So, like I said before, by your definition of "active" skills on items, they don't exist at all. By your definition an item that has a tooltip reading something along the lines of "Allows the user to use X at will" (Where X is some skill) is just a passive because it permanently (At least while it's equipped) unlocks a skill for you to use. See how stupid that definition sounds?Loki_The_Good said:And yes the same goes for wolf howl if the bonus effect is +3-6 werewolf then that is a constant passive buff to a otherwise locked and zero sum skill. The tool tip simply describes how that buff is used but it is still passive because the +3-6 to werewolf DOES NOT NEED TO BE ACTIVATED it remains passively on so long as the equipment remains on. you can frame it a hundred different ways all of them are wrong.
Also, let me explain a little to you about the design behind that affix, which should be clear to you with how much you claim to know about game design. There are 3 reasons why the tooltip is "+3-6 Werewolf" rather than "Allows the user to become a werewolf at will". The first is a programming thing, it's much easier to use existing infrastructure rather than making it from scratch. The other two are design related, the first being that it makes it easy for the user to recognise that it is the same werewolf skill that is available to the druid. The second being that it makes it clear that it can be buffed by regular "+x to werewolf" affixes. That's all about creating a better experience for the player, there's no difference mechanically, but it makes it more intuitive.