I can agree with ADDING options for mortal players, but the buffs would have to be balanced and have DRAWBACKS which people seem to skim over, at least with vamp. 25% fire damage after the next big patch is still a HUGE amount of extra damage from that vast majority of heavy-hitting PVE content in the game.TLDR: I agree with everything this guy is saying in response to the current issue of majority of people being werewolf or vamp ...[/b]
bowmanz607 wrote: »First let's be real if u are not putting points into those fighter guild passives that just ridiculous. Two I think what they are doing for vamps Is acceptable. Pve content should be tougher but not impossible with vamp. Try some vcoh or vdsa. You should not be content locked for your decision. As for pvp there are so many skills in the fighters guild, fire staff, dk and even some templar that will get you as a vamp. You ever face a dk spamming lava whip. It hurts. Add on top of the fact that the fire resist don't work. I think these is a resonance change ofcourse I do share the fear of it being to drastic a drop. Let's seen what adjustments happen after it hits pts.
As for werewolves. Yes this needs to be changed. Specifically the fact that you have no weakness unless you transform. So it is a free buff. In this case simply making them vulnerable while not transformed and at all times like the vamp will solve this problem. Then you can use fighters guild, bow, and various gear sets to fight them

bowmanz607 wrote: »As for werewolves. Yes this needs to be changed. Specifically the fact that you have no weakness unless you transform. So it is a free buff. In this case simply making them vulnerable while not transformed and at all times like the vamp will solve this problem. Then you can use fighters guild, bow, and various gear sets to fight them
bowmanz607 wrote: »As for werewolves. Yes this needs to be changed. Specifically the fact that you have no weakness unless you transform. So it is a free buff. In this case simply making them vulnerable while not transformed and at all times like the vamp will solve this problem. Then you can use fighters guild, bow, and various gear sets to fight them
We must also remember that the current micromanagement of staying in werewolf form currently keeps you constantly out of combat, as opposed to vampires permanent benefits (and on the flip side, their permanent fire vulnerability). As a werewolf I must say, the constant need to pause mid-combat just to upkeep and extend the transformation is tedious, and particularly noticeable when you have a group rushing through a delve while you constantly play catch up due to the long animation of feeding. We lose our transformation if there is any downtime (npc dialogue, bodies disappearing too quickly at dark anchors, etc) and have to build up a very highly priced ultimate all over again. Vampires do not have to deal with this annoyance, and in all honesty their feeding system is so much more manageable. Plus, most vamps I know stay at max hunger as the benefits far outweigh the negatives.
The poison vulnerability being permanent even when transformed would likely have me switching to vampire, particularly after the fire vulnerability reduction. Being a werewolf is fun, but often short-lived at high ultimate cost, and tedious to constantly micromanage for upkeep.

Why would anyone bother with WW form when the passive out of form is all you need.
How about a Dawngaurd tree which is the anti-vamp/anti-ware build to balance the PVP playing field. Not everyone wants to be one of these undead beast so it would be nice to offer a tree, which is off limits to vamps /wares while offering something to balance combat versus them.
Hiero_Glyph wrote: »They just need to add Fighter's Guild passives that are negated if you are a Vampire or a Werewolf. They also need to give Werewolves a less restricted ultimate so they can make poison damage and Fighter's Guild skills affect them when not transformed. This would make Werewolf an actual choice instead of free stamina regeneration.
Was just reading about this on the official eso forums, also known as Reddit (since they get more info than the official forums). :P
Link here: https://www.reddit.com/r/elderscrollsonline/comments/3byjuw/discussioneso_live_21_comprehensiveish_list_of/
TLDR: I agree with everything this guy is saying in response to the current issue of majority of people being werewolf or vamp and them decreasing their weaknesses even further in update 7: "Too many Vampires in the game already; and the current Meta is "Vamp or Werewolf". Keeping it hard for them is nice; providing mortal-only buffs (similar to Shrines) would be nicer; other lore-based daedricly-tied mosnters would also be neat."
"There are already a god-awful number of Vampires walking the streets of every city. The buffs are constant and great - it's the weakness to fire that really hits home during dungeons and makes one realize "yeah, a curse from the Daedric Prince of *** is probably not fun". I'd even consider making Vampire a PVP-flag (so Fighters Guild players have a chance of seeing you as a potential mission-target, especially if you've fed within the city (local alert) AND also if you haven't fed in a long time (you're too obviously undead).
Werewolf is a different beast - the META seems to be "if you're not a Vamp, go Were" - for the passive buff. It's expensive to regen, but the stamina buff is constant; and their weakness (to Fighters Guild) is really only if they bother putting a point into a rarely used Passive (as opposed to Vampires, who can fear Fighters Guild, Dragonknights, Fire Staves, Fire Enchants and every other fire effect in the game.
And for those desiring alternatives? Easy. How about Shrines to the Divines like in Skyrim? Then if you're tainted by a Daedric prince, the buffs don't work on you. Mortals become worthwhile since it means having flexible buffs to swap, depending on which local god you pray to. Doesn't even need the "8" - just big local ones, like Y'ffre for Bosmer, Kyne for Nords, etc (this also rewards VR players, giving more reason to revisit other faction cities).
Other alternatives? Give us more Daedric options. Molag Bal (Vampires) and Hircine (Werebeasts) are known; but Nocturnal (Nightingales), Sheogorath (Madmen), Peryite (Diseased), Namira (Cannibals), Hermaeus Mora, etc all have ways to claim our souls in the lore. Give Nightingales stealth & crows & shadows; give Madmen a tendency to confuse friendly & unfriendly NPCs (player doesn't see the actual model until after they're dead) and see weird *** (in exchange, maybe some resistance to CC and random effects occur); give Cannibals the ability to regain HP by eating dead enemies and maybe to temporarily leech the last ability the dead used or a racial.....etc, etc etc." -Marus23
Everything is on point right here......... What the heck is ZoS thinking?