There needs to be a patch or a mod that makes it so werewolf isn't completely useless at level 50+. I am currently level 53, and with my weapons and armor, I can afford to leave my character by himself, amongst 6 mid level enemies and take my sweet time one hitting them with my daedric one handed sword on Expert difficulty(gotta raise it to Master). There are 3 guys, a forsworn archer, one hander, and dual wielder. So I decide to have a little fun and go werewolf for the first time in about 35 levels or so. Howl, no one runs. Takes 15 consecutive hits to kill one person after having to debilitate them. Then the dual wielder does one, single, power attack. I die. 450hp(werewolf buff included) instantly downed, he didn't even crit me. So what it seems to me is that they need to mod your armor/weapon rating without enchantments into it, because if this is a DAILY HIGHER POWER, I would think it would be...high powered? People say it is OP, sure, at levels 1-18, levels 19-24 meh, 25+ it becomes more and more under powered. If this is a skill I can only use once per day, for 2.5 minutes, and only extend it from the playable races, it better be good for all levels. Because at high levels, it is reduced to basically a disease that keeps you from getting other diseases and sleeping well. Ergo, insomnia with a SEVERE anger problem.
After a little research of how the werewolf works in Skyrim I have found multiple, consistant claims. These are that werewolf armor rating is affected by Light Armor skill level and perks, and that the attack damage rating is affected by One Handed skill level and perks. Thirdly, I can confirm that at level 45+, the werewolf claw attack is a base of 20 plus 60, making it 80 at base value at level 45 and up.
I went and tested these claims as best as I could.
Alright, so my Current level in Light Armor is 90, and I know from UESP.net 's skill pages, every level of Light Armor increases the rating by 0.4%. And my One Handed is level 95, and I also know from UESP.net 's skill pages that every level of One Handed increases the rating by 0.5%. The supposed Light Armor skill that affect the werewolf is the first perk on the light armor tree, which I have ranked at 5. And the supposed One Handed skills that affect the werewolf are Armsman which I have ranked at 4, Dual Flurry which I have at rank 0, and Dual Savagery which I also have at rank 0. The first test I conducted was where I used the console to add Dual Flurry and Dual Savagery to see the effect on weapon speed increase with unenchanted/unimproved Daedric swords, and then the increase on werewolf claw speed. After doing one test, with the swords, their speed SIGNIFICANTLY increased, where the claw speed did not increase at all, noticeably so. Meaning those two perks mean nothing to a werewolf. So, with Armsman at level 4, the test for werewolf was easy, I simply used the console to remove my perk points in Armsman to test the damage difference with or without them on an Ice Troll set to not aggro with the console, and counted how many normal attacks to kill. After testing with and without the perk, it took the same number of hits to kill the Ice Troll in both scenarios. This means Armsman does not affect werewolf. Now that we eliminated the damage perks and are down to simply the skill increase of 0.5% per level, I can calculate the damage of a werewolf claw attack compared to a Daedric sword boosted by the perks and skill level.
Here is the math;
Werewolf: 20(base) + 60(45+ scaled) = 80
With the level increase: 80 + (80 * ((95 * 0.5) / 100)) = 80 + (80 * (47.5 / 100)) = 80 + (80 * 0.475) = 80 + 38 = 118
So my claw attacks do 118 adjusted damage.
Daedric Swords: 14 base
With level increase: 14 + (14 * 0.475) = 14 + 6.65 = 20.65
With perk bonus of 80%: 20.65 * 1.8 = 37.17
After this math I checked what a newly smithed Daedric sword would do and it was 37, so my calculation is spot on.
So with unenchanted/unimproved weapons, werewolf claws are much better, however, that Daedric sword for me is sub-par. If I equip the maximum of 4 pieces of 40% damage boost to One Handed damage armor(takes 100 enchanting, which I have, along with a grand soul, easy to get with Azura's Black Star), and also improve my sword to legendary with the heavy armor perk side of smithing and level 100 smithing, that Daedric sword is boosted to a wopping 245 damage. Making the werewolf claws egregiously obsolete. Meaning, at level 53, not a far cry from 45, werewolf attack rating is under powered, without regular weapons even being enchanted.
Now, testing the armor was a bit dicey. But I came up with a plan, first I equipped my best armor, got my rating to 1125. Then use the console command player.getavinfo DamageResist, and the output was 1125, spot on. So I turned into a werewolf and did the same. The output was 288. With that I was able to test the Light Armor perk by removing all 5 of my ranks, making the armor value to theoretically be no longer twice as high, meaning a rating of 144. So I repeated the test and sure enough, the output was 144, so that perk DOES count. And if we take my 90 light armor levels and multiply them by 0.4, we get 36, or 36% boost to light armor. So if we divide 144 by 1.36, we arrive at around 105.88. Now after I used player.setav lightarmor 0, and then redid the player.getavinfo DamageResist, it gave me a current value of 106, spot on again. So now that I know that that claim is true I can get the values for maxed Light armor. To do no math I simply used player.setav light armor 100, to set it to level 100, then did the armor test again and arrived at 148 maxed with no perks. Now if I re-add the perks my armor rating should be 296, right? Well, I added them back, and tested again, and I was right. So the ABSOLUTE maximum defense of a werewolf is 296. Now that got me thinking of a way to test the damage, so I used the command player.getavinfo UnarmedDamage. The results were saddening. The out put was 80, base was 20, level boost was 60..sound familiar? 20 + 60 = 80. What was sad was if it was in fact affected by one handed it would have been 118, right? Or if also affected by my rank 4 Armsman it would have been 214.4, right? Well it was neither. Meaning that the claw attacks simply RAISE One Handed skill experience, but it does not benefit from it.
So with that werewolf armor rating of 288 at my level, how does that compare to the up to my level armor such as full Dragonscale unenchanted/unimproved? Not well. With the perks I have and skill level, my total defense with Dragonscale armor/boots/gloves/helmet came to 140 + 43 + 43 + 60 = 286. Honestly that number made me laugh when I saw it. So this means that if I have full unenchanted/unimproved Dragonscale, and go into werewolf form I am gaining 2 armor rating(woopie) and 43 damage from my Daedric sword, bundled with a weakness to silver weapons, no magic resistance aside from any racial traits. But of course, that's if I had only base weaponry and armor, and even then it isn't much of a boost. And in my opinion, 288 defense and 80 damage do not compare to 1125 defense and 245 damage.
Now after compiling all this data, I can see why some people think it is overpowered. Well it is, at low levels, where the enemies are low level as well. At mid levels it would be basically just a special skin change power with a knock out punch. And at 45+ levels, it is worthless.
It is for those reasons I believe that werewolf needs a scaling buff.