Maintenance for the week of June 15:
• PC/Mac: No maintenance – June 15

U50 Feedback Thread for Combat Refresh: Werewolf

  • Decimus
    Decimus
    ✭✭✭✭✭
    Decimus wrote: »
    There is nothing wrong with health scaling heals. Weapon damage scaling makes zero sense. Heals scaled on offensive stats? Why do so many want damage dealers to be damage healers? Also, why does Werewolf have to be like everything else?

    "There is nothing wrong with health scaling heals.", didn't I duel your Deadlands Demolisher Bash WW on the PTS and it was some 10+ minute stalemate precisely due to health scaling heals being overtuned? Same as literally any fight against a 40-50k health werewolf?

    Most people acknowledge endless fights as a boring thing, not just in ESO but any competitive activity - imagine there were no goals and every football game ended 0-0, this is the equivalent of max health meta in ESO.

    And yes, heals should scale based off of offensive stats - we have quite a few of those in game... or would you rather have things like Vigor, Leeching Vines etc also scale off of Max Health? Spoiler: wouldn't be good for the game, as explained above.

    It is not about "damage dealers wanting to be healers" (you don't heal other people with any werewolf ability), just about damage dealers not wanting to be forced into the tank role. Also if I were to reverse your logic, why does a tank want to be a "healer"?


    This line of reasoning just doesn't hold water.
    Once class masteries go away, you will see the hard nerf that you're looking for. Werewolf will be in the same place is has always been.

    While the class masteries make health scaling even worse, you still want to build around maximum health even as a warden werewolf (which has no health scaling class masteries) because you'd be foolish to still give up around 70% of your self-healing, even if you were to gain 1600 weapon/spell damage towards Hircine's Rage on Warden.

    We did indeed fight for a little while. You called stalemate far earlier than I would have. The amount healing that I was getting isn't inherent to Werewolf. It is inherent to Sorc. Every Sorc next patch will be getting at least 2k hps just because. I play the same Bash build on live and I have for a while. New Werewolf makes it more sustainable.

    I do agree that endless fight are boring but I expect that with werewolf duels. Werewolf fights on pts are the same as on live. Endless.

    Tank is resistance. Heals don't scale on resistance. I can have high health and still be squishy af. Weapon damage scaling heals work for human builds because they have mid damage and can stack multiple out of kit heals. Werewolf doesn't have that luxury.

    I mean, 5-10 minutes or so with none of the resource pools (assuming on either one of us) dropping below 75% is enough to call a stalemate when there is spikes of damage that could swing the fight one way or the other.

    The max health scaling is a problem on a lot of builds, but it's particularly bad on werewolf as I'm sure you're aware. On a sorcerer you'll still have to build super high resistances on top of the max health in order to survive, where as werewolf is fine just having 20k resistances and going all in on health since there's even more health scaling than on a normal sorc, even if the other sorcerer runs Calculated Defense on top of CoE.

    The warden werewolves are also just stacking max health, despite even potentially getting 1650 weapon/spell damage for Hircine's Rage.

    Here's a little experiment (which I've done myself) for anyone thinking health scaling isn't a problem: make a werewolf with 30k health, try to duel people (especially other werewolves with 40k+) - see how that goes. Next step, put your attributes, enchants etc into Health instead and notice the difference.

    Also being a "tank" isn't just about stacking armor or % dmg mitigations, it's also about stacking health and HPS in pretty much any content and knowing which ones you need to stack on which build.

    Weapon Damage scaling on heals wouldn't work on Werewolf either, because people would still build around maximum health and just mix & match health scaling and the naturally high weapon/spell damage - my werewolf for example has almost the exact same weapon/spell damage with 64 points into health, healthy jewelry & and health glyphs on armor as a 30k build using tri-glyphs... for this reason the scaling on Rip and Tear should be primarily stamina/magicka based and yes, should result in a nerf to self-heals on a health stacking werewolf and in a buff for those building more around maximum stamina or magicka.
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    Decimus wrote: »
    Decimus wrote: »
    There is nothing wrong with health scaling heals. Weapon damage scaling makes zero sense. Heals scaled on offensive stats? Why do so many want damage dealers to be damage healers? Also, why does Werewolf have to be like everything else?

    "There is nothing wrong with health scaling heals.", didn't I duel your Deadlands Demolisher Bash WW on the PTS and it was some 10+ minute stalemate precisely due to health scaling heals being overtuned? Same as literally any fight against a 40-50k health werewolf?

    Most people acknowledge endless fights as a boring thing, not just in ESO but any competitive activity - imagine there were no goals and every football game ended 0-0, this is the equivalent of max health meta in ESO.

    And yes, heals should scale based off of offensive stats - we have quite a few of those in game... or would you rather have things like Vigor, Leeching Vines etc also scale off of Max Health? Spoiler: wouldn't be good for the game, as explained above.

    It is not about "damage dealers wanting to be healers" (you don't heal other people with any werewolf ability), just about damage dealers not wanting to be forced into the tank role. Also if I were to reverse your logic, why does a tank want to be a "healer"?


    This line of reasoning just doesn't hold water.
    Once class masteries go away, you will see the hard nerf that you're looking for. Werewolf will be in the same place is has always been.

    While the class masteries make health scaling even worse, you still want to build around maximum health even as a warden werewolf (which has no health scaling class masteries) because you'd be foolish to still give up around 70% of your self-healing, even if you were to gain 1600 weapon/spell damage towards Hircine's Rage on Warden.

    We did indeed fight for a little while. You called stalemate far earlier than I would have. The amount healing that I was getting isn't inherent to Werewolf. It is inherent to Sorc. Every Sorc next patch will be getting at least 2k hps just because. I play the same Bash build on live and I have for a while. New Werewolf makes it more sustainable.

    I do agree that endless fight are boring but I expect that with werewolf duels. Werewolf fights on pts are the same as on live. Endless.

    Tank is resistance. Heals don't scale on resistance. I can have high health and still be squishy af. Weapon damage scaling heals work for human builds because they have mid damage and can stack multiple out of kit heals. Werewolf doesn't have that luxury.

    I mean, 5-10 minutes or so with none of the resource pools (assuming on either one of us) dropping below 75% is enough to call a stalemate when there is spikes of damage that could swing the fight one way or the other.

    The max health scaling is a problem on a lot of builds, but it's particularly bad on werewolf as I'm sure you're aware. On a sorcerer you'll still have to build super high resistances on top of the max health in order to survive, where as werewolf is fine just having 20k resistances and going all in on health since there's even more health scaling than on a normal sorc, even if the other sorcerer runs Calculated Defense on top of CoE.

    The warden werewolves are also just stacking max health, despite even potentially getting 1650 weapon/spell damage for Hircine's Rage.

    Here's a little experiment (which I've done myself) for anyone thinking health scaling isn't a problem: make a werewolf with 30k health, try to duel people (especially other werewolves with 40k+) - see how that goes. Next step, put your attributes, enchants etc into Health instead and notice the difference.

    Also being a "tank" isn't just about stacking armor or % dmg mitigations, it's also about stacking health and HPS in pretty much any content and knowing which ones you need to stack on which build.

    Weapon Damage scaling on heals wouldn't work on Werewolf either, because people would still build around maximum health and just mix & match health scaling and the naturally high weapon/spell damage - my werewolf for example has almost the exact same weapon/spell damage with 64 points into health, healthy jewelry & and health glyphs on armor as a 30k build using tri-glyphs... for this reason the scaling on Rip and Tear should be primarily stamina/magicka based and yes, should result in a nerf to self-heals on a health stacking werewolf and in a buff for those building more around maximum stamina or magicka.

    It felt more like 3 minutes to me, but who's counting? :smile: That wasn't a dueling build anyway. I built that Werewolf for open world assuming that I would have more than one other player attacking me. It usually does 6-6.5k dps on relatively tanky players.

    I have already made suggestions to help remedy the Werewolf "problem", but none of them were adopted by Zos. I wanted class mastery passives disabled because I knew that they would balance Werewolf around having them.
    Hircine's Fortitude tool tip is 30% less than the live tool tip for the same character. That burst heal alone is not enough to keep a Werewolf alive. Rip and Tear healing is enabling more dps output due to the relatively strong heal attached to it. My suggestion is that the Rip and Tear heal be reduced and moved back to the burst heal or added as a hot attached to the burst heal. This would reduce DPS and HPS at the same time by causing the Werewolf to have to stop and heal more like every one else. Blood claws misses more than it hits and the dot duration is too short.

    I know that a low HP Werewolf is very challenging to play because everyone else is dealing such high damage. Squishy wolf can be fun also, but it's not the way I like to play.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Please nerf WW more zos, there is still time.
  • Nord_Raseri
    Nord_Raseri
    ✭✭✭✭✭
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
    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.
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
    Edited by hoangdz on June 3, 2026 6:05AM
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    hoangdz wrote: »
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.

    1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.
  • Decimus
    Decimus
    ✭✭✭✭✭
    hoangdz wrote: »
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.

    1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.

    Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.

    I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    I'd honestly rather deal with packs of obnoxious overpowered 50k health WWs then deal with packs of shattered signet pulse-gankers. And I can already guess how a clash between a WW pack and a pulse-gank pack will go. Let them have their feast.


    When WW packs can actually disrupt the most crowning jewel of all: The Ballgroups. Then maybe I'll be concerned. It's fairly standardized for ESO to operate like this, idk why we even bother. Let the werewolves have their few months of ridiculousness. Maybe with each extreme polarizing meta shift zos will finally take measures to address the extreme outliers of their combat system. Or as what seems to be the new par the course, each patch will just create new extremities to clash with the previous extremities. There may be a method to the madness in the long-term yet!
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    Decimus wrote: »
    hoangdz wrote: »
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.

    1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.

    Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.

    I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.

    Werewolf builds differently for dueling than for open world just like everyone else. It's usually the 5-piece sets that change. Monster sets are not better than mythics for werewolf in most cases, so you aren't likely to see those. I tried Jeralls and it isn't worth it. Warmask was used to produce one of those higher dps player parses that we saw earlier in this thread. That is unlikely to be used open world either. Werewolves will give up damage in favor of survivability in open world.
    Edited by dark_hunterxmg on June 3, 2026 7:59PM
  • Decimus
    Decimus
    ✭✭✭✭✭
    Decimus wrote: »
    hoangdz wrote: »
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.

    1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.

    Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.

    I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.

    Werewolf builds differently for dueling than for open world just like everyone else. It's usually the 5-piece sets that change. Monster sets are not better than mythics for werewolf in most cases, so you aren't likely to see those. I tried Jeralls and it isn't worth it. Warmask was used to produce one of those higher dps player parses that we saw earlier in this thread. That is unlikely to be used open world either. Werewolves will give up damage in favor of survivability in open world.

    Literally no one is using Warmask in duels... Shattered Paths is much, much better. Rest of the gear being used is the same you'd run in open world: Disdain & Gorethief/Dragon's Appetite (or Aerie's in case of warden).
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
    The Vegemite Knight
  • Aces-High-82
    Aces-High-82
    ✭✭✭✭
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    BC of the ZOS inconsistancy like Overload deactivating some equiped weapon passives I guess.
  • SneaK
    SneaK
    ✭✭✭✭✭
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    Decimus wrote: »
    Decimus wrote: »
    hoangdz wrote: »
    Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.

    False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.

    1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.

    Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.

    I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.

    Werewolf builds differently for dueling than for open world just like everyone else. It's usually the 5-piece sets that change. Monster sets are not better than mythics for werewolf in most cases, so you aren't likely to see those. I tried Jeralls and it isn't worth it. Warmask was used to produce one of those higher dps player parses that we saw earlier in this thread. That is unlikely to be used open world either. Werewolves will give up damage in favor of survivability in open world.

    Literally no one is using Warmask in duels... Shattered Paths is much, much better. Rest of the gear being used is the same you'd run in open world: Disdain & Gorethief/Dragon's Appetite (or Aerie's in case of warden).

    I still see Warmask sometimes. The majority of players (werewolf and human) do seem to be wearing Shattered Path's Signet. They will until it gets nerfed. For those who are role playing as werewolf players I think we'll see a shift once they realize that they can't X on a melee dot build with minimal utility.
  • Kickimanjaro
    Kickimanjaro
    ✭✭✭
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    When I tested it, I saw that a light attack as a werewolf wearing Threads of Fate inflicted Hemorrhaging. I believe it is working correctly but perhaps a little misleading as I believe it is counting the werewolf claws as the weapon and not the underlying equipped item on the active bar when transforming. I think that's how it should work and I'm not complaining, but it would be nice if these kinds of interactions were explained better.
    Edited by Kickimanjaro on June 4, 2026 6:14PM
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Lord_Hev wrote: »
    I'd honestly rather deal with packs of obnoxious overpowered 50k health WWs then deal with packs of shattered signet pulse-gankers. And I can already guess how a clash between a WW pack and a pulse-gank pack will go. Let them have their feast.

    Lol, no, you wouldn't. Don't lie. Everybody can pretend they would rather deal with overpowered 50 HP WWs than pulse gankers until they actually experienced it. At least pulse-gankers can be killed. How are you going to kill 3 WWs with 50k HP pounding on you? You can't even kill 1 by itself lol. No thanks.

    This is the problem I have with forums feedback. People are so disingenuous. They literally said the same thing about DK when people like me raised valid concerns about that class, something like "I'd rather deal with DK than subclassed builds", while not even testing themselves. All talk and speculation, zero data. When U49 went live and the meta settled as we predicted, now everybody is complaining about DKs because it is leagues above subclassed builds lmao. Like, I told you so? Maybe people should have actually listened to those that did the testings than let their feelings and personal agenda take over.
    Edited by hoangdz on June 5, 2026 6:51AM
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    hoangdz wrote: »
    Lord_Hev wrote: »
    I'd honestly rather deal with packs of obnoxious overpowered 50k health WWs then deal with packs of shattered signet pulse-gankers. And I can already guess how a clash between a WW pack and a pulse-gank pack will go. Let them have their feast.

    Lol, no, you wouldn't. Don't lie. Everybody can pretend they would rather deal with overpowered 50 HP WWs than pulse gankers until they actually experienced it. At least pulse-gankers can be killed. How are you going to kill 3 WWs with 50k HP pounding on you? You can't even kill 1 by itself lol. No thanks.

    This is the problem I have with forums feedback. People are so disingenuous. They literally said the same thing about DK when people like me raised valid concerns about that class, something like "I'd rather deal with DK than subclassed builds", while not even testing themselves. All talk and speculation, zero data. When U49 went live and the meta settled as we predicted, now everybody is complaining about DKs because it is leagues above subclassed builds lmao. Like, I told you so? Maybe people should have actually listened to those that did the testings than let their feelings and personal agenda take over.

    I was exaggerating. This is still the same problem of the team releasing these updates with egregious outliers while citing "cautionary" buffs for things like nb, necro, and templar masteries lol. But when you look at how eso is becoming an fps shooter with the pulse-gankers; unkillable WWs with 50k health is the next logical reaction the players will lash out with in retaliation to Cyrodiil having TTK reduced to 0.4 seconds.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Luneca
    Luneca
    ✭✭✭
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Listen, the more you play this game, the more you will find things that don't work as expect and some are really OP and out of line like riposte. No one should be thinking that the game is competitive at any level when it depends on how well you can build around what you "know" and who you "know" to some extent as well.

    Because a lot of these things are not obvious, but they are in plain sight if you are observant enough. Or if you're a computer scientist like me, you are thinking about ways to overcome the system's limitations and bugs, how to replicate them, etc. at any and all points in time.
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.

    I'm not even a computer scientist and I figured this all out on the PTS. But... I didn't come here to brag, I came to get some feedback from the devs.
    @ZOS_Gilliam @ZOS_Kevin
    The Vegemite Knight
  • Kickimanjaro
    Kickimanjaro
    ✭✭✭
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.

    I'll upload a clip of testing shortly as I am curious how we both tested it on PTS but seem to have observed different behavior.

    Edit: Main test at 1:10-end, first is 10 light attacks wearing threads, then another 10 without. Observed consistent hemorrhaging proc after each light attack when wearing Threads, but not without it.

    Can you show me how it is not working?

    https://www.youtube.com/watch?v=LnH3PtdIcDY&t=57s
    Edited by Kickimanjaro on June 5, 2026 6:12PM
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.

    I'll upload a clip of testing shortly as I am curious how we both tested it on PTS but seem to have observed different behavior.

    Edit: Main test at 1:10-end, first is 10 light attacks wearing threads, then another 10 without. Observed consistent hemorrhaging proc after each light attack when wearing Threads, but not without it.

    Can you show me how it is not working?

    https://www.youtube.com/watch?v=LnH3PtdIcDY&t=57s

    I was expecting Threads to use my equipped weapon (inferno staff) I realize I was mistaken now. I can confirm that SPS will proc in WW form.

    00dbe468vctl.jpg


    Well this is good news regardless, equipping 1h and Shield will provide an extra stat slot, resistances, and benefit from the Bulwark CP in WW form.
    The Vegemite Knight
  • merevie
    merevie
    ✭✭✭✭✭
    For those who are role playing as werewolf players I think we'll see a shift once they realize that they can't X on a melee dot build with minimal utility. [/quote]

    Wolves run in packs
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    merevie wrote: »
    Wolves run in packs

    Werewolves are Apex predators becoming a fearsome combination of the intelligence of man and the lethality and innate tools of a beast. In a world that has them, they should typically be capable of both running alone or in a pack to heighten the already great capabilities they possess.

    Always fun seeing the point you made brought up in reference to a mythical creature.
    Edited by Wuuffyy on June 5, 2026 9:44PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • bachpain
    bachpain
    ✭✭✭✭
    Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    bachpain wrote: »
    Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.

    Absolutely agree! Despite the promise to repair animation clipping/issues and sound bugs and things like monomyth not working for werewolf they are almost all seemingly going to live like this. It's very unfortunate in my opinion.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • acanca
    acanca
    ✭✭✭
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.

    I'm not even a computer scientist and I figured this all out on the PTS. But... I didn't come here to brag, I came to get some feedback from the devs.
    @ZOS_Gilliam @ZOS_Kevin

    ? This is normal behaviour go check on live. The status effect of threads depends on the damage type of your la not actually your weapon equipped. So if you are in ww form threads will cause hemo because your light attacks do bleed damage and if you were to equip say bow or something and then use overload you would do concussion instead of sundered.
  • acanca
    acanca
    ✭✭✭
    bachpain wrote: »
    Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.

    I have no clue but i already made 2 48k (might readjust them to 50k) ww builds on live one for sorc and 1 with warden. Its kinda obvious its going to be op, i just hope the build can run out of sustain when pressured and not in frenzy so its possible to run out of mag and die.

    Also fun fact out of the 7 or 8 builds i prepared for next patch i think like 4 or 5 goes for max hp. So between dks being incentivized to go for max hp, some sorc builds really enjoying the same with sphere + CoE and ww builds basically being required the meta for patch will probably be kinda funny.

    Probably whats funnier is im like 90% sure all of those builds can parse for 100k+ on trial dummy. Hell i have a 100k parse on my warden pvp build on live so its not really surprising lol.
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    acanca wrote: »
    SneaK wrote: »
    Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?

    Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?

    I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.

    I'm not even a computer scientist and I figured this all out on the PTS. But... I didn't come here to brag, I came to get some feedback from the devs.
    @ZOS_Gilliam @ZOS_Kevin

    ? This is normal behaviour go check on live. The status effect of threads depends on the damage type of your la not actually your weapon equipped. So if you are in ww form threads will cause hemo because your light attacks do bleed damage and if you were to equip say bow or something and then use overload you would do concussion instead of sundered.

    Thanks for the input. The set indicates the status effect is based on the damage type of the weapon. Thus the confusion.
    The Vegemite Knight
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    Funny that they're called "pvp" builds when they're just dps builds. No defensive sets, just damage sets.

    "Werewolves run in packs. " Werewolf players play with friends like everyone else. You'll find far more streaking DKs in Cyrodiil though.

    None of the things that are making werewolf supposedly "OP" are inherent to Werewolf. It's either a mythic that's OP on anyone, or class masterys that are OP on those classes as well. You'll all find out soon enough.
  • Luneca
    Luneca
    ✭✭✭
    bachpain wrote: »
    Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.

    No clue, but I hope they're ready for my siege.
Sign In or Register to comment.