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Werewolf and Vampire travel forms - QUALITY OF LIFE UPGRADE FOR VAMP AND WOLF FANS

GarrisonLukain
Werewolf is getting an update coming soon! I feel an out of combat, werewolf mount (turning into a giant dire wolf) would not only make werewolf fans lose their minds, but it would fit with the ESO lore and be a relatively simple task for the developers. It's lore friendly because "Pack Master" says that hircine has blessed him, allowing him to take the form of a regular wolf in addition to his Lycan form. Simple (relatively) task for the Devs because you would Just need to take a regular dire wolf mount and turn the player invisible. Maybe add a few flashy animations and sounds but relatively simple. This would add So much depth for werewolves allowing us to fully immerse in travel, combat and exploration. The RP would go CRAZY.

Making something like this for the vampire would allow for more player agency and depth for players as well. We have seen Many vampire NPC's bursting into a swarm of bats, traversing the terrain at fast speeds. Especially in the Greymoor Chapter.

DEVS if you're reading this, PLEASE consider making this happen. I'm willing to start a crowd fund, do free marketing, anything I could do to support this. It's been my nerdy dream since I was 12.

You guys are killing it, keep doing what you do.
  • Kalthea
    Kalthea
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    As far as I'm aware, Werewolf is not intended to have a 100% uptime, so I'm not sure how well this would pan out.
    May your crops be sun-blessed, sweet soul.
  • Silvains_Demon
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    Kalthea wrote: »
    As far as I'm aware, Werewolf is not intended to have a 100% uptime, so I'm not sure how well this would pan out.

    It would be possible though. Just need to alter a few things and make the WW form toggleable (hold or press to switch) and then have the actual Ult (hold or press to activate) be a burst of some sort, the Feeding mechanism activates, and the buffs you get last as long as you can keep up that Feeding mechanic just like you do now. If the bar drops to zero, buff falls off and the player stays in WW form (or just put an option to keep it like it is now where if the buff drops, you revert to human form. Depends on the player and use/content).

    I made my own WW rework and that was part of the concept. I think Vampire could use such a rework as well when it comes to their Blood Scion ult and morphs, especially for the Perfect Scion. That should be a "Vampire Lord"-like form (shrink it down to the size of a Lich, add wings, they float, and have some more vampire armor than the other form) and not a reskin of Necro Tank Ult and be a Magicka-version of WW but depending on how you morph your abilities, it becomes either a DPS or Healer variant instead of DPS or Tank like the WW is slightly geared to be.
    Edited by Silvains_Demon on April 1, 2026 6:30PM
  • LunaFlora
    LunaFlora
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    it would be fun
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.


    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.

    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.
  • Erickson9610
    Erickson9610
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    I'm not super thrilled by the idea of turning into an actual wolf, but I'm sure this is the sort of mount that people would buy. It could be themed as a general shapeshifter thing so you wouldn't need the Werewolf skill line to use it.

    I'd personally like if there was some way to keep up with mounted riders while in Werewolf form. We have the same maximum movement speed cap as everyone else, which we can hit a little easier thanks to the Pursuit passive. However, when you want to travel between Keeps in Cyrodiil, you'll move slower than everyone else on your team and you'll find that they've already started setting up siege or they've finished capturing the resource/town by the time you get there. Hopefully the rework gives us an increased movement cap as well.
    Kalthea wrote: »
    As far as I'm aware, Werewolf is not intended to have a 100% uptime, so I'm not sure how well this would pan out.

    Werewolf is designed to allow you to achieve 100% uptime, provided you play along with the roleplay fantasy of grouping in a pack to hunt and devour things. ZOS mentioned that we'll be able to sustain Werewolf longer out of combat starting in Update 50, and that Call of the Pack still exists.
    Edited by Erickson9610 on April 3, 2026 9:24PM
    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
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    Hopefully the rework gives us an increased movement cap as well.

    This is something I very much want! Werewolves should be able to keep up with mounts, or at the very least fast enough to out-speed any humanoid.
    Edited by Ataskir on April 3, 2026 9:57PM
  • Kalthea
    Kalthea
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    I'm not super thrilled by the idea of turning into an actual wolf, but I'm sure this is the sort of mount that people would buy. It could be themed as a general shapeshifter thing so you wouldn't need the Werewolf skill line to use it.

    I'd personally like if there was some way to keep up with mounted riders while in Werewolf form. We have the same maximum movement speed cap as everyone else, which we can hit a little easier thanks to the Pursuit passive. However, when you want to travel between Keeps in Cyrodiil, you'll move slower than everyone else on your team and you'll find that they've already started setting up siege or they've finished capturing the resource/town by the time you get there. Hopefully the rework gives us an increased movement cap as well.
    Kalthea wrote: »
    As far as I'm aware, Werewolf is not intended to have a 100% uptime, so I'm not sure how well this would pan out.

    Werewolf is designed to allow you to achieve 100% uptime, provided you play along with the roleplay fantasy of grouping in a pack to hunt and devour things. ZOS mentioned that we'll be able to sustain Werewolf longer out of combat starting in Update 50, and that Call of the Pack still exists.

    Good to hear, hopefully it ends up working out (and maybe give us some extra functionality on Werewolf specific sets, yeah?)
    May your crops be sun-blessed, sweet soul.
  • Palumtra
    Palumtra
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    They could /should update WW/Vamp sets or add new ones tho.
    I'd love to see Vamp getting a way to extend form duration too trough the use of their abilities.
    PCEU - Tank
  • GarrisonLukain
    Ataskir wrote: »
    Hopefully the rework gives us an increased movement cap as well.

    This is something I very much want! Werewolves should be able to keep up with mounts, or at the very least fast enough to out-speed any humanoid.

    I actually just left a PTS review of the werewolf and mentioned that they should increase the out of combat sprint speed for werewolves since they can now stay in werewolf without a timer out of combat. BTW if you guys haven't tested out the new werewolf, you SHOULD! it's dang near PERFECT and everything i was hoping for and more! few minor animation, visual and practical things but were close guys! Thank you for all of your reply's on this thread!
  • JimT722
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    werewolves already get a speed increase from passives. with cp you can run insanely fast. the problem with running around as a werewolf is the inevitable bounty.
    Edited by JimT722 on April 20, 2026 8:13PM
  • GarrisonLukain
    Ataskir wrote: »
    Hopefully the rework gives us an increased movement cap as well.

    This is something I very much want! Werewolves should be able to keep up with mounts, or at the very least fast enough to out-speed any humanoid.

    I actually just left a PTS review of the werewolf and mentioned that they should increase the out of combat sprint speed for werewolves since they can now stay in werewolf without a timer out of combat. BTW if you guys haven't tested out the new werewolf, you SHOULD! it's dang near PERFECT and everything i was hoping for and more! few minor animation, visual and practical things but were close guys! Thank you for all of your reply's on this thread!

    YEs! I'm pretty excited they totally removed the werewolf timer out of combat. I have been testing it! it's SO FUN! I just think the out of combat speed needs to match Mounts. We are so close lol. They recently made some Massive nerfs to werewolf
    s DPS. this saddens me beyond words..but I'm hopeful they listen to the community and make it viable in the META.

    THANNK YOU everyone for commenting on the post! hopefully the devs see it!
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