Ok, So this is something I’ve spoken a fair bit about in my guild and I think it could answer a number of complaints at the moment, while also addressing some ‘logic’ issues in the game’s story line. As much as I love the game, I’ve always found it a bit far fetched to be a vampire or werewolf while doing the Fighter’s Guild missions. Surely Merric would just kill me on the spot??
So I believe for the story to make more sense we should be blocked from joining the fighter’s guild if we are either vamps or werewolfs, and to compensate for this (loss of traps, dawnbraker, evil hunter etc) undo the werewolf/vamp nerfs from the last patch and give people back the passives without the limitations of having to have abilities slotted. Given the damaging abilities found in the Fighter's Guild tree and the resource/escape buffs in vampirism/ww I think the game will still have quite a good level of balance between the three if we can only have one tree at a time.
Would love to hear what some of the rest of you guys and gals think.
NA PC | AD
xx Doc Holliday xx