Eh, the WW animations wouldn't work with certain kinds of Lycanthropy. Werevultures and Werebats couldn't use the pounce without looking weird, for example. Plus I believe ZOS has already said the engine can't handle the depth axis (I *think* that's the Z axis? I can never remember), which is why we have no underwater content. The same could be said for flying mounts or player models. It would probably be janky as heck at best.For the sake of RP I wish ZOS allowed people to utilize all the official Lycanthropes. The skill line is quite perfect so just alter the animations to suit the form being used (summoning crocodiles, lions, floating spectral sharks, etc.) Maybe each form can vary like how physical weapons vary ( more, crit, more bleed, more penetration, etc.)
A behemoth ultimate unlocked after mastering the form would be the icing on the cake.
drsalvation wrote: »Vampirism and Werewolf should be similar on terms of polar opposites.
I think vampirism needs perfect scion to be the base morph, the bat swarm is an option, and a sustainable transformation is the other option.
Werewolf would be similar in an opposite sense, the sustainable versions are the base and first morph, but the behemoth version shouldn't be sustainable and last only 20 seconds.
Even if it's a nerfed version from the dungeon, I'm sure it ought to make the huge majority of players happy
TX12001rwb17_ESO wrote: »You know they could actually add this to PvP as an alternative to Volendrung, One player could maybe encounter Gwendis in random locations on the map and she will say she still has a few vials she took from Stone Garden that you could use.