Maintenance for the week of May 11:
• PC/Mac: No maintenance – May 11
We will be performing maintenance for patch 12.0.4 on the PTS on Monday at 12:00AM EDT (4:00 UTC).

PvE Feedback For Werewolf

coop500
coop500
✭✭✭✭✭
✭✭✭✭✭
Because the current feedback thread has been fully taken over with PvP back and forth, I feel like we need a space for PvE to discuss how werewolf feels in combat and stuff. Build discussions, mechanics discussion, things like that. Both the good and the bad.

Currently I'm aware of the following concerns and issues with Werewolf in PvE, and would love to discuss people's thoughts on it.

Werewolf Berserker being very difficult to keep up when playing as the only WW:
I noticed this myself, and I feel like this could be taken in two different directions to add uniqueness to your choice, but right now it just doesn't feel great.

Solution 1: Make upkeep a little easier through passives or whatnot. This is probably the most simple, ideal, and balanced option.
Solution 2: Treat it like a proper short-term ultimate and give it more power at the cost of not being able to upkeep the form. This would likely require it to have a ramping up cost to offset it if someone is wearing ult gen sets, so it doesn't become OP.

I think both options could be viable if done right, and wouldn't mind seeing either one. But Berserker defo does need something done for it, as for PvE the true solo werewolf option is Pack Leader and that's it, which is a little sad.

Werewolf Gameplay too dumbed down.
This is something I was discussing with guildies earlier, but while the new WW is tons of fun and I love the refresh overall, I feel like some aspects of the gameplay got dumbed down a little too much. Brutal Carnage especially just has this weird mechanic of... casting it again extends the bleed timer by 10 seconds? Unless I misunderstood, it's kind of weird, and I do miss the higher pressure of keeping your stacks up on Live. I just wish it was less clunky (not having to jump and then Brutal Carnage every time) but I am a little sad they removed this mechanic entirely when the skill rework itself would have done wonders to make gameplay a little more engaging when using Claw Fury.

Anyway my personal solution would be to just add that stacking mechanic back, since we now benefit from better mechanics using Brutal Carnage in the first place. This would make gameplay more engaging, as it's pretty simple right now, almost too simple.

Werewolf Lacking Weapon Passives.
This might be a controversial one, or maybe not. But every single other build and class and skill and gameplay style still always benefits from their weapon passives... Except werewolf, and this is honestly very frustrating to me. It's not just about damage, but other stuff too, like increased movement speed while bracing from Sword and Shield, stuff like that. Or things that every other class takes for granted, like extra Penetration.

The dodge roll Major Expedition on bow still works, so it's very hit or miss on what actually works and what doesn't, but I really do think Weapon Passives should be enabled for the build creativity and utility that offers.

Anyway, most of these are just my opinions, shared with some guildies, but obviously not everyone will agree. I'd love to have some civil discussion about what we can suggest to improve Werewolf in PvE, not just making it strong but also making it fun.

I'd also love to see people discuss builds! Got any fun builds you made on the PTS?
Edited by coop500 on April 20, 2026 4:06PM
Hoping for more playable races.

I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • JimT722
    JimT722
    ✭✭✭✭✭
    The new werewolf and challenge mode are incredibly good. I've been playing it all weekend and it's ruined live for me. Zos has done an amazing job with the rework. I prefer the current pounce. the old one was just clunky to use. with the exception of Berserker sustain i wouldn't change a thing.
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    JimT722 wrote: »
    The new werewolf and challenge mode are incredibly good. I've been playing it all weekend and it's ruined live for me. Zos has done an amazing job with the rework. I prefer the current pounce. the old one was just clunky to use. with the exception of Berserker sustain i wouldn't change a thing.

    Oh I agree that it's kind of ruined Live for me too lol.
    And I'm not saying revert pounce to where it is on Live, I'm just saying add that engagement of keeping up another skill for power, as it stands it's just a DOT (when not using it as a gap closer)? Unless I'm misunderstanding something about it, which is likely because the skill descriptions are VERY long and easily confused.
    Edited by coop500 on April 20, 2026 4:14PM
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • RaptorRodeoGod
    RaptorRodeoGod
    ✭✭✭✭✭
    coop500 wrote: »
    The dodge roll Major Expedition on bow still works, so it's very hit or miss on what actually works and what doesn't, but I really do think Weapon Passives should be enabled for the build creativity and utility that offers.

    Now that you've made them aware of this, I bet they call it a bug and make it not work anymore.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭
    I've got a thread about making sustain more viable for Berserker up because it 100% is a problem in longer fights and/or fights that have no adds you can reliably Devour.
    Edited by Arunei on April 20, 2026 5:03PM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arunei wrote: »
    I've got a thread about making sustain more viable for Berserker up because it 100% is a problem in longer fights and/or fights that have no adds you can reliably Devour.

    Yeah we defo need something addressed with it, because it's almost unplayable in addless boss fights.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • autocookies
    autocookies
    ✭✭✭
    Other then more ult gen and maybe a ranged taunt for our tank wolves I wouldn't change a thing. I really like how werewolf is right now.

    Side note: Almost forgot aoe cleave and the werewolf beam damage feels slightly under whelming. I had better luck single targeting each add down rather then trying to cleave the group.
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭✭
    Also, does anyone have some fun builds you've made? Any cool set interactions and the like? How does werewolf feel in Endgame PvE you think?

    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
Sign In or Register to comment.