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Making Vampires and Werewolves more like they were in Skyrim

Ajantear
Ajantear
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I am sure these points have come up before, but I'm going to put my own two pennith in anyway. I'll keep it to bullets. First a few points. I don't have a Vampire character so I am not totally sure on there abilities and weaknesses beyond word of mouth. I do have two Werewolf characters so know that line and abilities well...
  • Vampires should go through stages (they may do this already)
  • Feeding should reset them to stage one (this might be the case already)
  • If they get to the last stage, town npc guards should attack on sight
  • They might also be vulnerable to PvP (this is very contentious so I am not 100% sure)
  • Werewolves should be attacked in the same way by NPC guards if in Wolf form
  • Again they should also be possibly open to be PvPed
  • Vampire/Werewolf lines and the Fighters Guild lines should be mutually exclusive
  • Vampires and Werewolves should have there own story line quests instead of the Fighters Guild quests
  • The Fighters Guild line should have a skill to detect Vampire and Werewolf players with some repercussions if they do (PvP?)
  • A Stendar skill line?
  • Werebears?

Thoughts? (Keep it civil please).
Edited by Ajantear on June 26, 2014 7:54PM
  • AlexDougherty
    AlexDougherty
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    • Vampires should go through stages (they may do this already)
    • Feeding should reset them to stage one (this might be the case already)
    They already do this
    [*] If they get to the last stage, town npc guards should attack on sight
    [*] Werewolves should be attacked in the same way by NPC guards if in Wolf form
    This won't happen, werewolves can't transform in cities, and Vampires wouldn't be able to take full advantage of their abilities, making it pointless to become a Vampire.
    [*] They might also be vulnerable to PvP (this is very contentious so I am not 100% sure)
    They have weaknesses built in, this is not required.
    [*] Vampire/Werewolf lines and the Fighters Guild lines should be mutually exclusive
    [*] Vampires and Werewolves should have there own story line quests instead of the Fighters Guild quests
    You are quite a way into the game before you can become a vamp or a werewolf, by which point you have progressed quite a way into the fighter guild story.
    [*] The Fighters Guild line should have a skill to detect Vampire and Werewolf players with some repercussions if they do (PvP?)
    Nice idea, might be worth doing.
    [*] A Stendar skill line?
    A this point in time Stendar is a strictly Elven God, you might get a few Khajit who worship him, but no Humans or Argonians. Making a Stendar skill line a tad problematic. Mind you ZOS seem unaware of this with Nords actually praising him, Nords at this point in time would rather die than praise a Elf God.
    [*] Werebears?
    Might be doable, but it needs someone to list how it would work, and how they would be different from werewolves.


    Edited by AlexDougherty on June 26, 2014 8:56PM
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • lecarcajou_ESO
    lecarcajou_ESO
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    Ajantear wrote: »
      [*] Werebears?
      Might be doable, but it needs someone to list how it would work, and how they would be different from werewolves.

      They'd have to look for hunny every hour or so in order not to lose cuteness, and at higher levels they get to summon either Eyore, Tigger, or Piglet to fight alongside them, each with some unique ability, or whatever.
      "Morally Decentralized."
    • Ajantear
      Ajantear
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      Ajantear wrote: »
        [*] If they get to the last stage, town npc guards should attack on sight
        [*] Werewolves should be attacked in the same way by NPC guards if in Wolf form
        This won't happen, werewolves can't transform in cities, and Vampires wouldn't be able to take full advantage of their abilities, making it pointless to become a Vampire.
        This is less to do with more limitations and more to do with having people who are blatantly Vampires just walking around town and the towns folk and guards not batting an eyelid. Even giving then an ability to take normal form (as some quest NPCs clearly can) would do it. But it they are clearly a Vamp in a town then the guards go for them.
        [*] Vampire/Werewolf lines and the Fighters Guild lines should be mutually exclusive
        [*] Vampires and Werewolves should have there own story line quests instead of the Fighters Guild quests
        You are quite a way into the game before you can become a vamp or a werewolf, by which point you have progressed quite a way into the fighter guild story.
        I can see what you are saying, but you can get these lines much quicker than level 40ish were the spawns are. One of my Werewolf characters got the line at Level 23, and another at 24.



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