Tsar_Gekkou wrote: »People want to be able to toggle werewolf on and off instead of having a stupid timer but apparently that would be overpowered. Most werewolf players wouldn't mind being permanently stuck, but I can already hear pvp complaints about people always being ready in their werewolf form in Cyrodiil with no risk of it running out while moving from keep to keep.
For some, that's all that matters.
The thing about implementing werewolves in this game is that they can't add in some of the mechanics typical of other Elder Scrolls games in a multiplayer format. Well they could, but it would be a poor design decision. Players have no control over day/night cycle or progression of time during the game. Imagine for a moment if a player logged in one day to find their character forced into werewolf form and therefore unable to interact with towns for at least 24 hours? It just wouldn't work.
For some, that's all that matters.
The thing about implementing werewolves in this game is that they can't add in some of the mechanics typical of other Elder Scrolls games in a multiplayer format. Well they could, but it would be a poor design decision. Players have no control over day/night cycle or progression of time during the game. Imagine for a moment if a player logged in one day to find their character forced into werewolf form and therefore unable to interact with towns for at least 24 hours? It just wouldn't work.
Oh I understand that. I was thinking something tailored to the game like a rage meter or something that forces it. At least something to keep me from forgetting I'm actually a werewolf.
For some, that's all that matters.
The thing about implementing werewolves in this game is that they can't add in some of the mechanics typical of other Elder Scrolls games in a multiplayer format. Well they could, but it would be a poor design decision. Players have no control over day/night cycle or progression of time during the game. Imagine for a moment if a player logged in one day to find their character forced into werewolf form and therefore unable to interact with towns for at least 24 hours? It just wouldn't work.
Oh I understand that. I was thinking something tailored to the game like a rage meter or something that forces it. At least something to keep me from forgetting I'm actually a werewolf.
There are a few passive effects if you keep the ultimate slotted all the time. I do on my one character who's a werewolf. But beyond that, yeah, there's not really any passives that impact things outside of werewolf form. I think that's an intentional design decision.
With better RPG writing, there could be more commentary on our characters being werewolves or werewolf dialogue options, but this just isn't that kind of RPG most of the time.
Whats the downside to a Werewolf anyway? They're DDs and Tanks at the same time.
Thats kinda funny. Being a glass cannon nightblade using Dawnbreaker, Werewolves keep shrugging me off most the time.
- No access to other skills (only WW skills, which limits your toolkit).Whats the downside to a Werewolf anyway? They're DDs and Tanks at the same time.
Both vampire and werewolf should not have to 'commit'. Weaknesses yes, but no to vampire or werewolf dictating human form as well.
This is where the vampire remake made it's HUGE mistake.
Imagine if you became a member of the thievesguild or darkbrotherhood and would always have a bounty, no matter if you stole/killed recently. It doesn't make sense. You would never be able to enter town. This is how being a vampire feels at the moment, punished while not even playing like one. Werewolf should not get the same issue pushed upon itself.
PS: In my opinion werewolfs are way too strong at the moment, and they should get nerfed.
Whats the downside to a Werewolf anyway? They're DDs and Tanks at the same time.
Vampire always has a downside and upsides through passives that can't be unslotted or turned off. That's one thing I love about vampire, you can always feel it there.
Currently there isn't really a choice between mortal and werewolf is there? There's no real reason to say no. You can just unslot and play a mortal whenever.
Thoughts? Could fit into a rework if it ever happened.
Yes! Just because you have access to one part of the game, should not exclude you from or hinder you in another.Both vampire and werewolf should not have to 'commit'. Weaknesses yes, but no to vampire or werewolf dictating human form as well.
This is where the vampire remake made it's HUGE mistake.
Imagine if you became a member of the thievesguild or darkbrotherhood and would always have a bounty, no matter if you stole/killed recently. It doesn't make sense. You would never be able to enter town. This is how being a vampire feels at the moment, punished while not even playing like one. Werewolf should not get the same issue pushed upon itself.
PS: In my opinion werewolfs are way too strong at the moment, and they should get nerfed.
So do you think it's fine to be a werewolf and be able to play exactly the same as a mortal? There's no reason to be normal atm.
Whats the downside to a Werewolf anyway? They're DDs and Tanks at the same time.
- move set limited to 4 moderately expensive stam skills
- very expensive magicka heal
- no purge ability
- increased damage from poison by 25%
- melee only
- 20% increased damage from fg abilities
- no ultimate
- primary means of attack are easily avoided [if you know how they work]
- transformation is expensive ult wise
- if strong in ww form then human form is comically weak
- needs to feed on corpses or almost constantly attack to maintain wolf form, leaving them vulnerable to kiting
and for those of you that go "but they melt me"
how to kill a ww
- Apply dots
- apply debuffs
- realize their light attack has a hit reg box like jabs, and avoid them
- hit their ass
- laugh as they either run from you or melt
Whats the downside to a Werewolf anyway? They're DDs and Tanks at the same time.
Yes! Just because you have access to one part of the game, should not exclude you from or hinder you in another.Both vampire and werewolf should not have to 'commit'. Weaknesses yes, but no to vampire or werewolf dictating human form as well.
This is where the vampire remake made it's HUGE mistake.
Imagine if you became a member of the thievesguild or darkbrotherhood and would always have a bounty, no matter if you stole/killed recently. It doesn't make sense. You would never be able to enter town. This is how being a vampire feels at the moment, punished while not even playing like one. Werewolf should not get the same issue pushed upon itself.
PS: In my opinion werewolfs are way too strong at the moment, and they should get nerfed.
So do you think it's fine to be a werewolf and be able to play exactly the same as a mortal? There's no reason to be normal atm.
Like I mentioned in my example about the Thieves guild and Dark brotherhood, once a thief/killed always a thief/killer. That type of stuff does not work in an MMO. In MMO's we should be able to play parts of the game, while at the same time we do not use other different parts of the game.
You can also turn that around: You are a werewolf, you now 100% have to use werewolf form all the time... forcing stuff like that doesn't work in MMO's. This is why the vampire re-make affecting human skills/form is just silly(for lack of a better word).
MMO's are meant to be played for longer time periods. When today I may join a dungeon, tomorrow I may like a BG. Today I may love running around as a wolf, tomorrow I may not. The longer term is more important in this case, which is to allow access, while not dealing punishments for when one does not want to play a certain way right now.