Erickson9610 wrote: »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.
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.
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.




Erickson9610 wrote: »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?
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).Concept Art (2026)Old model mob vs New model (work in progress)The Alliances cinematicDark 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?