Cameron991 wrote: »I don’t play ww so I don’t really mind either or, but if that’s what you guys would want I wouldn’t have a problem with it. However if they added ww behemoth then I feel I would need to be allowed to play as a vamp lord(team vampire)
Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
It being done so often through alchemy does bother me immensely though. It seems that you have to be a vampire first before bloodknight however.
Seems like literally anyone can be a werewolf behemoth, so why even be a werewolf? Just chug a potion.
Thevampirenight wrote: »Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
It being done so often through alchemy does bother me immensely though. It seems that you have to be a vampire first before bloodknight however.
Seems like literally anyone can be a werewolf behemoth, so why even be a werewolf? Just chug a potion.
I think the potion is a variant of the werewolf behemoth form. Kinda like the Hircines Ring in Morrowind which could be used by non werewolves to transform into a werewolf. So I think it follows that basic principle. That is why even a vampire can turn into one since we are not turning into lycanthrope just taking its general shape just like the ring of Hircine in Morrowind. So this potion is a shape shifting potion and not actually giving the people who drink them true lycanthropy.
I'm guessing its a byproduct of the alchemists experiments. Likely going to be used to give vampires the ability to take on the behemoth form without being a lycanthrope. Which would give the vampires another edge since only a few actually have the ability to take on the vampire lord form and not all can handle becoming a bloodknight so them being able to become werewolves through a potion would help the Gray Host increase would increase their power and if those were handed out to the Gray Host vampires that would make them even more devastating. I don't know the story but I think that might be apart of it. So it will be interesting to see the lore that comes from these two dungeons when it comes to the behemoth potions.
Hopefully this WW - potion thingy will be a dungeon exclusive mechanic (as it seems it will be) and we won't see it outside of that Dungeon. Even if it would be in other dungeon or trail, that would be too much.Thevampirenight wrote: »Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
It being done so often through alchemy does bother me immensely though. It seems that you have to be a vampire first before bloodknight however.
Seems like literally anyone can be a werewolf behemoth, so why even be a werewolf? Just chug a potion.
I think the potion is a variant of the werewolf behemoth form. Kinda like the Hircines Ring in Morrowind which could be used by non werewolves to transform into a werewolf. So I think it follows that basic principle. That is why even a vampire can turn into one since we are not turning into lycanthrope just taking its general shape just like the ring of Hircine in Morrowind. So this potion is a shape shifting potion and not actually giving the people who drink them true lycanthropy.
I'm guessing its a byproduct of the alchemists experiments. Likely going to be used to give vampires the ability to take on the behemoth form without being a lycanthrope. Which would give the vampires another edge since only a few actually have the ability to take on the vampire lord form and not all can handle becoming a bloodknight so them being able to become werewolves through a potion would help the Gray Host increase would increase their power and if those were handed out to the Gray Host vampires that would make them even more devastating. I don't know the story but I think that might be apart of it. So it will be interesting to see the lore that comes from these two dungeons when it comes to the behemoth potions.
Wasn't the ring of hircine a daedric artifact? This is just simply alchemy that anyone can use.
I dont know, it just seems like werewolf is nothing special with these potions existing. Why would anyone follow Hircine if you can simply do even better with alchemy?
Should probably wait till the dungeon's release but they pretty much explained what the potions are.
Thevampirenight wrote: »Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
It being done so often through alchemy does bother me immensely though. It seems that you have to be a vampire first before bloodknight however.
Seems like literally anyone can be a werewolf behemoth, so why even be a werewolf? Just chug a potion.
I think the potion is a variant of the werewolf behemoth form. Kinda like the Hircines Ring in Morrowind which could be used by non werewolves to transform into a werewolf. So I think it follows that basic principle. That is why even a vampire can turn into one since we are not turning into lycanthrope just taking its general shape just like the ring of Hircine in Morrowind. So this potion is a shape shifting potion and not actually giving the people who drink them true lycanthropy.
I'm guessing its a byproduct of the alchemists experiments. Likely going to be used to give vampires the ability to take on the behemoth form without being a lycanthrope. Which would give the vampires another edge since only a few actually have the ability to take on the vampire lord form and not all can handle becoming a bloodknight so them being able to become werewolves through a potion would help the Gray Host increase would increase their power and if those were handed out to the Gray Host vampires that would make them even more devastating. I don't know the story but I think that might be apart of it. So it will be interesting to see the lore that comes from these two dungeons when it comes to the behemoth potions.
Wasn't the ring of hircine a daedric artifact? This is just simply alchemy that anyone can use.
I dont know, it just seems like werewolf is nothing special with these potions existing. Why would anyone follow Hircine if you can simply do even better with alchemy?
Should probably wait till the dungeon's release but they pretty much explained what the potions are.
I want me some THICC werewolves...
Thevampirenight wrote: »Thevampirenight wrote: »Thevampirenight wrote: »I was thinking of making my own thread about this. Here is the thing though they should make them playable but I like the idea of it being through a potion. So anyone can do it. It would be cool if that mechanic was added outside the dungeon maybe Cyrodiil or battlegrounds as a new pvp mode. Where one team takes on the form of a Werewolf Behemoth, another takes on the form of a bloodknight and one team takes on the form of an Argonian Behemoth which would be pretty neat if they could do so in such a pvp mechanic.
Lore makes it very clear about how werewolf behemoths come about and they are doubling down on this in the new dlc.
The process to become one requires advanced alchemy. Alchemy it seems can do anything like create new vampire strains, to creating new forms of lycanthropy .
So it can do anything a Daedric prince can do and more. That is how the werewolf behemoths came about and how they are made.
I do like the way they have gone into Elder Scrolls science when it comes to vampirism and lycanthropy. So its not just some daedric thing as mortals can also create their own vampires and lycanthropes using science. Which is pretty neat if you think about it.
It being done so often through alchemy does bother me immensely though. It seems that you have to be a vampire first before bloodknight however.
Seems like literally anyone can be a werewolf behemoth, so why even be a werewolf? Just chug a potion.
I think the potion is a variant of the werewolf behemoth form. Kinda like the Hircines Ring in Morrowind which could be used by non werewolves to transform into a werewolf. So I think it follows that basic principle. That is why even a vampire can turn into one since we are not turning into lycanthrope just taking its general shape just like the ring of Hircine in Morrowind. So this potion is a shape shifting potion and not actually giving the people who drink them true lycanthropy.
I'm guessing its a byproduct of the alchemists experiments. Likely going to be used to give vampires the ability to take on the behemoth form without being a lycanthrope. Which would give the vampires another edge since only a few actually have the ability to take on the vampire lord form and not all can handle becoming a bloodknight so them being able to become werewolves through a potion would help the Gray Host increase would increase their power and if those were handed out to the Gray Host vampires that would make them even more devastating. I don't know the story but I think that might be apart of it. So it will be interesting to see the lore that comes from these two dungeons when it comes to the behemoth potions.
Wasn't the ring of hircine a daedric artifact? This is just simply alchemy that anyone can use.
I dont know, it just seems like werewolf is nothing special with these potions existing. Why would anyone follow Hircine if you can simply do even better with alchemy?
Should probably wait till the dungeon's release but they pretty much explained what the potions are.
Well there seems to be two types of alchemy, the simple kind that creates potions kind and the advanced more science based alchemy that can create viruses/diseases or even new species.
A alchemist is a person who transforms or creates something through a seemingly magical process. Magic is the reality of Elder Scrolls, the whole thing is magical in nature. It runs off magical rules that don't work in our reality. But there are wizards,mages and alchemists that study things like scientists do in real life.
There is the concept of Aedrons and Daedrons so there is that type of advancement that magic allows for.
Members of the mages guild, and vampires and even werewolves have shown interest in the concept of science especially, etiology the study of the causes of diseases. The cause or origin of a disease, how they work. This advanced knowledge was how Haladan in Summerset was able to recreate a vampire. He had advanced knowledge of diseases and how they worked and enough study on vampirism to create his own strain of the condition. Its its in the lore on the vampire page of Uesp since its been update to include it.
Magic can create new species of animal or alter existing magical creatures besides vampires and lycanthropes. A example of this is the vvardvarks, they are anteater looking creatures created by a member of House Telvanni in a magical experiment. Aedra didn't create them, daedra didn't create them, a mortal created Elder Scrolls version of anteaters using magic.
I'd rather keep the outdated scrawny hamster than get a giant badger on steroids but whatever.
Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
Thevampirenight wrote: »Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
The idea behind the behemoth is its a werewolf enhancement, this guy was was forced by Vykosa's mind control to create enhanced werewolves.
https://en.uesp.net/wiki/Online:Archivist_Ernarde
https://en.uesp.net/wiki/Online:Log_No._321:_Unexpected_Results
So Hircine is responsible for lycanthropy as a whole but mortals and alchemists are responsible for creating the enhanced behemoths using alchemy.
That is the lore they are going by and that is what they are actually doubling down on in the new dlc. Hircine isn't responsible for the behemoths.
Vampires are going to be able to take on the form because the version we are going to have to play in the new dungeon is actually a alchemical concoction of werewolf behemothism. Meaning anyone can take up that form even vampires. They have told us that vampires can become werewolf behemoths because its an alchemical reaction.
Thevampirenight wrote: »Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
The idea behind the behemoth is its a werewolf enhancement, this guy was was forced by Vykosa's mind control to create enhanced werewolves.
https://en.uesp.net/wiki/Online:Archivist_Ernarde
https://en.uesp.net/wiki/Online:Log_No._321:_Unexpected_Results
So Hircine is responsible for lycanthropy as a whole but mortals and alchemists are responsible for creating the enhanced behemoths using alchemy.
That is the lore they are going by and that is what they are actually doubling down on in the new dlc. Hircine isn't responsible for the behemoths.
Vampires are going to be able to take on the form because the version we are going to have to play in the new dungeon is actually a alchemical concoction of werewolf behemothism. Meaning anyone can take up that form even vampires. They have told us that vampires can become werewolf behemoths because its an alchemical reaction.
Doesn't that mean that vampire lord could also be reduced to a potion? Really it just seems so wrong that it's just that easy.
They could be just said that it's only a fun gameplay mechanic. Instead it makes alchemy seem godly and able to do anything.
No reason to being a true vamp or werewolf at that point, why not combine them as well?
Thevampirenight wrote: »Thevampirenight wrote: »Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
The idea behind the behemoth is its a werewolf enhancement, this guy was was forced by Vykosa's mind control to create enhanced werewolves.
https://en.uesp.net/wiki/Online:Archivist_Ernarde
https://en.uesp.net/wiki/Online:Log_No._321:_Unexpected_Results
So Hircine is responsible for lycanthropy as a whole but mortals and alchemists are responsible for creating the enhanced behemoths using alchemy.
That is the lore they are going by and that is what they are actually doubling down on in the new dlc. Hircine isn't responsible for the behemoths.
Vampires are going to be able to take on the form because the version we are going to have to play in the new dungeon is actually a alchemical concoction of werewolf behemothism. Meaning anyone can take up that form even vampires. They have told us that vampires can become werewolf behemoths because its an alchemical reaction.
Doesn't that mean that vampire lord could also be reduced to a potion? Really it just seems so wrong that it's just that easy.
They could be just said that it's only a fun gameplay mechanic. Instead it makes alchemy seem godly and able to do anything.
No reason to being a true vamp or werewolf at that point, why not combine them as well?
I'm hoping that this is what the final boss will be in the dungeon! This is the cloest thing to werepires we are getting and I'm hoping that is the ultimate goal of the alchemist!
Vampire Lycanthropes!
To be honest that gothic dungeon is interesting but Stone Garden I'm sure is going to have some great lore stuff.
Hopefully werepire lore, and if they do it I will buy the dlc instead of just Eso plusing it.
Thevampirenight wrote: »Thevampirenight wrote: »Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
The idea behind the behemoth is its a werewolf enhancement, this guy was was forced by Vykosa's mind control to create enhanced werewolves.
https://en.uesp.net/wiki/Online:Archivist_Ernarde
https://en.uesp.net/wiki/Online:Log_No._321:_Unexpected_Results
So Hircine is responsible for lycanthropy as a whole but mortals and alchemists are responsible for creating the enhanced behemoths using alchemy.
That is the lore they are going by and that is what they are actually doubling down on in the new dlc. Hircine isn't responsible for the behemoths.
Vampires are going to be able to take on the form because the version we are going to have to play in the new dungeon is actually a alchemical concoction of werewolf behemothism. Meaning anyone can take up that form even vampires. They have told us that vampires can become werewolf behemoths because its an alchemical reaction.
Doesn't that mean that vampire lord could also be reduced to a potion? Really it just seems so wrong that it's just that easy.
They could be just said that it's only a fun gameplay mechanic. Instead it makes alchemy seem godly and able to do anything.
No reason to being a true vamp or werewolf at that point, why not combine them as well?
I'm hoping that this is what the final boss will be in the dungeon! This is the cloest thing to werepires we are getting and I'm hoping that is the ultimate goal of the alchemist!
Vampire Lycanthropes!
To be honest that gothic dungeon is interesting but Stone Garden I'm sure is going to have some great lore stuff.
Hopefully werepire lore, and if they do it I will buy the dlc instead of just Eso plusing it.
I'm buying this dlc for it's unique mechanics anyway. Werepire was always a hope of mine. It's all really cool, but with a side effect of making vamp and werewolf easy and stronger with no downsides. Forget true vamp/werewolf.
Thevampirenight wrote: »Thevampirenight wrote: »Thevampirenight wrote: »Kittytravel wrote: »Tommy_The_Gun wrote: »Werewolf Behemoth as far as I know (and new DLC seems to confirm that) is not a "true" Werewolf lycanthrope. If the "curse" or "Blessing" comes from Daedra (Hircine Daedric Prince), then Werewolf behemoth is more like "artificial" creation, the result of foul dark magic.
All werewolves up until Greymoor were born of Hircine and we saw that Balorgh could transform naturally into a Werewolf Behemoth without outside "help" leading it to be believed that some of Hircines "blessed" just naturally obtain the form. This can be seen at the end of March of Sacrifices.
If anything I think the model itself should be sized down again and given to players for the Werewolf Berserker morph form. The other models can stay their current height (We've seen thanks to the newest DLC teaser that they can have the same model in the game at different heights since a mechanic in the new dungeon uses them).
So yeah my votes yes, size it down and give it to a morph. Let us have more variety in the transformations.
"Lycanthropy itself was created by Hircine, who now serves as the guardian of the people infected with Lycanthropy. This disease gives the infected a bloodlust, meaning they must kill every time they transform. It is believed that a cure for this disease exists in the Glenpoint foothills of High Rock."
It's probably also a safe assumption the potions that the vampires use likely contain something extract from werewolves to achieve their results and are still part of the strain that Hircine created and not something custom the vampires did.
The idea behind the behemoth is its a werewolf enhancement, this guy was was forced by Vykosa's mind control to create enhanced werewolves.
https://en.uesp.net/wiki/Online:Archivist_Ernarde
https://en.uesp.net/wiki/Online:Log_No._321:_Unexpected_Results
So Hircine is responsible for lycanthropy as a whole but mortals and alchemists are responsible for creating the enhanced behemoths using alchemy.
That is the lore they are going by and that is what they are actually doubling down on in the new dlc. Hircine isn't responsible for the behemoths.
Vampires are going to be able to take on the form because the version we are going to have to play in the new dungeon is actually a alchemical concoction of werewolf behemothism. Meaning anyone can take up that form even vampires. They have told us that vampires can become werewolf behemoths because its an alchemical reaction.
Doesn't that mean that vampire lord could also be reduced to a potion? Really it just seems so wrong that it's just that easy.
They could be just said that it's only a fun gameplay mechanic. Instead it makes alchemy seem godly and able to do anything.
No reason to being a true vamp or werewolf at that point, why not combine them as well?
I'm hoping that this is what the final boss will be in the dungeon! This is the cloest thing to werepires we are getting and I'm hoping that is the ultimate goal of the alchemist!
Vampire Lycanthropes!
To be honest that gothic dungeon is interesting but Stone Garden I'm sure is going to have some great lore stuff.
Hopefully werepire lore, and if they do it I will buy the dlc instead of just Eso plusing it.
I'm buying this dlc for it's unique mechanics anyway. Werepire was always a hope of mine. It's all really cool, but with a side effect of making vamp and werewolf easy and stronger with no downsides. Forget true vamp/werewolf.
It would be amazing if they took inspiration from Underworld. After all the Vampire lord is clearly inspired by it. So why not go further and take more inspiration?
I would love that so much if they did it with this new dungeon dlc. Vampire and Lycanthrope evolution. Improving the species seems to be a big theme in the Greymoor year. I want more of that, and seeing new vampiric lycanthrope monstrosities including werepires!
As some inspiration for it. Linked a Vid talking about werepires! Make it happen zenimax!
https://www.youtube.com/watch?v=-IM47x7dS7M