Maintenance for the week of April 13:
• PC/Mac: No maintenance – April 13
Update 50 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

Werewolf Update From The Combat Refresh Team

  • MilesTailsProwers
    Seeing some here arent happy with the werewolf model, i think all this werewolf update now needs is customisation!

    Being able to make your werewolf form your own and personalise!
  • Lycanthrope1997
    Lycanthrope1997
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    I am sorry I tried to bring up literally any specifics about the shoulders and build. I actually do not care at all what the problem or non-problem is with the shoulders or what the particulars of the anatomy are. Whatever that is simply does not look good, no matter what the breakdown and explanation and whatever. I'm sorry, I don't want to sound dismissive of anyone, but I also feel as if I've been dismissed because of some particulars of anatomy, and that is definitely not what I mean/am concerned about. I'm just concerned about the design and how it looks, at the end of the day, not "why" something looks the way it does.

    Frankly, it looks awful, and they should make it look more menacing and powerful. Regardless of the nitty-gritty, it looks narrow and silly with its current build and body shape, and it needs work. And I have played video games since the early 90s, so yes, I do know how models and poses work; it will not look any better in-game, either.

    Here are some random grabs of assorted video game werewolves:
    h4qugce1xlh2.png
    62nglltqx2ea.png
    (yes, I know this is a wolf man and I know those are hated here, but the point of the build still stands; he actually looks scarier and more wolfish than that WIP model, too, lol)

    Notice how broad-shouldered and V-tapered these are, to make them look powerful and menacing. This new werewolf model does not have that, and it makes it look bad and silly.

    I appreciate the abs and I appreciate the size increase, but the shoulders need to be addressed.

    I just hope this will happen and we don't end up with this model, because it simply doesn't look good or well done artistically.

    I agree that I liked the concept art much better than what we are ending up with.

    I actually enjoy all werewolf types. Wolfmen are cool too. People need to learn to embrace all sides
  • Lycanthrope1997
    Lycanthrope1997
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    C_Inside wrote: »
    I really hate how the latest werewolf model looks to be honest. It doesn't look like a werewolf to me. It instead looks like Andre the Giant wearing a wolf pelt and sporting a mullet. It doesn't look mean or imposing to me at all. The model looks like it's stretched vertically and It's just really uncanny.

    The current model on the live server looks goofy, and this new one looks ugly. It isn't an upgrade imo, it's a side-grade at most. A pointless waste of a designer's time that doesn't actually make werewolf form any cooler or more appealing visually.

    For contrast, here's what a Werewolf from a game called Altered Beast on the PS2 looks like:
    ngvfhvvi9dvt.jpg250ubvfauipc.jpg07v7gioaqbgn.jpg

    Look how much cooler and more menacing it looks. Why is it that a werewolf from a 20 year old, D-tier PS2 game that no one knows about and that was made on a shoestring budget looks better than that one we'll be getting. It's really not a good look for the design team at ZOS.

    That werewolf was real good from those days
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.
  • Erickson9610
    Erickson9610
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    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).
  • Ataskir
    Ataskir
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    Dewclaws for everyone!
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.
    Edited by TX12001rwb17_ESO on April 13, 2026 6:48AM
  • huskandhunger
    huskandhunger
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    aurroo
  • Erickson9610
    Erickson9610
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.

    92jul2qawqom.png

    On the front paws, you can see dew claws. According to the original source, this is a wolf from the Grizzly and Wolf Discovery Center in Yellowstone.

    You will notice the hind legs do not have dew claws. This is fine, because humans have five toes, and a good werewolf design takes inspiration from both wolves and humans. Moving the dew claw from the front legs to the hind legs (since the ESO werewolf design has humanlike hands with 5 fingers) is a way to combine the wolf and human aspects in a recognizable way.

    Plus, this is a common trope in werewolf designs that can inspire future Elder Scrolls titles.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    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).
  • tomofhyrule
    tomofhyrule
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.

    On the front paws, you can see dew claws. According to the original source, this is a wolf from the Grizzly and Wolf Discovery Center in Yellowstone.

    You will notice the hind legs do not have dew claws. This is fine, because humans have five toes, and a good werewolf design takes inspiration from both wolves and humans. Moving the dew claw from the front legs to the hind legs (since the ESO werewolf design has humanlike hands with 5 fingers) is a way to combine the wolf and human aspects in a recognizable way.

    Plus, this is a common trope in werewolf designs that can inspire future Elder Scrolls titles.

    You will notice, however, that the front paws of the werewolf model (the hands) do have 5 claws, and it is in a hand shape. That makes it have that humanoid connection. The 'dewclaw' became the thumb.

    The rear paws (the legs) do not have it, as you point out.

    No other werewolf model in the Elder Scrolls series has a raptor-esque dewclaw on the rear legs. It looks out of place in this series. Rather than trying to radically change how werewolves in the Elder Scroll series are represented because of how they look in another series, it is better for them to match better what Elder Scrolls fans are used to.
  • Erickson9610
    Erickson9610
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.

    On the front paws, you can see dew claws. According to the original source, this is a wolf from the Grizzly and Wolf Discovery Center in Yellowstone.

    You will notice the hind legs do not have dew claws. This is fine, because humans have five toes, and a good werewolf design takes inspiration from both wolves and humans. Moving the dew claw from the front legs to the hind legs (since the ESO werewolf design has humanlike hands with 5 fingers) is a way to combine the wolf and human aspects in a recognizable way.

    Plus, this is a common trope in werewolf designs that can inspire future Elder Scrolls titles.

    You will notice, however, that the front paws of the werewolf model (the hands) do have 5 claws, and it is in a hand shape. That makes it have that humanoid connection. The 'dewclaw' became the thumb.

    The rear paws (the legs) do not have it, as you point out.

    No other werewolf model in the Elder Scrolls series has a raptor-esque dewclaw on the rear legs. It looks out of place in this series. Rather than trying to radically change how werewolves in the Elder Scroll series are represented because of how they look in another series, it is better for them to match better what Elder Scrolls fans are used to.

    dl3r1vh69rxf.jpg

    The Morrowind werewolf has dew claws on the hind legs.

    This isn't radically changing how werewolves in the Elder Scrolls series are represented. This is how they were represented before Skyrim.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    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).
  • anadandy
    anadandy
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    Ruhlf wrote: »
    -More wolf-like ears please. They still feel a bit too large and too pointy. Their large size makes the head feel small. Smaller ears will make the skull feel larger and more menacing. Rotated a bit back would be cool too.

    This says exactly what I was thinking but couldn't form the words. The ear size on the current existing model would be perfect (imo)
    Edited by anadandy on April 13, 2026 1:22PM
  • tomofhyrule
    tomofhyrule
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.

    On the front paws, you can see dew claws. According to the original source, this is a wolf from the Grizzly and Wolf Discovery Center in Yellowstone.

    You will notice the hind legs do not have dew claws. This is fine, because humans have five toes, and a good werewolf design takes inspiration from both wolves and humans. Moving the dew claw from the front legs to the hind legs (since the ESO werewolf design has humanlike hands with 5 fingers) is a way to combine the wolf and human aspects in a recognizable way.

    Plus, this is a common trope in werewolf designs that can inspire future Elder Scrolls titles.

    You will notice, however, that the front paws of the werewolf model (the hands) do have 5 claws, and it is in a hand shape. That makes it have that humanoid connection. The 'dewclaw' became the thumb.

    The rear paws (the legs) do not have it, as you point out.

    No other werewolf model in the Elder Scrolls series has a raptor-esque dewclaw on the rear legs. It looks out of place in this series. Rather than trying to radically change how werewolves in the Elder Scroll series are represented because of how they look in another series, it is better for them to match better what Elder Scrolls fans are used to.

    The Morrowind werewolf has dew claws on the hind legs.

    This isn't radically changing how werewolves in the Elder Scrolls series are represented. This is how they were represented before Skyrim.

    As I said. Raptor-like dewclaw.

    Notice how the Morrowind one is held tightly on to the foot. Not sticking out like a sore thumb.
  • Erickson9610
    Erickson9610
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    Remove the Dewclaw, no other Werewolf has it, even the Werewolf Behemoth does not have it

    it is a visual inconsistency.

    Update the Werewolf Behemoth to have the dew claw.

    The Werewolf in Skyrim did not have it, do Wolves in RL even have one is it or do only Dogs have it.

    On the front paws, you can see dew claws. According to the original source, this is a wolf from the Grizzly and Wolf Discovery Center in Yellowstone.

    You will notice the hind legs do not have dew claws. This is fine, because humans have five toes, and a good werewolf design takes inspiration from both wolves and humans. Moving the dew claw from the front legs to the hind legs (since the ESO werewolf design has humanlike hands with 5 fingers) is a way to combine the wolf and human aspects in a recognizable way.

    Plus, this is a common trope in werewolf designs that can inspire future Elder Scrolls titles.

    You will notice, however, that the front paws of the werewolf model (the hands) do have 5 claws, and it is in a hand shape. That makes it have that humanoid connection. The 'dewclaw' became the thumb.

    The rear paws (the legs) do not have it, as you point out.

    No other werewolf model in the Elder Scrolls series has a raptor-esque dewclaw on the rear legs. It looks out of place in this series. Rather than trying to radically change how werewolves in the Elder Scroll series are represented because of how they look in another series, it is better for them to match better what Elder Scrolls fans are used to.

    The Morrowind werewolf has dew claws on the hind legs.

    This isn't radically changing how werewolves in the Elder Scrolls series are represented. This is how they were represented before Skyrim.

    As I said. Raptor-like dewclaw.

    Notice how the Morrowind one is held tightly on to the foot. Not sticking out like a sore thumb.

    Then the solution is to fix how the dew claw looks — not to remove it entirely.
    Edited by Erickson9610 on April 13, 2026 1:25PM
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    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).
  • MaverickWerewolf
    MaverickWerewolf
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    I actually enjoy all werewolf types. Wolfmen are cool too. People need to learn to embrace all sides
    I do too, but I assumed that'd become a hyperfocus of the post instead of actually addressing my real point, lol. I've loved werewolves my whole life, and the needless hatred for wolf-men has always been rampant (I love a wide variety of werewolf designs, myself).

    However, I stand by what I said about the shoulders on this new model. I have many other complaints - also I agree that the dew claw should just be redesigned to look less like lizard feet, but humans have five, not four, toes, so it makes sense for one to be there - but, to me, the shoulders absolutely need to be addressed before anything else.

    If the model keeps those shoulders, the rest won't even matter. It will look awful regardless of any bigger elements like the forward-set eyes and lack of an intimidating brow and smaller details like dew claws.
    Edited by MaverickWerewolf on April 13, 2026 2:41PM
  • Techwolf_Lupindo
    Techwolf_Lupindo
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    Seeing some here arent happy with the werewolf model, i think all this werewolf update now needs is customisation!

    Being able to make your werewolf form your own and personalise!

    Crown/Tome store colors/skins would be perfect addion here. Being able to wear different fur colors would be howling good. The cats have colors, why can't werewolves have colors too? :-D
  • MaverickWerewolf
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    If the head was not so massive, it would make the entire body look more proportionate and better.

    I really think if...
    1. the head was just a little bit smaller (not much; it is a careful balance, but right now it looks like a bobblehead)
    2. the shoulders broader
    3. some fur on its cheeks in the classic wolf man pattern (mutton chops, basically; not a fuzzy chin, though)
    4. and the dewclaws made to look like the ones in ES: Bloodmoon instead of like lizard toes

    Then I think it'd be fine.

    The fact that it has no fur on its cheeks really highlights making it look strangely bald in the face. I don't want facial hair or for all werewolves to have a fuzzy chin-beard - I'm really glad it does not have the latter, in fact - but it absolutely needs a little bit of fur on the just the cheeks and sides of the head.

    Just these few small changes and I think it'd look quite good.
    Edited by MaverickWerewolf on April 13, 2026 5:39PM
  • DarkStrifeYT
    DarkStrifeYT
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    Ok time to come back to eso.
    I am dark strife. Khajiit since arena... ya know when they were humans... with face paint... still khajiit only all games...
  • dmel25
    dmel25
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    When will we be able to see the new models on PTR?
  • CP5
    CP5
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    qpcdxx0dm7ra.png
    yip5ojnlbiqf.png

    So, ran around some on pts, and here's my feedback. The werewolf looks great, the sounds could use some tweaking, particularly the heal sometimes didn't seem to make any sound, but the new alternative to sneaking is amazing since you can sprint while it's active, making the following brutal finishers very satisfying to chain together. That had me laughing more than it should have, though I remember doing the same in Skyrim with a first person werewolf mod, so maybe that's just me. The timer seemed especially forgiving in overland, though time will tell how it handles fights in dungeons, but the fact that it is such a cheap ultimate and you can easily build into ulti regen, I think the whole 'won't drop form when someone has to do something in group' is worth the trade-off. All in all, I really liked what I saw, and I look forward to seeing this kind of stuff hit live. And the glowing, which I was worried about, still looks a little odd given the harsh edge, isn't nearly as distracting as I thought, if anything, when I used a wayshrine to teleport and the markings vanished, the werewolf looked a little bare without them.
  • dmel25
    dmel25
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    CP5 wrote: »
    qpcdxx0dm7ra.png
    yip5ojnlbiqf.png

    So, ran around some on pts, and here's my feedback. The werewolf looks great, the sounds could use some tweaking, particularly the heal sometimes didn't seem to make any sound, but the new alternative to sneaking is amazing since you can sprint while it's active, making the following brutal finishers very satisfying to chain together. That had me laughing more than it should have, though I remember doing the same in Skyrim with a first person werewolf mod, so maybe that's just me. The timer seemed especially forgiving in overland, though time will tell how it handles fights in dungeons, but the fact that it is such a cheap ultimate and you can easily build into ulti regen, I think the whole 'won't drop form when someone has to do something in group' is worth the trade-off. All in all, I really liked what I saw, and I look forward to seeing this kind of stuff hit live. And the glowing, which I was worried about, still looks a little odd given the harsh edge, isn't nearly as distracting as I thought, if anything, when I used a wayshrine to teleport and the markings vanished, the werewolf looked a little bare without them.

    This looks terrible. Holy crap. Why are the arms so skinny compared to the body? And the mohawk looks way worse than I thought. PLEASE devs, please go back and fix this... Tone down the mowhawk and move fur across the shoulders/body instead of adding it to the mohawk.
  • CP5
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    I suppose the arms are a bit slender, but the fur going along the back of the head and neck isn't as bad as that profile shot makes them out to be, at least in my opinion. Perhaps some volume over the shoulders would help get rid of that aesthetic or make it less dramatic, but it looks a bit different in game when it's moving.
  • Nord_Raseri
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    Why does that werewolf look like it is from Cyberpunk? Is there a version without the glowing markings?
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Callosum
    Callosum
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    CP5 wrote: »
    I suppose the arms are a bit slender, but the fur going along the back of the head and neck isn't as bad as that profile shot makes them out to be, at least in my opinion. Perhaps some volume over the shoulders would help get rid of that aesthetic or make it less dramatic, but it looks a bit different in game when it's moving.
    CP5 wrote: »
    I suppose the arms are a bit slender, but the fur going along the back of the head and neck isn't as bad as that profile shot makes them out to be, at least in my opinion. Perhaps some volume over the shoulders would help get rid of that aesthetic or make it less dramatic, but it looks a bit different in game when it's moving.

    It looks way better on PTS IMO
  • tomofhyrule
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    Why does that werewolf look like it is from Cyberpunk? Is there a version without the glowing markings?

    The glowing markings depend on the morph:
    The unmorphed version has no markings
    lkznh6idko0m.png

    Berserker is the red eyes and claw marks
    4tjm4l6r7ri0.png

    and Pack Leader has a green Hircine logo on the chest
    fm7kdjl1ufbu.png

    There are also the three base colors (black, white, and ashen) which currently work as they do normally where the morph dictates the fur color. However, the Stonefalls Dynamic encounter drops fragments (1, 5, 10 for black, ashen, white) that you can consume to unlock the colors as skill styles and then you get whichever color you choose.

    The pics above are all with the Ashen style. Here are the other two:
    km0vdkyojnuo.png
    r0baullabf3a.png
  • Nefaras
    Nefaras
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    You already have some of the best models built by modders in Skyrim, such as the Howling Werewolf model by Brevi and the La Femme Lycana female werewolf model by MadCat221.

    I’m not a fan of those glowing marks, they shouldn’t be a thing. They look super goofy, especially when the goal was to move away from a more cartoonish style.

    Male werewolves should be more bulky, while females should be a bit slimmer, with clearer male and female traits. That way, you can also build on this foundation with different skins in the future. It makes it also more mature overall which is key for werewolfs and vampires.
  • Apollosipod
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    As far as the model goes I'm a big fan. We can not pick little things all day, but the bottom line is that this is a HUGE improvement all around and I'm excited to play it live! The glowing stuff should always be optional. It's the only aspect that I think massively lowers the quality. I don't need an Ed Hardy Affliction werewolf. They're already brutal and wild. Giving them extra lines that makes them look like a glow worm doesn't do anything to add to that. At the very least makes them optional or have the skill styles turn them off.

    (I know I said no nitpicking then did it anyway, but the glow stuff has been a contentious topic in the game for years now)

    Bottom line for me is that the new model looks great; just please remove or give us the ability to remove the glow.
  • Apollosipod
    Apollosipod
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    Why does that werewolf look like it is from Cyberpunk? Is there a version without the glowing markings?

    The glowing markings depend on the morph:
    The unmorphed version has no markings
    lkznh6idko0m.png

    Berserker is the red eyes and claw marks
    4tjm4l6r7ri0.png

    and Pack Leader has a green Hircine logo on the chest
    fm7kdjl1ufbu.png

    There are also the three base colors (black, white, and ashen) which currently work as they do normally where the morph dictates the fur color. However, the Stonefalls Dynamic encounter drops fragments (1, 5, 10 for black, ashen, white) that you can consume to unlock the colors as skill styles and then you get whichever color you choose.

    The pics above are all with the Ashen style. Here are the other two:
    km0vdkyojnuo.png
    r0baullabf3a.png

    I should have asked before .y previous post, but do the skill styles hide the glow from the morphs when you equip them?
  • tomofhyrule
    tomofhyrule
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    Why does that werewolf look like it is from Cyberpunk? Is there a version without the glowing markings?

    The glowing markings depend on the morph:
    The unmorphed version has no markings
    lkznh6idko0m.png

    Berserker is the red eyes and claw marks
    4tjm4l6r7ri0.png

    and Pack Leader has a green Hircine logo on the chest
    fm7kdjl1ufbu.png

    There are also the three base colors (black, white, and ashen) which currently work as they do normally where the morph dictates the fur color. However, the Stonefalls Dynamic encounter drops fragments (1, 5, 10 for black, ashen, white) that you can consume to unlock the colors as skill styles and then you get whichever color you choose.

    The pics above are all with the Ashen style. Here are the other two:
    km0vdkyojnuo.png
    r0baullabf3a.png

    I should have asked before .y previous post, but do the skill styles hide the glow from the morphs when you equip them?

    No. You can see in those images that the morphs are all shown with the Ashen style equipped.

    Ostensibly the glow is to highlight to others which morph someone is using since the color no longer is the determinant signal anymore. Though I don’t know how relevant it is in PvP to know that, especially since one will have pets and the other won’t.

    At least for screenshots and simple overland, the glow can be turned off by unmorphing the skill to base level.
  • Ruhlf
    Ruhlf
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    Oof. The glows are not my favorite. They look confusing and kinda make no sense for a werewolf.

    “I’m a big scary thing that can pounce out of the shadows and get you - but hold up - let me just glow like goon from the 1990s Batman and Robin.”

    This was a surprise I think no one asked for ):

    If we can get rid of the glow tattoos - and shrink the gremlin ears - I’d be happier. Those ears… yeesh.
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