This is a parody of my post in the 'official werewolf feedback' thread. Since I want to maximize visibility as time is ticking, I am posting here as well as not many who inquire will linger within that thread.
Scroll down to ‘Proof’ and my second comment to skip ‘introductions’, as needed. Simply keep in mind that PTS werewolf has ‘major berserk’ (and still has significantly weaker tooltips than live) and that I’m using the same ‘morphs’ on PTS as on live
Hey people, I am going to format differently and keep this a brief 'see for yourself'. This took hours to compile everything correctly so I hope, maybe unlike previous posts, everyone can at least consider taking an honest look at this.
I would be interested in this.
(from at least 1 community member in the 'official werewolf feedback' thread).
Synopsis/more info:
As a result of this request/interest, especially, for this proposal-
I went on PTS and live so I could conduct a 'base values' test (so not carbo-loaded with mastery/proc cheese) comparison of the two (as a long term werewolf player only live, I had noticed almost immediately after reading the original PTS that there were several possible downgrades however only recently had the time to do this demonstration *last week).
I used the 'PvP damage morphs with healing howl' (the most logical choice, especially when going for maximum damage with sustainability) for each werewolf skill between live and PTS.
~To note here, you can sub out the health-based healing howl for a morph that increases damage taken by damage increased proportionality. This may have been a little more exploitable prior to rip and tear nerf as the heal itself tends to be significantly weaker than the health-based, healing howl on a PvP build... however post-nerf for incoming HPS, I no longer consider this a 'sustainable heal' there outside of the most optimal of scenarios.~
Keep in mind that the PTS werewolf has an increase of 10% at all times thanks to major berserk... and still fails to reach (/gap) tooltip values of live in PvP (where werewolf is considered very weak in terms of viability). This is going to be primarily due to the removal of the 25% default increase for werewolf before any other tooltip increases on live, the Savage Strength passive value that we lost on PTS, and direct nerfs such as that of the werewolf berserker ultimate morph bleed dot (for PvP).
Proof of Build (live and PTS)I used the exact same gear on both characters. This outlines as follows>
-Oakensoul w/ wep and spell enchant on both wolves to keep standard buff consistency
~(Oakensoul is the meta on live; I could only sub this out for things like Huntman's/Zaan's/unreliable damage proc like Vele/Selene's which I consider to be 'duel cheese' and very inconsistent in actual combat; to note- defensive options for 1/2 pc combinations ARE significantly better so that's a consideration but not impactful for damage)~
-Orzorga's Smoked Bear Haunch Food (to give health scaling some oomph for easier view of tooltip disparity)
-Warrior damage mundus (to provide more organic weapon and spell damage for easier/more identifiable disparity between tool tips)
In terms of skills and passives. This outlines as follows>
-NO other skills or passives of any kind EXCEPT werewolf skills and passives.
-Absolutely no CP allotted.
-All attribute points for both toons were loaded as 64 points of stam (to clearly demonstrate difference b/w PTS no-stam-increase and live's werewolf stam increase)
Location for both toons>
Live wolf is in the 'infinite werewolf timer' house since it does not currently receive PvP-based damage reductions
PTS wolf is in the Imperial City Sewer Base so 'Battle Spirit' is active
Proof of build consistency>
Stat page
Live-

PTS-
No CP allotted
Live-

PTS-
Skills page overview (my skill points allotted)
Live-

PTS-

Now the tooltips comparison (live and PTS) and brief analysis for each, actives:
Werewolf Berserker (ultimate skill)
Live-

PTS-

Nerf. Significant DPS reduction along with horrendous uptime outside of the most optimal of scenarios (from higher tooltip damage and 4 seconds to lower tooltip damage and 1 second with 1 second delay).
Pounce
Live-

PTS-

Nerf in favor of QoL. We received the ability to use either/or instead of having to use the ability twice to receive the execute dot effect. This should have been the case prior regardless. As a result, we have lost the ability to source 600 weapon and spell damage unique to werewolf from this skill.
Healing Howl (health-based)
Live-

PTS-

This is a noticeable decrease from live, even despite major vitality buff provided by new healing howl. Relatively insignificant but we lost Minor Endurance and Minor Fortitude. This was more than acceptable prior with rip and tear having provided the majority of HPS regardless of scenario. Now, outside of fighting low-pressure builds and simply spamming rip and tear- this couples to result in a noticeable, substantial decrease in survivability when not on target (worse than live).
Roar
Live-

PTS-

This was a buff in some ways, and a nerf in others. Prior we received a pen increase, minor maim debuff, and major protection all-in-one for the "PvP morph". Now, you must choose b/w defense (major evasion and minor maim) and inability to use the synergy yourself... or a way to recoup some of the potential previously-mentioned pounce damage with named, Major Courage and a unique 6% increase buff. It however did receive a cast time which feels like a negative regardless. To note, you must essentially use 2 GCDs once every 20 seconds at a minimum (skill+synergy) to receive the maximum benefit of the 'damage morph'.
Howl of Agony/Bite (Rip and Tear)
Live-

PTS-

This one will be a bit longer, a point of contention.
Healing per second wise, while attacking this is a buff simply because this did not exist in any capacity prior. It receives some execute scaling on second hit at a very low value, so 25%... but this mean that it is dodgeable/very unforgiving/and fairly telegraphed in PvP. The actual damage the spammable does, especially without the Blood Hunger buff to add a damage increase any longer, is significantly lower than live (nerf). In fact, in these screenshots the live version is tool tipping for about ~20% more all time with the ability to be increased by yet another 20% when terrified and off balance are up.
The guaranteed status effect certainly provides damage value however is both very susceptible to PvP nerf requests for status effects and is simply guaranteeing something I had a roughly ~16% (10% without CP) chance on prior. So it's negating potential burst by guaranteeing the status effect in the power budget. This was always our 'pseudo-burst move' for live as we do not have an actual burst move of any kind for whatever reason (even on PTS, even now).
It's worth nothing that it also received a range nerf (10m-> 7m) in favor of no longer being considered a projectile ~I assume~ (so depending on who you are fighting and the situation you're in, this part can be a buff/nerf).
Claws
Live-

PTS-

Another slightly-lengthy one.
This is a nerf in every capacity against players on live in terms of damage. I mentioned 'status effects' having value and it had more value here as dots have a relatively low chance of procing their status effect, especially an AoE status effect at this one. Essentially what they did was take the dot, slightly reduce its dps, and then condensed it into 10 seconds while removing the guaranteed status effect. The guaranteed status effect was doing roughly the damage of a standard 'melee' spammable within 10 seconds (so you received 5 diseased procs in 5 ticks ~so 2/10 of a ‘melee spammable per tick~, in other words).
This means that while the DPS remained roughly the same, when they reduced the time to 6 seconds from 10 seconds with the recent PTS nerfs, this became significantly less damage per cast than the live version. While becoming more awkward to manage with there being a difference between ads and players for duration. We gained some potential HPS 'while attacking' on this one but lost major and minor defile (so less sustain pressure which I feel is considered thematic for werewolf).
Now the tooltip comparisons (live and PTS) and brief analysis for each, passives:
Devour/Insatiable
Live-

PTS-

This is a buff, no doubt about it. However, you are very unlikely to use this in the heat of combat but definitely considerable for a 'top off'.
Pursuit/Chase
Live-

PTS-

No changes here either way. Some who have tested on PTS are saying the speed increase potentially isn't calculating correctly.
Blood Rage
Live-

PTS-

This is a buff and a nerf. It essentially is the primary way you are going to sustain form as a berserker (werewolf ultimate, damage morph; if you try and 'hold' this as a solo berserker... you'll struggle in all but a constant 1v1 situation). It became 'an ult' for us that doesn't
necessarily provide a damage/heal proc. As a result, we now use a significant amount of ult every 10 seconds (aside from Packleader or with other wolves) and our 'sustain' bar became our 'fury' bar. It is almost primarily gained by using werewolf skills, moreso for the 'damage morphs'. It takes a considerable amount (I think fair though) of constant combat to build to full. It is heavily telegraphed now with markings while the werewolf user has it ready/is in 'rampage'.
Savage Strength/Feral
Live-

PTS-

Another somewhat-lengthy analysis.
This is a straight and hefty nerf from live that you can immediately see in the 'setting' screenshots above. It's 18% in PvP on live and was nerfed to 10% on PTS... they had intended for this to release at 36% for both PvE and PvP originally. The more 'base' weapon and spell damage you have, the greater the disparity in actual damage lost regarding the nerfed weapon/spell values.
On a side note, this+ the PvE claws morph, and the 'on monsters' Berserker dot are why PvE parses can be so substantial on PTS now (PvE werewolf basically went from a bugged passive that didn't work last week to having almost a ~40%, unique wep/spell increase in that setting; think of injecting a 'steroid' of stats that increased parse values artificially).
Bloodmoon
Live-

PTS-

No changes here, roleplaying passive. If any passive power needed to be added, unrelated to the skills themselves (such as pen), this passive would be a prime candidate.
Call of the Pack/Hunt
Live-

PTS-

So this is technically a buff, but because of the increased costs to form sustain (especially for solo berserker werewolf), and loss of blood rage- this is really more like a 'neutral'.
~End of Tooltip Comparison (live and PTS)~
To note, we had reduced costs added to werewolf. This helps a lot in PvE (less doing anything but damage roto). This was neither requested from PvPers nor does it make it up for tooltips losses or complete invalidation of heavy attacking for resources. The healing howl (either morph) stam-sustain change and a removal of the '25% cost increase' to our skills prior would have been sufficient enough without these stark cost reductions. I'd rather this sustain change stay in myself as I understand we're entering a 'new era' and it does increase build variety, but as far as PvP goes- this should not be considered as a viable reason to keep tooltips lower than live where, again, werewolf is considered 'nonviable'/very off meta.
It appears with the stat infusion (whopping 40% unique increase to weapon and spell in PvE), a unique bleed for PvE-only from the berserker morph, the ability to more freely use the damage-healing-howl, and aforementioned cost reduction- PvE werewolf is in a good state from live. PvP on the other hand is much more of a mixed bag that seems almost exclusively tuned to cheese class masteries and procs w/ some increased HPS-while-attacking and falling flat just about everywhere else...
Werewolf players have waited at least half a decade for a rework. Please consider this feedback and easily everything page ~15 and beyond from 'the official werewolf feedback thread' before leaving werewolf behind for another 5 or 10 years again in PvP (
for those that don't know, forum PTS week '.3' is typically where you get the bulk of any given PTS' balance changes. If you don't receive them during that week, you are unlikely to receive any other significant balance changes before live and I'm sure we know how that has went for werewolf it the past).
Not every suggestion there is requesting a 'power increase' but rather side-grades or power adjustments like removing toxic interaction b/w certain masteries in exchange for furthering in-kit viability, etc.
*link (to majority of new 'official werewolf' feedback for this week of PTS so far):
https://forums.elderscrollsonline.com/en/discussion/691083/u50-feedback-thread-for-combat-refresh-werewolf/p16
*I may have to edit this for spelling/grammar inconsistencies (I'm nowhere near perfect, haha). *decided to ~spoiler~ the skills comparisons to try and enhance readability. *decided to also spoiler 'proof of build' *added linked to werewolf feedback thread starting p16 (majority new feedback) *added reasoning/explanation for higher PvE parses outside of active/passive analysis *hate myself for this but made the title a little shorter (and it ends more ‘clickbait-y’ unfortunately)