I would like to see Fighter's Guild abilities and passives disabeled when a player is currently a vampire or ww.
A player could still level their standing with the Fighters guild through questing, but not benefit from the abilities and passives designed to balance fighting their own kind.
How exactly does a vampire or ww touch silver bolts to use them?
How exactly does a vampire or ww cast a holy ring of protection that fears vampires and ww?
How exactly do fighters guild abilities balance the effectiveness of vampire and ww if vampires and ww can also use them to their advantage?
It just doesnt make sense, lore or balance wise.
It effects balance because a vampire with fighters guild abilities and vampire abilities is better equipped to fight another vampire than a normal player with fighters guild abilities.The_Sadist wrote: »I would like to see Fighter's Guild abilities and passives disabeled when a player is currently a vampire or ww.
A player could still level their standing with the Fighters guild through questing, but not benefit from the abilities and passives designed to balance fighting their own kind.
How exactly does a vampire or ww touch silver bolts to use them?
How exactly does a vampire or ww cast a holy ring of protection that fears vampires and ww?
How exactly do fighters guild abilities balance the effectiveness of vampire and ww if vampires and ww can also use them to their advantage?
It just doesnt make sense, lore or balance wise.
Gloves perhaps, or potentially the crossbow is preloaded, you don't apply logic to a video game.
Because they're in the ring of protection and anything outside of said ring suffers the outcome.
Because it doesn't have an impact on non-vampires/werewolves and therefore a non-vampire/werewolf isn't at a disadvantage when said vampire/werewolf hits them with a fighter's guild spell which normally deals so-so damage against normal monsters?
You speak about about balance.. but I fail to see how it isn't balanced. My vampire using fighter's guild skills doesn't deal extra damage to your non-vampire/werewolf character and therefore shouldn't even concern you. A vampire fighting a werewolf who are both using fighter's guild skills are both utilising the same skill set and whatnot and are on even ground. A werewolf fighting a vampire who isn't using the fighter's guild skills is a smart werewolf whereas the vampire should have at least had a few slotted into one of his/her bars for good measure. Balance isn't an issue, it's your immersion that's the issue. Lore wise I've made several werewolves / vampires and had them join the fighter's guild and got away with it. Furthermore lore wise vampires are almost indistinguishable from non-vampires and werewolves go unnoticed until they change.. so yes, lore wise they can actually join this guild.
It effects balance because a vampire with fighters guild abilities and vampire abilities is better equipped to fight another vampire than a normal player with fighters guild abilities.The_Sadist wrote: »I would like to see Fighter's Guild abilities and passives disabeled when a player is currently a vampire or ww.
A player could still level their standing with the Fighters guild through questing, but not benefit from the abilities and passives designed to balance fighting their own kind.
How exactly does a vampire or ww touch silver bolts to use them?
How exactly does a vampire or ww cast a holy ring of protection that fears vampires and ww?
How exactly do fighters guild abilities balance the effectiveness of vampire and ww if vampires and ww can also use them to their advantage?
It just doesnt make sense, lore or balance wise.
Gloves perhaps, or potentially the crossbow is preloaded, you don't apply logic to a video game.
Because they're in the ring of protection and anything outside of said ring suffers the outcome.
Because it doesn't have an impact on non-vampires/werewolves and therefore a non-vampire/werewolf isn't at a disadvantage when said vampire/werewolf hits them with a fighter's guild spell which normally deals so-so damage against normal monsters?
You speak about about balance.. but I fail to see how it isn't balanced. My vampire using fighter's guild skills doesn't deal extra damage to your non-vampire/werewolf character and therefore shouldn't even concern you. A vampire fighting a werewolf who are both using fighter's guild skills are both utilising the same skill set and whatnot and are on even ground. A werewolf fighting a vampire who isn't using the fighter's guild skills is a smart werewolf whereas the vampire should have at least had a few slotted into one of his/her bars for good measure. Balance isn't an issue, it's your immersion that's the issue. Lore wise I've made several werewolves / vampires and had them join the fighter's guild and got away with it. Furthermore lore wise vampires are almost indistinguishable from non-vampires and werewolves go unnoticed until they change.. so yes, lore wise they can actually join this guild.
The whole point of the fighters guild is to keep vampires and ww in check, if vampires and ww can also use these abilities for their benefit there is no point in not becoming one because they have the best of both worlds.
Pretty basic balance issue, obvious vampire min maxer is obvious.
Iceman_mat wrote: »Because all this arguing on a forum about Lore doesn't cover the simple fact that maybe they would want to know who the *** is hunting them right?
Dude 1 - "Hey Bro you are a vamp now"
Dude 2- "Sweet"
Dude 1 - "Dude some guys are gonna be hunting you"
Dude 2 - "Who are they?"
Dude 1 - "Those guys"
Dude 2 - "Do they know i'm a vamp?"
Dude 1 - "Nope, not yet"
Dude 2 - "Alright i'm gonna join em"
Dude 1 - "Why?"
Dude 2 - "Well I should find out who wants me dead right?"
Dude 1 - "Yea I guess"
Dude 2 - "Cool gonna go sign up"
Dude 1 - "Dude if they find out your dead"
Dude 2 - "Aren't I already dead?"
Both - "Aaaaaaaaaaaaah hahaha" (pointing at each other)
Bam. Thinking is fun right?
-Cheers
michiganteacher_ESO wrote: »DanMan is right. It's absurd.
Listen. It's not an Elder Scrolls lore argument. It's an ESO lore argument. The fighters guild, as presented in the game's own lore, would not, without mitigating circumstances (Janeve Tamrith, for example, if she wanted to join), accept a vampire among its ranks.
Can you make a reasonable RP or lore argument for letting vamps into the guild? Sure. Many people have, in this thread. But the game doesn't, and it should. That it doesn't is an ugly oversight. Far from a gamebreaker, of course. Although it is particularly aggravating given the OP-ness of vampires that was, until very recently, running unchecked in other areas of the game.
huntgod_ESO wrote: »Vampire werewolves have been *** in pretty much every iteration I have seen.
Vampire are undead and typified by control, order and reserve (though some genre's have developed embracing a savage vampire, generally they are epitomized by control).
Werewolves are the other end of the spectrum, they are vibrantly alive, chaotic and often nature personified. A supernatural force of nature...
Combining the two is just...dumb. The result would be something existing between the extremes, that exhibited both an iron fisted control at times with periods or pockets of extreme chaos and violence, with an underlying need to force their surroundings to conform to their will. Oh wait that's people...nevermind.
Ruddertail wrote: »michiganteacher_ESO wrote: »DanMan is right. It's absurd.
Listen. It's not an Elder Scrolls lore argument. It's an ESO lore argument. The fighters guild, as presented in the game's own lore, would not, without mitigating circumstances (Janeve Tamrith, for example, if she wanted to join), accept a vampire among its ranks.
Can you make a reasonable RP or lore argument for letting vamps into the guild? Sure. Many people have, in this thread. But the game doesn't, and it should. That it doesn't is an ugly oversight. Far from a gamebreaker, of course. Although it is particularly aggravating given the OP-ness of vampires that was, until very recently, running unchecked in other areas of the game.
You cannot tell a stage 1/2 vampire from a human being and it's only really obvious at 4. Are they going to shoot all new applicants with silver bolts to see who's knocked down? It'd be less reasonable to NOT let vampires join, as long as they're in stage 1/2 when in contact with members.
I don't see an issue. Let werewolves and vampires join. Just make it so they're expelled if they are seen by an NPC in stage 3-4/transformed, and can no longer advance the skill line or rejoin unless they get cured.
The justice system will hopefully have something like this, along with restrictions for entering town in those states.
DanMan3395 wrote: »Werewolves and Vampires are allowed to be members of the fighter's guild? Aside from the fact that this is a moronic oversight in terms of lore, doesn't this mean vampires get both the vamp passives and the anti-vamp passives in PVP/PVE?
DanMan3395 wrote: »Werewolves and Vampires are allowed to be members of the fighter's guild? Aside from the fact that this is a moronic oversight in terms of lore, doesn't this mean vampires get both the vamp passives and the anti-vamp passives in PVP/PVE?
Blade was a Vampire and had the abilities to both be a vampire and a vampire slayer........
Ever heard of the enemy of my enemy is my friend? Seriously watch a few episodes of Supernatural and that will change your tune. Those guys are the real monster hunters.DanMan3395 wrote: »Werewolves and Vampires are allowed to be members of the fighter's guild? Aside from the fact that this is a moronic oversight in terms of lore, doesn't this mean vampires get both the vamp passives and the anti-vamp passives in PVP/PVE?
DanMan3395 wrote: »Ruddertail wrote: »michiganteacher_ESO wrote: »DanMan is right. It's absurd.
Listen. It's not an Elder Scrolls lore argument. It's an ESO lore argument. The fighters guild, as presented in the game's own lore, would not, without mitigating circumstances (Janeve Tamrith, for example, if she wanted to join), accept a vampire among its ranks.
Can you make a reasonable RP or lore argument for letting vamps into the guild? Sure. Many people have, in this thread. But the game doesn't, and it should. That it doesn't is an ugly oversight. Far from a gamebreaker, of course. Although it is particularly aggravating given the OP-ness of vampires that was, until very recently, running unchecked in other areas of the game.
You cannot tell a stage 1/2 vampire from a human being and it's only really obvious at 4. Are they going to shoot all new applicants with silver bolts to see who's knocked down? It'd be less reasonable to NOT let vampires join, as long as they're in stage 1/2 when in contact with members.
Why do people keep saying this? Yes you absolutely CAN tell, their eyes and skin have subtle but very real deviations from their original face.