Possible Werewolf patch (for the near future)

Post » Sat Dec 17, 2011 12:37 am

I am one the type of people who just loves using the Werewolf and especially at lower levels it was great fun to feel all that power, but now as Im raising up into the 30s I'm feeling the Werewolf becoming "weak" for lack of better words,even with the light armor and one handed skills increasing it.
I believe the Werewolf should level up as the player does and leave the skills out of it, thus allowing a Mage or a Thief to be a powerful as a Werewolf if they need to fight hand to hand. So in short this is my plee to Bethesda to patch the Werewolf make it MORE powerful as we level up, I don't like feeling my sword does more damage than the claws of a Werewolf, the Werewolf should be able to do more damage and be able to take more hits without dying, it wouldn't be considered overpowered even it they made it 5 times as strong as it's cons more than balance it out without the use of magic, or health regen, and such other things.
The Werewolf's pros are it's great physical power but if this great power becomes pointless at higher levels theres no point to it and we shouldn't feel (in my opnion of course) that it should be useless.
I want to feel that I can kill a bandit marauder without too much worry of him or her killing me within 3 hits, or a mage fireballing me with an instant kill.

So if Bethesda could patch the Werewolf so it's Damage and Durability increase so it can be considered "powerful" at any level be it 10 or 70, as previously stated, the Werewolf has enough cons to allow it's power even as high as it could become to not feel overpowered, because of it's lack of long range capabilities, no character menu, no health regeneration, no sleep bonus, and so forth, and also give it the ability to "feed" from animals in the wild. Thank you for your time and I greatly hope this is considered.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sat Dec 17, 2011 1:47 am

warewolf is powerful enough, the vampire is the underpowered one, it is just a hassle
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Fri Dec 16, 2011 11:23 pm

Mods will fix this.

It would be pretty cool if someone figured out how to make the guild achievements and the disease achievements into viable perk trees, though.

For instance, with the werewolf this could involve a perk for faster health regeneration, a perk for damage reduction against anything that isn't iron or silver or fire, a perk for increased damage with claws, a perk to use your mouth as a weapon, et cetera.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Fri Dec 16, 2011 7:50 pm

warewolf is powerful enough, the vampire is the underpowered one, it is just a hassle



I respectfully disagree, as I stated at later levels the Werewolf really does lack in physical power, the Vampire from what I've read while it too does have Weaknesses, they do have far more effective strengths, since they can still use magic, and weapons and character menu so healing potions, and bows and that sort of thing, so they can be used at long range, and they can wear armor, while the Werewolf is more or less left as a seperate being altogether, which is why I am asking for the patch to keep it's Pros, Pros even at higher levels
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Fri Dec 16, 2011 3:32 pm

Mods will fix this.

It would be pretty cool if someone figured out how to make the guild achievements and the disease achievements into viable perk trees, though.

For instance, with the werewolf this could involve a perk for faster health regeneration, a perk for damage reduction against anything that isn't iron or silver or fire, a perk for increased damage with claws, a perk to use your mouth as a weapon, et cetera.


I can't get mods, I use the PS3 :/

So you're saying a perk tree for the Werewolf alone? while yes I think that would be a good idea, I am thinking of other classes who may want to put their skills into other things such as Destruction of Sneak for the Mage type character and Thief type character respectively, so they if Transformed could still win a battle against enemies if they become too close for magic or if they are found, you see kind of what I mean? So a high leveled mage hyperthetically about 35, if they didn't have time to do more magic or something and they needed to fight hand to hand, they could transform and fight with their claws and still win due to the Werewolf levelling up to be a powerful physical alternative if the case arrises, where as now, it's power is lost around mid 20s early 30s or so.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Sat Dec 17, 2011 3:03 am

Some constructive criticism to Bethesda maybe is that their games are always full of features that could be great, but are just mediocre. Werewolves and vamps are among these, modders usually come along and turn them into incredible things but you console guys are buggered I'm afraid :sadvaultboy:

Don't see Beth seriously changing or adding to any game features. I've never known them to before anyway, only to add totally new content and fix bugs.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Fri Dec 16, 2011 7:13 pm

Mods will fix this.


That, pretty much.

Werewolves and vampires both svck (no pun) at present. Modders take things that svck and make them svck less. The creation kit will be out soon.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Fri Dec 16, 2011 5:34 pm

Some constructive criticism to Bethesda maybe is that their games are always full of features that could be great, but are just mediocre. Werewolves and vamps are among these, modders usually come along and turn them into incredible things but you console guys are buggered I'm afraid :sadvaultboy:

Don't see Beth seriously changing or adding to any game features. I've never known them to before anyway, only to add totally new content and fix bugs.



Oh. I see, darn it. I was just hoping since you know they had kept Werewolves such a big secret for most point, they'd like to keep their big reveal well keep it going keep it being used throughout the game, I know this patch im asking for may never come, but, I believe if I don't try and I don't ask, it'll never come, atleast now, there is but a slim chance it could happen. But all in all thank you for informing me. And yeah console guys like me a fairly buggered.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri Dec 16, 2011 11:42 am

Ware wolfs get killed to easy

Cheers
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Fri Dec 16, 2011 7:15 pm

Ware wolfs get killed to easy

Cheers


Which is why I'm asking to the patch =) so that they can a higher survivability rate and so they're overall more fun to use, well atleast that's how I see it. ^_^
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Fri Dec 16, 2011 7:52 pm

My 50+ 97% fire-resist potions almost negates the weakness of being a level 4 vampire... so basically the only weakness of being a vampire to me is just... being attacked when I'm a level 4 vampire haha.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Fri Dec 16, 2011 10:01 pm

That, pretty much.

Werewolves and vampires both svck (no pun) at present. Modders take things that svck and make them svck less. The creation kit will be out soon.


That's more than likely true, but my concern is for people like me who have consoles and can't get Mods so easily, so our only hope is a patch of somesort, I'm just hoping that if things go well, we Bethesda can turn something that isn't so great at higher levels back into something wonderful
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Fri Dec 16, 2011 8:09 pm

I refuse to let this cause fade away. I feel so strongly about the wanting of this patch.
Call me an idiot, it's understandable, I just feel this could make the game feel so much better for other Werewolf user who are on console.
So I do apologise if I seem stubborn.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri Dec 16, 2011 5:31 pm

I totally agree with jason vorhee Were wolves are horribly bugged((as are alot of things)) and id like to throw some things out, first off not everyone has awesome power house gaming rigs, and therefore dont have the luxury of mods, the creators should take responsibility for they're mistakes and correct them((which is easy)) Werewolves suffer from not scaling i myself got murdered by bandits with iron and steel weapons at lvl 27 and i am a high HP shield warrior also werewolves have plenty of cons to balance out the pros honestly? atm they have more cons then pros so for vampire QQ'rs we are suffering the most our forms are utterly useless cant use menus, pots, cant heal in combat unless feeding on corpses which can only be humanoid and takes awhile to eat can only use once a day and the totem quests which are extremely tedius to do are unrewarding totem of brotherhood=2 summoned wolves which are utterly useless and die at the drop of a hat. totem of fear((not sure about this but i heard the fear roar is inert at high levels)) and the last totem that allows u to see through walls, nice......to bad the enemy knows your coming, thats an ability to turn the hunters into the hunted, therefore not alerting them to your presence...but instead they are waiting for you with smiles and pitchforks. i do agree vampires suffer alot, honestly vampires really have no place in elder scrolls games they suffer from way to me trival vampire things making them eye gougingly painful to play i myself never have played one but ive read of it and seen all the cons and what not. but seriously all were wolves take is some scaling, bit more armor and fix the totems, make the brotherhood totem wolves ice wolf variants to make them actually last longer and be useful, make the fear totem work on any level and make the "see through walls" totem not alert the enemy to your presence, i me ffs does bethesda even think this through? i mean dont get me started on the other painfully glitched things like ebony blade, and the executioner axe((both are 2h weps affected by 1h perks)).....speaking of which were wolves((again rumor but a strong one)) ive read benefit from light armor perks and 1h perks wtf? seriously. the concept of a were wolf is shedding your mortal life((class and all)) to become bestial((something new altogether)) so were wolf should be effective for anyone mage, warrior, assassin...come on.....they even gave a flipping artifact to further amplify werewolf play((via ring of hircine)) gave them special sync kills, and yet they are absolutely unplayable at higher levels i do hope bethesda reads this and fixes these issues and not make this game another fallout new failgus seriously that game was just plain unbearable in terms of glitches.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri Dec 16, 2011 5:35 pm

Quite the reply and thank you for agreeing to the patch, I too have never played Vampire (as I have never been a Vampire fan) while I do disagree on them having a place in Elder Scrolls, i believe they have their place, like as do Werewolves, but without playig as such i can't quite figure where to put them.

But as a said the right scaling power and durability increase per level up without perks, and feast upon a larger variety of things, Humanoids including Falmer, and wild animals, would make the Werewolf feel a lot better as not only a tool but as a character so that as you (and I) said that all class types can be just as effective with it as one another be they be Mage, Warrior or Thief or a mixture of the 3. This I believe will prove for a better experience
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Fri Dec 16, 2011 8:15 pm

Quite the reply and thank you for agreeing to the patch, I too have never played Vampire (as I have never been a Vampire fan) while I do disagree on them having a place in Elder Scrolls, i believe they have their place, like as do Werewolves, but without playig as such i can't quite figure where to put them.

But as a said the right scaling power and durability increase per level up without perks, and feast upon a larger variety of things, Humanoids including Falmer, and wild animals, would make the Werewolf feel a lot better as not only a tool but as a character so that as you (and I) said that all class types can be just as effective with it as one another be they be Mage, Warrior or Thief or a mixture of the 3. This I believe will prove for a better experience

indeed, as for vampires it just seems to me they pulled an oblivion except even worse, from what ive read they appear to only get stronger as they get weaker((per say)) which is........contradicting imo, to balance vamps make them full power when fully filled with blood rather then being at blood svcks dracula stage that everyone attacks and the suns toasts you like burnt toast, instead make the "full" stage last ALOT longer i read that the stages reset when you fast travel, COME ON im no vamp lover nor do i play vamps but i feel for them, they have alot neat abilities but they really cant use them till they are in "dracula" stage as i dub it just simply pull a "staff of vaermina" drink and have "charges" and have a meter that tells you so often when it goes down and when it hits zero, you hit the next stage. see? problem solved and i dont even get paid.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Fri Dec 16, 2011 1:00 pm

indeed, as for vampires it just seems to me they pulled an oblivion except even worse, from what ive read they appear to only get stronger as they get weaker((per say)) which is........contradicting imo, to balance vamps make them full power when fully filled with blood rather then being at blood svcks dracula stage that everyone attacks and the suns toasts you like burnt toast, instead make the "full" stage last ALOT longer i read that the stages reset when you fast travel, COME ON im no vamp lover nor do i play vamps but i feel for them, they have alot neat abilities but they really cant use them till they are in "dracula" stage as i dub it just simply pull a "staff of vaermina" drink and have "charges" and have a meter that tells you so often when it goes down and when it hits zero, you hit the next stage. see? problem solved and i dont even get paid.


I see. Well from what I've read it does seem the Vampires need a patching too, to make them feel more balanced in terms of unleashing their true potential, so perhaps if Bethesda patch both character types.
I do hope they patch them, for me and I'm sure for others it would make the game feel so much better.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Fri Dec 16, 2011 11:16 pm

Werewolf damage is supposedly based on your 1h weapon level, though i don't see much of a difference to be honest. That said, they have attacks that floor almost every opponent in the game, allowing you to slash them at your leisure. It's like some kind of super powerful stun lock. They can be squishy as they don't seem to have any armour rating at all, but they do move faster than anything in the game and personally I'm fine with my character being stronger in the long run. Vampires generally svck, but i admit if you want to become one, you have to deal with a lot of hassle before you gain all the the worthwhile benefits, but personally, if i was interested in being a vampire, i'd welcome that challenge and realism. Still, i can understand the concerns.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Fri Dec 16, 2011 11:55 pm

People need to stop saying mods will fix this, most people have an xbox or a ps3 and this information is useless to them.

They do scale slightly with your level I believe, they also get a boost to your health and stamina. The standing power attack will knock over pretty much anything, even giants. The sprint power attack will also kill most things. You can also exchange the power they have during the companion questline, such as calling upon wolves to help you.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Fri Dec 16, 2011 11:42 am

Some constructive criticism to Bethesda maybe is that their games are always full of features that could be great, but are just mediocre. Werewolves and vamps are among these, modders usually come along and turn them into incredible things but you console guys are buggered I'm afraid :sadvaultboy:


That's why I always mention them in DLC threads (well, Vampires at least). I really hope for some vampire content (quests/faction/options - maybe a vampire upgrade to a house) and if it comes from Bethesda the console players wont miss it entirely while there will be some great mods one day for vampires as well (I'm on the PC and I have some really fond memories of the great Vampire mods for Morrowind).
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sat Dec 17, 2011 12:45 am

Werewolf owning A giant, You have to knock your enemies down. Werewolves don't have weapons or armor dude.

I also kill a mammoth and Snow Troll w/o healing.

http://www.youtube.com/watch?v=katHJ7e5ipI
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri Dec 16, 2011 7:55 pm

warewolf is powerful enough, the vampire is the underpowered one, it is just a hassle

I agree that the werewolves are powerful enough. The lounging attack they have where if you can master the timing for a 100% knock down is crazy. Vampires....if you believe vampires are underpowered then you dont know how that 25% to illusion allows you to control EVERYTHING at 100 illusion skill, very Overpowered.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Fri Dec 16, 2011 2:47 pm

I agree that the werewolves are powerful enough. The lounging attack they have where if you can master the timing for a 100% knock down is crazy. Vampires....if you believe vampires are underpowered then you dont know how that 25% to illusion allows you to control EVERYTHING at 100 illusion skill, very Overpowered.



Fight an Ancient Vampire, they can kill me with god stats, They drain your HP and Magick at the same time. I've never found a life Drain spell...
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Fri Dec 16, 2011 12:29 pm

Fight an Ancient Vampire, they can kill me with god stats, They drain your HP and Magick at the same time. I've never found a life Drain spell...

I think the spell you are referring to is the vampire drain spell which is exclusive to vampires, very decent for a novice spell.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Fri Dec 16, 2011 5:45 pm

I think the spell you are referring to is the vampire drain spell which is exclusive to vampires, very decent for a novice spell.


Yep.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Next

Return to V - Skyrim