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SUGGESTION MAKE A DLC JUST FOR WEREWOLFS AND VAMPIRES

  • UrQuan
    UrQuan
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    A DLC just for werewolves and vampires is a terrible idea. A DLC that's focused on werewolves and/or vampires, where the questlines you follow and the way NPCs react to you is different depending on whether you're a werewolf or a vampire or neither could work pretty well if it was done right.

    One of the things that would have to be taken into account would be what happens if you get cured part way through the questline, or become infected part way through the questline, but there could be reactions set around that. Maybe if you're a vampire and doing vampire quests for vampire allies, and you get cured part way through, the next time you encounter your vampire allies they offer to infect you again, and if you refuse they become hostile and attack, forcing you to abandon the questline.

    If such a DLC were to be made, I would hope it would avoid the tired "vampires vs. werewolves" trope, and go with something more interesting. Maybe there's a source of incredible power that the different groups are trying to control - the vampires and werewolves believe that they can use it to permanently remove their respective weaknesses, and the normal men and mer are trying to control it because they want to keep it out of the hands of either the vampires or the werewolves. Each of those 3 factions has its own set of quests to do to try to acquire what they need to gain access to the source of power - sometimes coming into conflict with one of the other factions, and sometimes not. The closer you get to your goal, though, the more clues you discover that things aren't what they seem, until you find that the source of power is actually something incredibly dangerous that could spell doom for everyone. Then the story shifts gears and you have to try to earn the trust and cooperation of the other 2 factions, so that you can coordinate a mission where each of the factions has a part to play in neutralizing this danger.

    I don't know, that's just off the top of my head. It's still too close to the "vampires vs. werewolves" thing for my liking, but without putting more thought into it I'm not coming up with anything else that would involve vampires, werewolves, and normal people.
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  • Paulhewhewria
    Paulhewhewria
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    Bad idea would make the game even more unbalanced as it is.
    Edited by Paulhewhewria on July 26, 2015 12:40AM
  • Chrlynsch
    Chrlynsch
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    Panth141 wrote: »
    I have nothing to add here - just a polite request to @theforgottenking1779 to stop with the capslock thread titles

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    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • usrevenge
    usrevenge
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    just add a non-wolf/vampire faction that is normal like there was in skyrim. the knights of stendar or w.e? i'd love to see vampires and werewolves expanded as long as there is something for people like me who don't want to deal with either of those things.
  • Chrlynsch
    Chrlynsch
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    Completely negate fire abilities against vampires .... NO WAY

    Armor that increases werefolf duration.... this should probably just already be a thing

    I like the idea of Npc reacting to your affliction.

    Still think werewolf form / stage 4 vamp should be criminal acts.

    Dlc would be neat if it took a note from Dawnguard. Content for all, hunters or afflicted.

    Edited by Chrlynsch on July 26, 2015 2:35AM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Solanum
    Solanum
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    Reasons not to be a Werewolf or Vampire:

    9% more damage reduction in PVP.
    Amazing resistance against fighter guild abilities
    No fire or poison weakness, you can spend your precious championpoints and enchantments on useful stuff!

    That said, Prothwata, I like your post. Agreed that they should bring in some content for the non-monsters if such a patch came out.
  • Kronosphere
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    In the dlc the gear you can get increases your werewolf or vampire in some special way for example a gear set that would let you have extra time in werewolf form or unlimited time in werewolf or a vampire set of gear that would make you 100% fire proof fire can't hurt you and some type of story line that has a werewolf story to obtain these items and a seperate vampire story were vampires can obtain there item

    soooo basically fek over over Dks as a class for some reason? your set idea are a bit stoopid and as for the dlc make it ABOUT them not only for them or alot of people wont be able to access it and less sales for time invested in development

    Didn't understand any of this tbh

    I am saying almost every ability a dragon knight can do is fire magic based, and you want to make an armor set that gives 100% fire resist. see how this is unfair for dks?

    i say make the story about werewolves and vampires thats fine. but you shouldnt have to be one to do the quests.
    ~House Indoril~
    Submit to the three, the spirits and thy lords.

  • Malnutrition
    Malnutrition
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    In the dlc the gear you can get increases your werewolf or vampire in some special way for example a gear set that would let you have extra time in werewolf form or unlimited time in werewolf or a vampire set of gear that would make you 100% fire proof fire can't hurt you and some type of story line that has a werewolf story to obtain these items and a seperate vampire story were vampires can obtain there item

    This is NOT Twilight Online, even if many believe so.

    What you propose, will leave non WW or Vamp characters at disadvantage. You get enough bonuses as is.

    And ZoS should consider to remove the Fighters Guild Skill line from WW and Vamp players, to balance things out.
    Is stupid as RP goes also.

    I seriously wish people would STOP with all the "Twilight Online" crap every time someone mentions vampire or werewolf issues in regards to the game. I've been a fan of vampires since first watching Christopher Lee portray Count Dracula when I was a kid hanging out with my grandparents. I've no interest whatsoever in Twilight, book or movie. So stop lumping everyone who plays a vampire in with the TwiTweens. Thanks.
  • Raynefr
    Raynefr
    A dlc that turns ww and vamps op is a terrible idea, however a dlc similar to the dawnguard story would be interesting. what made the dawnguard story work is that humans and werewolves had one reason to help the dawnguard and vampires had a reason to help the vamps. this could work for eso with the amount of norms crying and complaining about the lack of norm buffs, the dlc could offer 3 factions. WW, Vamp, Norm. also they could offer to make the form permanent if you so choose, so as to make it impossible for your status to change midquest. ww would get armor and weapons that increase stamina regen in human form by a lot, vamps could get armor for crazy magic regen and norms could get stuff for health regen. somewhere in skyrims dawnguard dlc im sure there is something that inspired harkon of whatever the vamp lords name was to begin his quest, and maybe we can lay the foundation for what might eventually almost come to pass.. but yeah.

    WW-Stamina based armor
    Vamps-Magic based armor
    Muggles-Health boost based Armor
  • Milktray
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    If it also contains guilds, skills only accessible by pure humies/race and if any hint of vamp/ww past or present then can't be in guilds or use them.

    Then we can hunt down the twilighters and burn their asses lol
    ZoS please understand everyone thinks and pronounces things differently, so please add to your 'rules' that things get removed if the Mod doesn't actually quite understand phrasing
  • briandivisionb16_ESO
    briandivisionb16_ESO
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    Maybe just a set that increases duration of batswarm, and damage of ww form? Things like that could be cool.

    Vampires Siphon
    1 item: increases duration of batswarm by 1s.
    2 items: increases duration of batswarm by 2s
    3 items: increases damage of batswarm by 5%

    Werewolfs Siphon
    1 item: increases duration of werewolf form by 1s
    2 items: increases healing and damage of werewolf abilities by 5%
    3 items: increases movement speed while in werewolf form by 20%

    Those just off the top of my head. Could be cool.
    Edited by briandivisionb16_ESO on July 26, 2015 12:22PM
    If your group is bigger than 6 members gain 75% damage reduction.

    Write this on the back of your box and see how many sales you get!

    You won't get any new PvP players until this archaic AoE crap is fixed.
    I for one won't resub until:
    1.) You fix lag.
    2.) You remove AOE caps we voted against.
    3.) 12 months have passed (this is how long we've waited for you to 'get with it')[/b]
  • illuzian
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    I think added content tailored to WW and vamps would be fantastic, but add a 3 way story that the player can choose.

    You're a vampire? Do a good or evil vampire story extra skills/gear.
    You're a werewolf? Same deal, be good or evil extra skills/gear.
    Not either? Be part of a group hunting them, get extra skills/gear and potentially choose a genocidal or conservative path hunting all or only those doing bad deeds.

    I think as a DLC that'd be awesome, even if it's story only it'd be cool, not sure what there is lore wise from all perspectives but I think the fighter's guild would have to stay out of it.
  • Teiji
    Teiji
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    The_Elder_Scrolls_III_-_Bloodmoon_Coverart.png

    Already been done. 64z11Za.png

    It would never be a DLC op, but I understand that you're just encouraging discussion on Vampire & Werewolf.

    It would likely work well as questlines within DLC, new passives, maybe new actives or maybe even cosmetic ability changes.

    Saying that though; Thieves Guild & Brotherhood were likely intended to be introduced secretly with Murkmire and Abah's Landing.

    Shadowscales are highly involved with the Dark Brotherhood, Murkmire was Argonian land, therefore DB confirmed.

    https://www.youtube.com/watch?v=cEvfX1gPa_4

    Five zones showed to be in production, several were shown in Quakecon 2014 but not Quakecon 2015.
    Edited by Teiji on July 26, 2015 12:39PM
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  • GreySix
    GreySix
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    What you propose, will leave non WW or Vamp characters at disadvantage. You get enough bonuses as is.

    And ZoS should consider to remove the Fighters Guild Skill line from WW and Vamp players, to balance things out.
    Is stupid as RP goes also.

    Still recall what a huge amount of ass-pain is was to contract vampirism in Oblivion. It's something for which your character desperately sought a cure (which was bugged on the PS3 version), or pretty much everyone and everything tried to kill your character on sight ... not to mention not being able to do stuff in the daytime.

    Fast-forward to ESO, and just about every Tom, *** and Harry wants to be a vampire, because there's almost no disadvantage to it.

    So I say "no" to removing what few disadvantages remain, since they've already thrown out existing lore as it is.
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