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[Suggestion] Please Make Fennorian, or a Vampire, a Future Companion

  • Erickson9610
    Erickson9610
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    spartaxoxo wrote: »
    It wouldn't make sense to be able to cure or infect Companions. They'd have to be stuck with their curse (or lack thereof) because while their appearance and rapport (progress in their storyline) is character-specific, their actual abilities are account-wide.

    IDK if from a technical perspective is possible but they could give them a class kit and a vamp kit. And which they can use depends on their curse state. Although, I don't know if that's possible. And even if it was, if it would be desirable as such a companion would probably need more leveling than others.

    It would probably be easier to just treat a vamp like Tan's unique class and have the curse replace a class skill line. And make it so they can't be cured.

    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations. Plus it would likely replace the damage dealer skill line, which has the Ultimate, implying that the Companion won't be able to use their damage dealer skills until Level 20 if their Ultimate happens to be the Werewolf Transformation ability to switch between forms. It'd also be boring to wait that long to see "the werewolf companion" finally be a werewolf in combat.

    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • spartaxoxo
    spartaxoxo
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    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
    Edited by spartaxoxo on March 17, 2025 11:34PM
  • Erickson9610
    Erickson9610
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    spartaxoxo wrote: »
    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.

    Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.

    Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.

    Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.


    Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?


    Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.

    I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Hollyniss
    Hollyniss
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    spartaxoxo wrote: »
    Hollyniss wrote: »
    flaxegg Yeah, I really wish they'd do that. Apart from race and gender (and Zerith's eyes and Tan's tattoos) we should be able to customize what they look like. Tailer them to fit our preferences as they are our Indvidual companions. It'd also help lessen the duplicates running around...

    Companions are meant to be static characters like Lyris, not our own individual summons.

    True, it'd still be a neat feature though.
  • Hollyniss
    Hollyniss
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    spartaxoxo wrote: »
    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.

    Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.

    Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.

    Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.


    Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?


    Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.

    I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.

    There are also downsides to it from a story perspective (with infecting companions with either vampirism or lycanthropy). Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.

    But yeah, I agree, I think a werewolf companion would be harder for them to implement for sure as it's built around transformation. Vampirism isn't. How lycanthropy works in Elder Scrolls is why I choose vampire EVERY time. I wish werewolf wasn't dependent solely on transformation, makes them feel too much like the Hulk. It'd be neat if it affected the base character somehow.
    Edited by Hollyniss on March 18, 2025 1:09AM
  • Erickson9610
    Erickson9610
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    Hollyniss wrote: »
    spartaxoxo wrote: »
    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.

    Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.

    Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.

    Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.


    Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?


    Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.

    I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.

    There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.

    Agreed. I want a story about a Companion who lives with lycanthropy or vampirism. I want to see how it affects their lives, and what it means for their character development and struggle.

    Like how Zerith-var's Class was important to his character, I want a Companion's Class and Curse to be fundamental to their character — not just an afterthought.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Hollyniss
    Hollyniss
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    Hollyniss wrote: »
    spartaxoxo wrote: »
    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.

    Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.

    Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.

    Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.


    Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?


    Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.

    I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.

    There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.

    Agreed. I want a story about a Companion who lives with lycanthropy or vampirism. I want to see how it affects their lives, and what it means for their character development and struggle.

    Like how Zerith-var's Class was important to his character, I want a Companion's Class and Curse to be fundamental to their character — not just an afterthought.

    Exactly. They've proven they're capable of that with Zerith so they'd be able to use that overall concept on a vampire or werewolf companion. If they can implement to where you can cure or infect a companion and make it impactful, that'd be amazing.

    As for Zerith-var, wish they would have made him a soul mage instead of Tan as that fits his character more. Rather than have him use the same 'necromancer' skills as the player character. He's more of a shaman or about spirit manipulation . That's still considered necromancy by Tamriel standards. Just a different kind as they're not about summoning or reanimating the dead. They manipulate the spirit or soul rather than corpses; in his case he summons their spirit and purifies it. Other than that, I love his story and how his class impacts him as a character as well as how others perceive him.
    Edited by Hollyniss on March 18, 2025 1:06AM
  • flaxegg
    flaxegg
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    Agreed--IMO Zerith is the most well-done companion to date. Just about everything about him seems to add meaningfully to his overall story/character (even if the fact that he won't follow you to Coldharbour to do what is basically your "companion quest" without constantly losing rapport and complaining makes the whole "tamiit" thing feel pretty one-sided haha). I also like how he interacts a bit with the Elsweyr questlines and stuff, etc. All companions should be more like him.

    EDIT: Sorry, I can't be trusted with the quote tool on this forum... Mess it up every time

    Edited by flaxegg on March 18, 2025 12:45AM
  • flaxegg
    flaxegg
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    Hollyniss wrote: »
    Hollyniss wrote: »
    spartaxoxo wrote: »
    Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.

    A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.

    ETA
    Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1
    It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.

    That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.

    Who knows though how they'd approach it. They could do something neither of us are thinking of as well.

    Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.

    Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.

    Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.


    Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?


    Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.

    I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.

    There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.

    Agreed. I want a story about a Companion who lives with lycanthropy or vampirism. I want to see how it affects their lives, and what it means for their character development and struggle.

    Like how Zerith-var's Class was important to his character, I want a Companion's Class and Curse to be fundamental to their character — not just an afterthought.

    Exactly. They've proven they're capable of that with Zerith so they'd be able to use that overall concept on a vampire or werewolf companion. The challenging thing with werewolf (which you mentioned) is how the transformation is factored in as it could be potentially problematic. The way lycanthropy works in Elder Scrolls is why I choose vampire every time. I don't like the werewolf aspect revolving solely around their transformation, makes them feel too much like the Hulk.

    As for Zerith-var, wish they would have made him a soul mage instead of Tan as that fits his character more. Rather than have him use the same 'necromancer' skills as the player character. He's more of a shaman or about spirit manipulation . That's still considered necromancy by Tamriel standards. Just a different kind as they're not about summoning or reanimating the dead. They manipulate the spirit or soul rather than corpses; in his case he summons their spirit and purifies it. Other than that, I love his story and how his class impacts him as a character as well as how others perceive him.

    Honestly, I would just have a werewolf companion always be in werewolf form upon entering combat until leaving it (kinda like WoW's worgen lol), with modified skills and a unique ultimate to balance out more with the other companions. Best way I can think to do it, although I'm sure there are some great ideas floating around out there
    Edited by flaxegg on March 18, 2025 1:04AM
  • flaxegg
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    Overall, I think that however a werewolf or vampire companion works, it'll probably have to look a little different than it does for PC vamp/ww.

    Edited by flaxegg on March 18, 2025 1:03AM
  • Erickson9610
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    flaxegg wrote: »
    Overall, I think that however a werewolf or vampire companion works, it'll probably have to look a little different than it does for PC vamp/ww.

    If a Werewolf Companion looks physically different from the player (such as having a unique fur color designed for them) then I hope we get that fur color as a Skill Style for the Player's Werewolf Transformation skill.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • flaxegg
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    flaxegg wrote: »
    Overall, I think that however a werewolf or vampire companion works, it'll probably have to look a little different than it does for PC vamp/ww.

    If a Werewolf Companion looks physically different from the player (such as having a unique fur color designed for them) then I hope we get that fur color as a Skill Style for the Player's Werewolf Transformation skill.

    That's not what I was talking about specifically, but as a werewolf main, I would love this! Take an awesome (and an honorary agree, since I can only actually give one or the other). Not loving my dull grey werewolf coat, want to be more stylish :P
  • BretonMage
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    It wouldn't make sense to be able to cure or infect Companions. They'd have to be stuck with their curse (or lack thereof) because while their appearance and rapport (progress in their storyline) is character-specific, their actual abilities are account-wide.

    I did wonder about this and I thought the abilities themselves could be linked to the companion's past and story, without being a vampire ability "physiologically" (like turning into bat/mist form, which could be the vampire ulti).

    You can be cured of your vampirism but still carry some of the skills you picked up in your years as a vampire, so retaining your abilities can work. And again with Serana, her past identity as a vampire doesn't just vanish because she's been cured. She's still a Volkihar, for example, and she still carries her centuries-long memories and skills.

    Abilities being account-wide was something I didn't expect, but perhaps they could find some way around it if needed. As I understand it, games sometimes substitute visually similar (or not, as the case may be) characters with different backend IDs to circumvent the logistical issues of having a character developing mid-story. I remember Skyrim did that with characters like Erik.
  • huskandhunger
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    Please make a werewolf companion so I can have AI buddy in my adventures. 🐺
  • ZOS_GregoryV
    Greetings all,

    After removing a handful of comments, we would like to ask that all posts please stay on topic, and within the guidelines of the Community Rules.

    Regards,
    -Greg-
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • thejadefalcon
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    Greetings all,

    After removing a handful of comments, we would like to ask that all posts please stay on topic, and within the guidelines of the Community Rules.

    Regards,
    -Greg-

    "Copyright Infringement" is listed as against your community rules. AI is nothing but copyright infringement, seeing as how all of its training data was stolen from real artists, with zero permission. Frankly, given that ZOS and their artists would be included in that, I'm kind of shocked that isn't outright called out in the rules. AI is a cancer of the internet and I'm a bit stunned that your interpretation of your rules (you have discussed this, like every community more than three people on Discord have, right?) appears to be posting stolen material on your forum is okay, so long as you use the swirl tool on Photoshop a little first.
  • Hollyniss
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    Greetings all,

    After removing a handful of comments, we would like to ask that all posts please stay on topic, and within the guidelines of the Community Rules.

    Regards,
    -Greg-

    "Copyright Infringement" is listed as against your community rules. AI is nothing but copyright infringement, seeing as how all of its training data was stolen from real artists, with zero permission. Frankly, given that ZOS and their artists would be included in that, I'm kind of shocked that isn't outright called out in the rules. AI is a cancer of the internet and I'm a bit stunned that your interpretation of your rules (you have discussed this, like every community more than three people on Discord have, right?) appears to be posting stolen material on your forum is okay, so long as you use the swirl tool on Photoshop a little first.

    Dude, chill. They're pictures found via Google, lol. No one stole anything. No one is claiming it as their own...
    I post pictures all the time on Black Desert Online forums, no one gets upset about that. It's just to show examples of what we're talking about or looking for.
  • BretonMage
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    Regardless of the legality of it, I consider it in bad taste since AI "art" and content is something that negatively affects entire communities of creatives, people, you know.

    Of course, individual posters may not realise they used AI if it's lifted from the internet, so I'm not saying it should be punishable, but I certainly don't appreciate seeing AI content.
  • SilverBride
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    I wanted to show an example of the type of Companion I had asked for a few times in the past, so I searched Google and found an image that fit the vision of what I wanted. Players post images and memes on the forums all the time so I didn't see a problem with it.

    As far as being AI generated, I didn't even know there was such a thing and that it was frowned upon. I only posted an image that looked like any other to me.
    PCNA
  • BXR_Lonestar
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    Why not Squintess (Gwendis) instead of Fennorian?
  • thejadefalcon
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    Hollyniss wrote: »
    Dude, chill. They're pictures found via Google, lol. No one stole anything. No one is claiming it as their own...
    I post pictures all the time on Black Desert Online forums, no one gets upset about that. It's just to show examples of what we're talking about or looking for.

    I'm not complaining about people "posting pictures". If you think that's the issue, you didn't read my post.
    As far as being AI generated, I didn't even know there was such a thing

    Genuinely, how. How could you have possibly missed it. Literally every tech company is gobbling it up and spitting it back at us. The news talks about it all the time, not even just tech news. It takes a willful effort not to know that AI generation is a thing.
    I only posted an image that looked like any other to me.

    I'm genuinely sorry you see terrible art that often then, I guess!
  • SilverBride
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    As far as being AI generated, I didn't even know there was such a thing

    Genuinely, how. How could you have possibly missed it. Literally every tech company is gobbling it up and spitting it back at us. The news talks about it all the time, not even just tech news. It takes a willful effort not to know that AI generation is a thing.

    I don't use social media so I would not see conversations about it. Discord is the only platform I participate in because our guilds use it, and I haven't seen anything about it there, either. I also have never seen anything on the news about it.

    Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?
    PCNA
  • thejadefalcon
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    I don't use social media so I would not see conversations about it. Discord is the only platform I participate in because our guilds use it, and I haven't seen anything about it there, either. I also have never seen anything on the news about it.

    Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?

    It's not all that difficult. Using the picture you posted as an example, at a glance: his hair is going through his flared collar on both sides, merging into his clothing (most notable on his left side where it meets the collarbone) or outright starting in midair; said flared collar is unnaturally uneven on either side; his metal clasp is warped and distorted; the pattern on the clothing is inconsistent and vague, the background is sloppy and phases in and out of reality. Some of these things, such as just his general facial features/complexion, are also more "vibe checks" that AI art of this style contains extremely frequently, so if you're new to spotting them it can be unnoticed but they quickly start to become very obvious the more you see it.

    Again, this is at a glance and, more importantly, I am not an artist. A real artist could probably tell you much more that's wrong with this art and much more in-depth than I can. And this is probably one of the better examples of AI art out there.

    I use pictures like this a lot of the time for online D&D and the like and I can tell you that AI art is a plague on good taste. The best way I've found to wipe it out from my search results when trying to find character art is to append a large list of "no, absolutely not" to the end of any search I perform. Add the following to the end and watch actual artists start showing up once more: -openart -starryai -playground -neural -krea -ai -lexica -muse -stablecog -prexi -stablediffusionweb -tensor -civitai
  • Dithieon
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    As far as being AI generated, I didn't even know there was such a thing

    Genuinely, how. How could you have possibly missed it. Literally every tech company is gobbling it up and spitting it back at us. The news talks about it all the time, not even just tech news. It takes a willful effort not to know that AI generation is a thing.

    I don't use social media so I would not see conversations about it. Discord is the only platform I participate in because our guilds use it, and I haven't seen anything about it there, either. I also have never seen anything on the news about it.

    Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?

    Nobody can tell you what you can and cannot post in these forums, other than the mods.
    "There is a beast in every man and it stirs when you put a sword in his hand" - Ser Jorah Mormont


    XBOX NA/EU
  • wolfie1.0.
    wolfie1.0.
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    I want an alfiq werewolf...
  • wolfie1.0.
    wolfie1.0.
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    BretonMage wrote: »
    Regardless of the legality of it, I consider it in bad taste since AI "art" and content is something that negatively affects entire communities of creatives, people, you know.

    Of course, individual posters may not realise they used AI if it's lifted from the internet, so I'm not saying it should be punishable, but I certainly don't appreciate seeing AI content.

    Not everyone can tell the difference between AI art and regular art at a glance and sometimes even with scrutiny.
  • SilverBride
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    Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?

    It's not all that difficult. Using the picture you posted as an example, at a glance: his hair is going through his flared collar on both sides, merging into his clothing (most notable on his left side where it meets the collarbone) or outright starting in midair; said flared collar is unnaturally uneven on either side; his metal clasp is warped and distorted; the pattern on the clothing is inconsistent and vague, the background is sloppy and phases in and out of reality. Some of these things, such as just his general facial features/complexion, are also more "vibe checks" that AI art of this style contains extremely frequently, so if you're new to spotting them it can be unnoticed but they quickly start to become very obvious the more you see it.

    So in other words we are supposed to examine every image we see online for a lot of vague imperfections and become proficient at recognizing something that we may have never even heard of before?

    Dithieon wrote: »
    Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?

    Nobody can tell you what you can and cannot post in these forums, other than the mods.

    Thank you.
    PCNA
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    There's a difference in not being able to tell the difference between AI images (It's not art) from the real deal, and defending the use of AI.

    That so many are fine with AI use on this forum (which has been shown in other threads too) leaves a bad taste in the mouth, even if it's allowed by forum rules. So many people in creative works suffer from its plague.
    [Lie] Of course! I don't even worship Daedra!
  • spartaxoxo
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    I think a vampire character would be neat and I'd like to see one that has a similar vibe to that AI image, debate about AI aside (as that is not the topic of this thread). I'm a big fan of House Ravenwatch, but I understand that the they are unlikely to be able to used as companions. So, let's make a new Ravenwatch member that is able to be used!

    Edited by spartaxoxo on March 21, 2025 6:14PM
  • thejadefalcon
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    So in other words we are supposed to examine every image we see online for a lot of vague imperfections and become proficient at recognizing something that we may have never even heard of before?

    Frankly, if you think it's vague, you might need to go to Specsavers.
    Dithieon wrote: »
    Nobody can tell you what you can and cannot post in these forums, other than the mods.

    Thank you.

    No, but if you post something highly controversial, you should expect some push back. Defending it with "but it's not not allowed" is not an argument.

    I thought you'd have learned that from the pushback when you complained about Tanlorin, claiming it was "forced politics" and how you wouldn't use them specifically because they're nonbinary. Weirdly, that same thread, you claimed you didn't want ZOS to give companions a set gender identity or inform you of it (you just want them to "do a good job fighting by my side"), yet here you are, yet again, begging for a male companion for you to fictionally romance.

    I find it fascinating how you are so disinterested in anything other people feel, but your opinion simply has to be inputted into every single thread. I'd go so far as to call it trolling, with how common it is.
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