Erickson9610 wrote: »We aren't getting any Companions this year. Though I do agree that eventually we should get Vampire (and Werewolf) Companions.
Carcamongus wrote: »I wish the necro skellies had a third morph that kept them around indefinitely. I guess that's the closest I'd get to having a skelly-bro with whom to adventure.
TX12001rwb17_ESO wrote: »Erickson9610 wrote: »We aren't getting any Companions this year. Though I do agree that eventually we should get Vampire (and Werewolf) Companions.
A Vampire companion would be far easier to implement than a Werewolf companion simply because Werewolf is confined entirely to a transformation, a Vampire companion would be MUCH more interesting.
MercilessnVexed wrote: »The instant you hit the city limits with a werewolf companion, they would get arrested and probably so would you.
I also think that werewolf and vampire companions should have been introduced a long time ago, and they still need to appear. They must appear.
As for vampires: they need to be strengthened, namely, given resistance to cold and disease damage. Come on, undead can't get sick with any diseases in principle. Undead should also have resistance to cold.
Werewolves should have regeneration. They can be given resistance to bleeding. Come on, they are werewolves. They have always been famous for their regeneration.
TX12001rwb17_ESO wrote: »I also think that werewolf and vampire companions should have been introduced a long time ago, and they still need to appear. They must appear.
As for vampires: they need to be strengthened, namely, given resistance to cold and disease damage. Come on, undead can't get sick with any diseases in principle. Undead should also have resistance to cold.
Werewolves should have regeneration. They can be given resistance to bleeding. Come on, they are werewolves. They have always been famous for their regeneration.
Except in Skyrim Werewolves had 0 health regeneration and Werewolves in Morrowind did not regenerate unless they killed someone.
Erickson9610 wrote: »
I don't see why ESO werewolves can't have regeneration.FullMax wrote: »
I also think that werewolf and vampire companions should have been introduced a long time ago, and they still need to appear. They must appear.
As for vampires: they need to be strengthened, namely, given resistance to cold and disease damage. Come on, undead can't get sick with any diseases in principle. Undead should also have resistance to cold.
Werewolves should have regeneration. They can be given resistance to bleeding. Come on, they are werewolves. They have always been famous for their regeneration.TX12001rwb17_ESO wrote: »
Except in Skyrim Werewolves had 0 health regeneration and Werewolves in Morrowind did not regenerate unless they killed someone.
Erickson9610 wrote: »
I don't see why ESO werewolves can't have regeneration.FullMax wrote: »
I also think that werewolf and vampire companions should have been introduced a long time ago, and they still need to appear. They must appear.
As for vampires: they need to be strengthened, namely, given resistance to cold and disease damage. Come on, undead can't get sick with any diseases in principle. Undead should also have resistance to cold.
Werewolves should have regeneration. They can be given resistance to bleeding. Come on, they are werewolves. They have always been famous for their regeneration.TX12001rwb17_ESO wrote: »
Except in Skyrim Werewolves had 0 health regeneration and Werewolves in Morrowind did not regenerate unless they killed someone.
I will agree with all of you with this, in that vampires should NOT be susceptible to diseases, but if that is the case, they can be more susceptible to fire damage or frost damage since it can also burn at a certain level. Undead should not have any type of resistance to brittle, which is a type of cold spell, but have some resistance to cold spells. Not a total resistance to cold spells. Werewolves SHOULD get a certain amount of regeneration while in werewolf form. Maybe it can be on the low end of a max level regeneration potion. Let's add "Blood Frenzy" to the mix. In combat, if a werewolf devours a mate, or enemy while attacking you, he/she will go into a "Blood Frenzy", which would be like a Berserker" mode for normal characters. ZOS? Are you listening? (crosses fingers and hoping he is)
Erickson9610 wrote: »
I don't see why ESO werewolves can't have regeneration.FullMax wrote: »
I also think that werewolf and vampire companions should have been introduced a long time ago, and they still need to appear. They must appear.
As for vampires: they need to be strengthened, namely, given resistance to cold and disease damage. Come on, undead can't get sick with any diseases in principle. Undead should also have resistance to cold.
Werewolves should have regeneration. They can be given resistance to bleeding. Come on, they are werewolves. They have always been famous for their regeneration.TX12001rwb17_ESO wrote: »
Except in Skyrim Werewolves had 0 health regeneration and Werewolves in Morrowind did not regenerate unless they killed someone.
I will agree with all of you with this, in that vampires should NOT be susceptible to diseases, but if that is the case, they can be more susceptible to fire damage or frost damage since it can also burn at a certain level. Undead should not have any type of resistance to brittle, which is a type of cold spell, but have some resistance to cold spells. Not a total resistance to cold spells. Werewolves SHOULD get a certain amount of regeneration while in werewolf form. Maybe it can be on the low end of a max level regeneration potion. Let's add "Blood Frenzy" to the mix. In combat, if a werewolf devours a mate, or enemy while attacking you, he/she will go into a "Blood Frenzy", which would be like a Berserker" mode for normal characters. ZOS? Are you listening? (crosses fingers and hoping he is)
I guess she can be a High Elf vampire from a rich family that believes she has gained special abilities in fighting that her companion could also gain if he comes over to the dark side. She does not really mean it; she is just being flirtatious and petty. She could also say it because she could actually like him / her romantically.... not. Could be??
Syldras wrote: »
Fastest way to never make me use that companion, I fully agree with @Malyore
Erickson9610 wrote: »MercilessnVexed wrote: »The instant you hit the city limits with a werewolf companion, they would get arrested and probably so would you.
Zerith-var's Necromancer abilities (which are Criminal Acts for players) don't affect the guards, so I can't imagine Companion Werewolf/Vampire abilities would, either.
CameraBeardThePirate wrote: »Erickson9610 wrote: »MercilessnVexed wrote: »The instant you hit the city limits with a werewolf companion, they would get arrested and probably so would you.
Zerith-var's Necromancer abilities (which are Criminal Acts for players) don't affect the guards, so I can't imagine Companion Werewolf/Vampire abilities would, either.
That's because Zerith-Var doesn't have any of the illegal Necro abilities. The only illegal Necro abilities are the pets, Colossus, and Goliath. Zerith-Var doesn't have any of those.
Meanwhile, ALL WW and Vampire abilities are illegal (except for Mesmorize by design).
Erickson9610 wrote: »CameraBeardThePirate wrote: »Erickson9610 wrote: »MercilessnVexed wrote: »The instant you hit the city limits with a werewolf companion, they would get arrested and probably so would you.
Zerith-var's Necromancer abilities (which are Criminal Acts for players) don't affect the guards, so I can't imagine Companion Werewolf/Vampire abilities would, either.
That's because Zerith-Var doesn't have any of the illegal Necro abilities. The only illegal Necro abilities are the pets, Colossus, and Goliath. Zerith-Var doesn't have any of those.
Meanwhile, ALL WW and Vampire abilities are illegal (except for Mesmorize by design).
Zerith-var has Atoning Spirit, the Companion version of Spirit Mender, which is a Criminal Act ability but only for players. It's only legal for Zerith-var to raise the dead; you're not allowed to.
This shows that Companions can have versions of otherwise Criminal Act abilities that don't play into the Justice System. In other words, future Companions who use Werewolf or Vampire abilities will not cause guards to attack you or them, and you will not get a bounty.
b]TX12001rwb17_ESO wrote: »[/b]
- Daily Quests for Vampires and Werewolves accessible at the Shrines, rewards could include Purifying/Corrupting Bloody Maras and Pack Leader's Bone Broth as well as unique themed furniture or outfit styles that we do not currently have such as Vampire Structure furniture.
- A Vampire and A Werewolf companion, the Vampire could be a new member of House Ravenwatch and the Werewolf have could have lost their pack to Death Hunters and is seeking revenge.
- Personal Vampire and Werewolf shrines that you can place in your home allowing you to bite someone and start the Vampire and Werewolf quests from there (The person who does the quest would still return at their alliance shrine)
- A Grimoire for Vampires and Werewolves, the Vampire Grimoire could involve "Bats" and the Werewolf Grimoire could be a bite attack
- Skill Styles for the Blood Scion and Werewolf forms, different fur colors for Werewolves and different outfits for the Blood Scion.