Companions: We might expect a Companion Werewolf to also drain Ultimate while transformed, meaning Prolific (increases Ultimate generation) might be the best trait for keeping them transformed longer.
  • Now that Ultimate is a valuable resource for werewolves, we now need to watch out for (de)buffs like:
    1. Major/Minor Heroism (generates Ultimate)
    2. Minor Timidity (drains Ultimate)
  • In general, any mechanics which drain Ultimate (especially found in dungeons like Cradle of Shadows) are now dangerous to werewolves.
  • Werewolves getting to have more than zero Ultimate while transformed means various buffs which scale off of the amount of Ultimate reserved (such as the Adaptive Conqueror vision from the Infinite Archive and the Strategic Reserve star from the Fitness Champion Point tree) are now useful.
  • Many of the Werewolf-themed sets that are designed around Ultimate generation should now be useful (such as Werewolf Hide and Kraglen's Howl)
  • If bonuses which affect the initial cost to transform (such as Shapeshifter's Chain, Salvation, and Pack Leader's Bone Broth) also affect the Ultimate drain, then these bonuses are now far more useful.
    • If not, then they're a little less useful, now that the initial cost has already been substantially reduced.
  • The low cost of transforming should mean Werewolf is now a little more viable for playstyles which don't stay in form constantly, and more forgiving for players who are just starting out with Werewolf and struggle to keep form.
  • The reduced Ultimate drain out of combat should make it easier to run between keeps in Cyrodiil without losing form, which is a much-requested quality of life improvement.
    • If/when Werewolf gets the ability to sneak, this would also reduce the pressure of seeing your timer drain while waiting for witnesses to move during Thieves Guild Heists and Dark Brotherhood Sacraments.
  • Other passives that generate Ultimate (such as Nord's "Stalwart" passive, Living Death's "Corpse Consumption" passive when proc'd with Devour, Siphoning's "Catalyst" passive, or Emperor's "Authority" passive) are now useful, as well as the Decisive trait on the weapons that you transform with.
  • Certain zones which pause your timer (such as The Hunting Grounds in the Hircine's Gift quest, the Hunter's Glade home when in the glade itself, and the area around the 6 Werewolf shrines in the game) would need to set your Ultimate drain to zero to mimic the old functionality.
There are a lot of implications that this change to using the Ultimate system makes. Overall, I feel that it should still be possible to sustain Werewolf form for as long as you'd like, regardless if you're a solo player or not.
Edited by Erickson9610 on March 17, 2026 7:07AM
PC/NA — Lone Werewolf

Werewolf Should be Allowed to Sneak
Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • JimT722
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    Werewolf is annoying to play. building your character around making playing a Werewolf not annoying feels bad which is why most people don't do it now.

    I don't think people who find Werewolf unfun because of all the little things that ruin it will find it fun with the proposed changes but I could be wrong. I will definitely give it a try. I think Werewolf should just be made a toggle and balanced around that.
  • TX12001rwb17_ESO
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    Why not just drain it when your in combat?
  • dark_hunterxmg
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    I hope we don't have to use sets for ultigen or cost reduction to be able to maintain werewolf form. That will make theory crafting less about building an effective werewolf and more about just being a werewolf at all. A solo werewolf player should be able to maintain form on their own without also having to be an ultigen build.
  • Ataskir
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    An out of combat drain shouldn’t exist at all, there’s really no point in having that.

    The dream is the ability to quest as a werewolf without having to rush through dialogue because of the timer, or getting forced out of the form when entering a zone. It’s just a QoL thing that should’ve happened ages ago.
  • LittleLionLeone
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    I always found it dumb that vamps get to always use their abilities without having to relay on micro managing an ult yet werewolves have to. It really should just be a toggle with no drain, it's not like they're op. I'm sure they could find a way to balance the fact you would have three skill bars basically at all times.
  • autocookies
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    I read above, “While in combat, you drain another 100 Ultimate every 10 seconds.” Does that mean we’ll have a total of 50 seconds as a werewolf since Ultimate caps at 500? If that’s the case, we will still be forced out of werewolf if the group stops for too long even if we can regenerate Ultimate during combat. One possible way to help this would be allowing us to retain some Ultimate when we drop form. For example, the user could retain up to 100 Ultimate upon leaving werewolf form. This brings up another question however.. if we “wolf up” at 100 Ultimate, would we only have 10 seconds before losing the form again?
    Edited by autocookies on March 17, 2026 10:49PM
  • Kazajhan
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    Well, if keeping werewolf means having to have ultimate gen gear, that means not stamina regen gear.

    And no, werewolves are not op. It's a fun fighting style, but losing 30-35% dps in Update 35, plus "improvments" with stealth nerfs since then...no, not op.

    But practically, and I play a werewolf, it's possible to keep werewolf up indefinitely through long combat: something in combat keeps it up, and of course devouring keeps it up. It takes a little skill and care, and a buddy with Leader of the Pack, and drives a "keep on going" playstyle. The only drawback is being in a dungeon and some NPC just will not stop monologuing...please...just...stop...talking...before...the...timer...UGH!

    But it sounds like they're going to fix that and call it a "benefit". Even worse if it requires trial gear to be viable.
    A solo werewolf player should be able to maintain form on their own without also having to be an ultigen build.

    And hopefully the devs remember that werewolf is an extra form, and the set has to work for both werewolf and main class.
  • Ataskir
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    The ultimate drain pausing out of combat would open up the possibility of adding stealth [without needing potions] to werewolves. So many instances of werewolves being sneaky predators, yet we can’t even crouch. (animations exist for it btw)

    Running out of time while in combat has almost never been an issue in the first place thanks to all the passives we have to extend it. The issue has always been out of combat.
  • Celas_Dranacea
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    I am highly doubtful this will be the case because I think ZOS has a good handle on this .... but if it's significantly more difficult to maintain werewolf form in the future I will be very annoyed. My hunch is that it will be a lot more convenient and easier :smile:
    A Bosmer Nightblade Werewolf
  • Brickbeard2009
    Brickbeard2009
    Soul Shriven
    With the mention of the RP aspect of werewolf from the devs themselves, I have to wonder whether we are going to see the return of werewolf emotes, as im yet to see any mention of it.
  • Lycanthrope1997
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    I believe Werewolf should never drain outside combat only in it or just make it toggle at this point. The 100 ult cost is cool but I want to stay in werewolf as long as I want. I don't want to be my class first. I want to build my character around lycanthropy not just relying on non werewolf skills etc.
  • noblecron
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    I believe Werewolf should never drain outside combat only in it or just make it toggle at this point. The 100 ult cost is cool but I want to stay in werewolf as long as I want. I don't want to be my class first. I want to build my character around lycanthropy not just relying on non werewolf skills etc.

    Second this. I dont want perm ww form regulated to hunter's glade. Besides, perm ww form wont affect balance anyway. You can't use class skills or passives from what I remember in ww form. Can't use weapon skills either I believe.
  • Arcturus
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    Why is there a timer at all.

    Transformation ultimate should cost 0, generate ultimate while transformed, and have its own ultime when in said transformation.

    This for both WW and any hypothetical VL transformation in the future.
  • Ataskir
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    Arcturus wrote: »
    Why is there a timer at all.

    Transformation ultimate should cost 0, generate ultimate while transformed, and have its own ultime when in said transformation.

    This for both WW and any hypothetical VL transformation in the future.

    I’m happy that we’ll finally have a use for ult in werewolf form, but I would’ve preferred an actual ultimate instead of it just being a drain.

    Could’ve been something really cool that buffs the whole pack. Like aggressive warhorn but with bonuses for other werewolves.
  • Lycanthrope1997
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    I love to pvp on a werewolf but honestly werewolves are not just in pvp. Maintaining werewolf form is also important in the RP factor and PvE. I feel like a werewolf who can stay in form the longest is usually more powerful/experienced than others that get forced out of wolf. I also don't want to build around the duration. I want to build around high damage, sustain, mobility. I don't like the mini game idea with the duration.
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