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More Werewolf stuff.

Techwolf_Lupindo
Techwolf_Lupindo
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An in game friend created an werewolf suggestions of improvement essay. Due to ZOS confirming they are listening to us on werewolf stuff, I asked and got permission to repost it here. I did manual reformatting from Discord to BBCode here.

The big takeaway from me on this is the replacement of the werewolf timer mini-game into a rage bar. This mech work like Arc Crux stacks or DK Seething Fury stacks or other classes stacks.

[Begin]
  • Passive Change: Transformation Meter instead becomes Rage Meter. This meter goes down over time and fills up the more damage you deal or receive (scales off amount, not simply dealing any instance of damage). All passives now scale off how high the meter is. You no longer De-Werewolf when this meter reaches 0.
  • Werewolf Transformation:
    • Pack Leader (change name probably): Much like it is now, transforms into a werewolf, which allows constant access to the passives but at the cost of being unable to use any non-werewolf skills or enter stealth (you can simply toggle off transformation for that, then toggle it back on at no cost). Passively grants many of the oakensoul buffs (Minor Berserk/Protect/Mend/Heroism, Major Brut/Sorc/Proph/Sav/Resolve). You can once again gain ultimate in werewolf form. The transformation costs nothing (it's meant to be a toggle that takes 2 seconds to cast) but transforming consumes your ultimate to convert it to a proportional amount of Rage Meter (300ult = 100%).
    • Berserker (change name to Werewolf Lord?): Slotting on either bar allows the use of werewolf active skills even if you're not transformed, as well as the Rage Meter, although it is capped at 50%. Activating the skill (300? ultimate cost) no longer transforms into a werewolf, but instead grants access to werewolf passives for (30?) seconds.
  • Pounce: No longer has a second activation. Both morphs do AoE damage. Leaping to a target applies the Hemorrhaging status and applies an execute-scaling 6-second DoT. The instant damage now also scales with execute.
    • Brutal Pounce: Grants Major Berserk for (5?) seconds, and an additional 1 second per enemy hit, up to 5.
    • Feral Pounce: Restores (200?) stamina per enemy hit and applies Major Maim, Minor Breach, and 30% snare.
  • Hircine's Bounty: Now only requires for a portion of the ability to overheal in order to restore stamina, instead of requiring being at full health. No longer gives Major Brutality/Sorcery for slotting.
    • Hircine's Rage: The heal now scales off offensive stats instead of Max Health. No longer grants Major Berserk. Instead, it instantly fills your Rage Meter by (30%?) with a cooldown of 10 seconds. While that cooldown is active, your Rage Meter fills up faster.
    • Hircine's Fortitude: No longer does increased healing, but instead heals in a small area around you and grants allies Minor Recoveries. Also grants Major Protection to yourself for 10 seconds.
  • Roar: No longer inflicts the Terrified debuff. No longer passively grants Major Savagery and Prophecy. It now inflicts Major Cowardice (along with the Off Balance).
    • Deafening Roar: Inflicts Major Breach, Minor Maim, Major Cowardice, and Off Balance. No longer grants Major Protection. Your medium and heavy attacks still taunt enemies.
    • Ferocious Roar: Inflicts Major Breach, Minor Cowardice and Off Balance. Grants allies in range Minor Courage and Minor Force. For 10 seconds after casting, your light and heavy attacks apply a 2-sec bleed. Your heavy attacks are no longer faster after casting.
  • Piercing Howl: No longer deals more damage to Terrified enemies, and its damage value and cost have been adjusted to be closer to those of other spammables. It now deals 5% more damage to enemies afflicted by Minor or Major Cowardice, and an additional 3% for every 23% of your Rage Meter filled.
    • Howl of Agony: No longer does more damage to enemies that are Off Balance. In addition to the base mechanic, casting any Werewolf skill grants a stack of (Agony?), increasing the damage of this skill by 1%, up to 5 stacks, for 10 seconds. This effect doubles when the Rage Meter is over 60%
    • Howl of Despair: This ability now bypasses a small amount of armor. The synergy now inflicts DoT and applies Hemorrhaging status.
  • Infectious Claws: Largely unchanged, but both morphs apply the Diseased status on every tick.
    • Claws of Anguish: Still applies Major Defile, but it also increases the damage of the DoT the longer it is left to fester.
    • Claws of Life: It no longer heals you for 66% of the damage over time caused by this skill. Instead, it heals you for (30%?) of any DoT inflicted by any skill on all enemies affected by this skill. This doubles when your rage meter is at 60%.
  • Devour: Every second spent devouring restores 10% of Max Health and 5% Max Magicka and Stamina, and prevents your Rage Meter from dropping for 3 seconds (up to 12 seconds).
  • Pursuit: Buffs unchanged, but scale off Rage Meter.
  • Blood Rage: Increases the rate at which you fill the Rage Meter.
  • Bloodmoon: Is this even useful anymore???
  • Savage Strength: Increases Weapon and Spell Damage by 15-25%, depending on your Rage Meter.
  • Call of the Pack: Reduces the rate at which your Rage Meter drops by 15% depending on how many werewolves are in the group, including yourself, Max 4. While transformed (or Werewolf Lord is active), you summon two direwolves to your side.

something like that, would be a rework imo
it would make this skill line useful to both people who wanna RP as a werewolf by transforming, and to people who wanna optimize for content
the values are obviously dummy values, I'm not a dev, idk their calculations
but pretty much anything that says 60% rage meter is meant to be "this can only be done if you pick the transformation morph"
[end]

What I would love to see for the werewolf is an werewolf Ult. The Werewolf Behemoth is ideal for this as the player plays one in a dungeon, so the code, skill, etc. are already in place. Just need to add it to the werewolf ult. There is one gear set for werewolves, but it generates ult, but werewolf does not gen ult. I think that really needs to change.
Edited by Techwolf_Lupindo on March 24, 2026 1:39PM
  • Erickson9610
    Erickson9610
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    I personally feel a bit off about some of these suggestions. For instance, wouldn't the proposed change to Call of the Pack mean you'd always have dire wolves? I also think Werewolf should be allowed to sneak, so I don't like the suggestion that we should just toggle the transformation off to access it.

    I don't know how I feel about being able to use Werewolf abilities while not transformed — naming it "Werewolf Lord" is the only reason I'm not outright against it, since we see Vykosa with her special variant of the Werewolf Lord polymorph act like a werewolf while not (technically?) transformed. If not for that, I'd be 100% against that, since on top of needing to make separate animations for the human form to use those skills, it removes the identity of Werewolf being a mutually exclusive playstyle, and encourages people to use its passives to augment whatever meta they're chasing for free.

    Interesting changes all around, though. Notably, Piercing Howl is being replaced with Gnash, and Pounce/Carnage will swap depending on your distance to the target, so the suggestions for those skills are outdated.
    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).
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