1. Broken feet: I’ve noticed a bug where the feet bend in a very unnatural way on uneven terrain when Foot Inverse Kinematics is enabled (see pictures below).
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3. Female model: Some players have trouble telling the male and female apart, even when looking at comparison pictures. The female's thick fur actually makes her look larger, which can be a bit confusing. Since female wolves are naturally smaller than males, I’d suggest making the female model a bit smaller to make the distinction clearer.
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Something I dislike that I discovered: Dynamic Encounters and the new werewolf update not coming out at the same time, and thus locking those skill styles behind an even longer wait time than we're already waiting for the werewolf update to go live.


After trying the werewolf on the PTS, I’m actually very positively surprised. It looks much better than what we had previously seen before the PTS. This is, of course, a pleasant surprise.
That said, in the future it would really help if we could get proper previews of visuals and animations before the PTS, ideally in video form. Seeing the werewolf in motion makes a huge difference. Static images, especially awkward frozen poses, can make things look strange when they actually look fine in-game. This can easily lead to misleading feedback.
I was initially very opposed to the markings and glowing eyes based on the forum screenshots. However, after playing on the PTS, they look much better than I expected. Still, I don’t think glowing eyes and those types of markings should be permanent.
Suggestion: The glowing eyes and markings could instead appear when you reach 1000 Fury and Rampage is ready to be activated. Then, when you actually enter Rampage, the visuals could be extended or intensified further.
I think that would look really cool!
RGvolterra wrote: »After trying the new werewolf , I really enjoyed it and felt really immersed which I’ve always dreamed of … I’d like to be able to pick one of those 4 WW colours as my ultimate one since I love all of them and have currently 10 WW characters. I don’t mind the yellow glow on the white one but would be very happy if I could somehow toggle it on and off whenever I needed it for the sake of role playing. I’ve been playing ESO since day one and I only did it because I’ve always been a fan of WEREWOLVES AND VAMPIRES so ESO has only been the game which could bring such a grand dream to play as such creatures to come true.
I cannot stress enough how grateful and happy I am to have the WW finally improved , developed and efficient not only for PVP content but overall for PVE end game content. I wondered if we could have the WW side a bit taller as it would depict a more intimidating and in depth version of it would really be to be a BEAST.
I also wonder if we could have a more immersive animation when biting other players like those ones used by vampires when in stealth mode we kill the NPCS….
I think that’s it for now .
Thanks for this amazing WW changes and improvements.
Cannot wait to start a huge WW pack after all those changes can be finalised.
Darkness734 wrote: »Honestly everything looks awesome. HOWEVER they have seemingly AGAIN forget about weapon traits.
It absolutely makes no sense that every class in the game including vampires get weapon traits and werewolves do not. It doesnt make sense for them to get armor traits but THEY STILL GET THEM.
GIVE WEREWOLVES WEAPON TRAITS. Without it they are hard locked to prioritizing penetration.
Erickson9610 wrote: »This is the official feedback thread for Combat Refresh changes for the Werewolf coming in Update 50. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Specific feedback that the team is looking for includes the following:
- Do the refreshed abilities correctly portray the mechanics of the ability?
- Are there any key Werewolf changes that you enjoyed?
- Are there any key Werewolf changes that did not feel great?
- Is there anything else you would like to share about the Werewolf changes?
I have a lot that I want to talk about regarding this refresh, so bearwolf with me here:
My first impression is that the mechanics are not plainly explained. While I do see some mechanics repeated in several places (Werewolf Transformation and Blood Rage both explain how Rampage works) I had to look between several abilities to figure out what Blood Hunger does and where it's sourced from. It also took me some time to discover that the old Werewolf Transformation timer bar is a meter to show you how much Fury you have accumulated.
My current understanding is that, at least for a PvE damage dealer build using Werewolf Berserker, we want to use Carnage (Feral for single target, Brutal for AoE) and Bloodclaws as DoTs, use Hircine's Rage and Ferocious Roar as buffs, and Bloody Gnash as our spammable... or we can use Claw Fury as a channeled spammable and use Bloody Gnash as an execute spammable at 25%. For tanking, we want to use Pack Leader, Feral Pounce/Carnage, Hircine's Fortitude, Deafening Roar, Rip And Tear (casting this while Bracing to taunt enemies), and Bloodclaws.
To me, that divides PvE Werewolf into three playstyles:
- Single Target DD (Bloody Gnash)
- Channeled AoE DD (Claw Fury)
- Tank (Deafening Roar + Rip And Tear)
There are plenty of key Werewolf changes that I enjoy. I love the Slaughter mechanic, especially that I can Slaughter enemies back-to-back. This really reminds me of the rampages I would go on in TES V: Skyrim, and I love all of the animations I've seen from this mechanic so far.
The model and animations look great! I also like the ability to change our fur color via Skill Styles, although I wish the Black fur color was a bit darker, to differentiate itself from the Ashen fur color. I was looking for both grey and brown fur color styles, assuming grey was Ashen and brown was the color when you didn't use a Skill Style, but I was surprised to find that there are only three colors, and our default color continues to change with the morph we pick, and we can equip a style that makes us look exactly as the morph we pick would've made us look anyway. I don't like how these styles are tied to a Dynamic Encounter which presumably won't be available until Season One — this will be a long wait. I hope we get the "Hircine's Hunter" style in the meantime.
I appreciate the Stealth Detection and the "PvE sneak" that we have now, as they're both thematic to werewolves being hunters. I like that Spaulder of Ruin was updated to proc off of Prowl as well. I haven't tested it yet, but I'm hoping Rampage lets us get away without a bounty if there are no witnesses, because I think Sacraments and Heists would be fun to do as a Werewolf. I still found that several monsters spotted me from a long distance away, though. I know it's not within the vision to give us proper sneak, but other PvE content like March of Sacrifices still won't let us complete it as a Werewolf, and there are still the old sneaking animations in the game (even an actual "prowling" animation when you toggle walk with weapons sheathed while invisible):
I would be happy to have PvE content like March of Sacrifices modified to let Werewolves complete it, even if we won't get to use sneaking in PvP. It would be nice to have the actual prowling animation be active while we're Prowling.
Other things I like include Pounce/Carnage being separated by distance, Hircine's Rage finally scaling off of offensive stats, and, of course, no time limit to the transformation out of combat. I spent several hours socializing with some friends in Werewolf form the entire time on the PTS, and this is the sort of experience I'm excited to have more of on the Live server. The in-form Ultimate is pretty cool, too — although when you use it while wearing Balorgh, it instead credits you for the rate of which Werewolf Transformation drains, rather than 1000 (the cost in Fury, or even whatever your current Ultimate value is). It's nice that bonuses which were specifically made to reduce the cost of Werewolf Transformation (Salvation, Shapeshifter's Chain, and Pack Leader's Bone Broth) affect the Ultimate drain rate. It's also nice to see the "supernatural regeneration" werewolf trope being represented by Pack Leader's "Enduring Rampage" Ultimate granting them a huge amount of extra Health Recovery.
Also, thank you for giving Werewolves a unique +6% damage done for allies via their Feeding Frenzy synergy. I hope this is enough to make them desirable in competitive groups, in both PvE and PvP.
Specifically for pain points, I think the biggest offense is how the change to Blood Rage makes it impossible to sustain Werewolf when you have no other Werewolves or dire wolves in your group. On Live, you can sustain Werewolf as a Werewolf Berserker so long as you continually hit the enemy and proc Blood Rage while you have Call of the Pack learned. On the PTS, you will eventually lose form if you don't have additional external sources of Ultimate Cost Reduction (i.e., Imperial's "Red Diamond", Templar's "Restoring Spirit", Sorcerer's "Power Stone") or Ultimate Generation (i.e., Nightblade's "Catalyst", Nord's "Stalwart", Emperor's "Authority"). This is a glaring issue for solo players who are stuck in combat who have no corpses to feed on nearby and are not equipped with Pack Leader, Werewolf friends, or an Ultimate-generating build.
While I was initially put off by the red/green markings depending on your morph, I recognize why they're there. I like that the Werewolf Berserker has glowing eyes just like in the ability icon. And I love that, with the existing Verdant Green Skill Styles for Rending Claws and Roar, you can make a green-themed Werewolf (Pack Leader, Hircine's Fortitude, Roar w/ Verdant Green, Rending Claws w/ Verdant Green) or a red-themed Werewolf (Werewolf Berserker, Hircine's Rage, no Verdant Green Skill Styles).
Another pain point I have is that Werewolf still has no crosshealing ability. Werewolves are supposed to be group-oriented, yet they lack the most important part of a group composition in their build. I'm also a little disappointed that we still have lifesteal in our toolkit, rather than a proper heal over time. Also, the loss of Disease Damage and Major/Minor Defile is felt, since that was part of our burst in PvP. Heavy Attack spam builds are also gone.
Overall, thank you for making this refresh a reality. This feels like a completely new game, in a very positive way. I've been telling a whole lot of people about this rework because it's genuinely the most exciting thing coming to this game in my eyes. It is giving a positive first impression for people who haven't played the game yet, so I hope issues like the unclear mechanics are sorted out so they'll want to stick with it.
As always, I have to ask, since these are on my wishlist and all:We already have Werewolf Transformation Skill Styles, and we have as close to sneaking as we're (likely) going to get. We got so many other cool things like cinematic kills and an infinite timer out of combat. I hope you'll continue to consider Werewolf in the future as more balance updates happen! I'm running out of things to ask for!
- Can we get a Scribing Grimoire for the Werewolf skill line? Something that interacts with the other abilities that opens up new gameplay possibilities. I would really love to have the option of replacing one of my Werewolf skills for a Werewolf Scribing skill that expands my build options, such as an ability that could crossheal, grant buffs which I otherwise lack (like Minor Resolve), or utilize Scripts like Class Flourish or Wayfarer's Mastery to create unique effects. For instance, a Scribing ability which placed an effect on the Hunting ground would even allow us to use certain sets we couldn't before, like Dark Convergence.
- Can we get a Werewolf Companion? I think having a Companion who can transform into a Werewolf would be really cool. Not only should they count towards Call of the Hunt (helping address the pain point about it now being harder to maintain form as a solo player) but they could have all of the updated visuals for the model and abilities.
- Can we get Werewolf added to Vengeance soon? I'm not sure how the new Werewolf would be optimized for this campaign, but a lot of us Werewolf players want to be able to play as a Werewolf in any experience, and Vengeance currently lacks it.
Sordidfairytale wrote: »Darkness734 wrote: »Honestly everything looks awesome. HOWEVER they have seemingly AGAIN forget about weapon traits.
It absolutely makes no sense that every class in the game including vampires get weapon traits and werewolves do not. It doesnt make sense for them to get armor traits but THEY STILL GET THEM.
GIVE WEREWOLVES WEAPON TRAITS. Without it they are hard locked to prioritizing penetration.
You mean the passives and skills from the weapon lines, Infused and Nirnhoned and enchants are working for me.
Specific feedback that the team is looking for includes the following:
- Are there any key Werewolf changes that did not feel great?
- Is there anything else you would like to share about the Werewolf changes?




Is it intended that class mastery passives work while transformed?
There are currently werewolves on the PTS who are doing upwards of 10k PVP DPS by taking advantage of certain class mastery passives while in werewolf form. To be clear - they're currently pushing almost double the highest PVP DPS that the top PVP builds were capable of pushing before, while using only one bar worth of abilities. That is a number nothing has achieved in PVP before, not even the recently reworked DK.
Seems a little insane to me.
Is it intended that class mastery passives work while transformed?
There are currently werewolves on the PTS who are doing upwards of 10k PVP DPS by taking advantage of certain class mastery passives while in werewolf form. To be clear - they're currently pushing almost double the highest PVP DPS that the top PVP builds were capable of pushing before, while using only one bar worth of abilities. That is a number nothing has achieved in PVP before, not even the recently reworked DK.
Seems a little insane to me.
Erickson9610 wrote: »Is it intended that class mastery passives work while transformed?
There are currently werewolves on the PTS who are doing upwards of 10k PVP DPS by taking advantage of certain class mastery passives while in werewolf form. To be clear - they're currently pushing almost double the highest PVP DPS that the top PVP builds were capable of pushing before, while using only one bar worth of abilities. That is a number nothing has achieved in PVP before, not even the recently reworked DK.
Seems a little insane to me.
Even if you don't slot Class abilities, you are still your Class. Every Class has some passives which don't require Class abilities to be slotted, and it is by design that some Class Mastery passives don't require Class abilities to be slotted, either.
Please don't nerf Pureclass Werewolf (or other builds which do not utilize Class abilities) by requiring Class abilities to be slotted to use any of the Class Mastery passives. We are Pureclassing, just the same as you, except without using our Class abilities — why should we be nerfed for this?
YandereGirlfriend wrote: »Erickson9610 wrote: »Is it intended that class mastery passives work while transformed?
There are currently werewolves on the PTS who are doing upwards of 10k PVP DPS by taking advantage of certain class mastery passives while in werewolf form. To be clear - they're currently pushing almost double the highest PVP DPS that the top PVP builds were capable of pushing before, while using only one bar worth of abilities. That is a number nothing has achieved in PVP before, not even the recently reworked DK.
Seems a little insane to me.
Even if you don't slot Class abilities, you are still your Class. Every Class has some passives which don't require Class abilities to be slotted, and it is by design that some Class Mastery passives don't require Class abilities to be slotted, either.
Please don't nerf Pureclass Werewolf (or other builds which do not utilize Class abilities) by requiring Class abilities to be slotted to use any of the Class Mastery passives. We are Pureclassing, just the same as you, except without using our Class abilities — why should we be nerfed for this?
The point remains though that whatever is going on with WW that is enabling it to pull 10k DPS in a duel needs to get the nerf sledgehammer like yesterday.
Something needs adjusting so that it doesn't work as well against players. Like he said, that is like double the output of a sweatlord metabuild.