My Problem with Werewolves.

Post » Thu May 03, 2012 6:59 am

Good news. Bethesda read your whining thread over the countless other ones they see daily, and took some time off of working on real issues like uncompletable quests to make a special patch just for you, changing this one thing you wish was different and not really giving any thought to what other people want. oh, wait

:rofl: Oh and my signature, js.
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KRistina Karlsson
 
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Post » Thu May 03, 2012 12:09 pm

:rofl: Oh and my signature, js.
True. Twilight has no werewolves, but shapeshifters.
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Yung Prince
 
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Post » Thu May 03, 2012 6:54 pm

Oh and does anyone know if there any werewolf random encounters?
There are not. The only way to become a Werewolf is to join the companions and there are two other werewolves that I know of but they are quest related.
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Paula Ramos
 
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Post » Thu May 03, 2012 1:42 pm

But it svcks that we get to be the ones who can control it. And not the ones who suffer from drawbacks.
That, and were missing some of the benefits. Night eye, detect humanoid and resistance to normal weapons to name some things that could have been expanded upon or added in this case.
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stacy hamilton
 
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Post » Thu May 03, 2012 5:34 pm

That, and were missing some of the benefits. Night eye, detect humanoid and resistance to normal weapons to name some things that could have been expanded upon or added in this case.
And since when does a werewolf need a damn totem to detect life? That should be included as one of the powers. Werewolves should have Lycanthropic sight in human form, we have enough information in Daggerfall and Skyrim to believe they have enhanced senses. Aela herself could smell other werewolves and detect if they were part of the pack or not.
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anna ley
 
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Post » Thu May 03, 2012 2:27 pm

I agree.I still like the werewolves but,I agree with you,you should need to kill every night in skyrim.
And get forced to transform.

Also i want some changes to appearance to werewolves in human form.
And also some powers+would be cool if werewolves actually looked different and not everyone looked the same.
But i still have no problems with them how they are now
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Leanne Molloy
 
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Post » Thu May 03, 2012 8:05 am

And since when does a werewolf need a damn totem to detect life? That should be included as one of the powers. Werewolves should have Lycanthropic sight in human form, we have enough information in Daggerfall and Skyrim to believe they have enhanced senses. Aela herself could smell other werewolves and detect if they were part of the pack or not.
It would have been nice to have some humanoid form abilities that made the trade worth it and not just immunity to disease. Enhanced stamina at least. From what I hear of the unfortunate leveling and with the Werewolves lack of...everything but strength and speed, being one eventually boils down to a useless ability that makes you weaker and lack of sleeping bonuses. There should be a reason I want to be a Werewolf other than the desire to just be a Werewolf.
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Alba Casas
 
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Post » Thu May 03, 2012 7:24 pm

It would have been nice to have some humanoid form abilities that made the trade worth it and not just immunity to disease. Enhanced stamina at least. From what I hear of the unfortunate leveling and with the Werewolves lack of...everything but strength and speed, being one eventually boils down to a useless ability that makes you weaker and lack of sleeping bonuses. There should be a reason I want to be a Werewolf other than the desire to just be a Werewolf.
Strange, I was told by many people werewolves had yellow eyes in human form in the leaked version.

Strength and stamina would be essential to a werewolf and make it better. I agree entirely. I think if attributes were in, werewolves would of definetly have increased stats.
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Alycia Leann grace
 
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Post » Thu May 03, 2012 9:24 pm

Strange, I was told by many people werewolves had yellow eyes in human form in the leaked version.

Strength and stamina would be essential to a werewolf and make it better. I agree entirely. I think if attributes were in, werewolves would of definetly have increased stats.
I heard that as well, but I would prefer that they didn't have any distinguising features in their human form. The night/day dynamic is more complete that way and they should be able to avoid detection as anyone who was in the know about Werebeast would be able to identify them. But then again, referring to what I know of Hircine's Sphere, they hunt at night and are hunted during the day. Without any lore references I cannot be sure exactly what to think about any distinguisable features but that statement suggest that there are ways to find them, perhaps other than magic or good 'ol detective work. Maybe.
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kat no x
 
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Post » Thu May 03, 2012 8:11 pm

The Werebear Cometh! Check It! http://www.computerandvideogames.com/335168/skyrim-dlc-bethesda-game-jam-video-teases-potential-content/ . I really hope some of these ideas make it into the game. What do you think of the Werebear and the Lycanthropy Perk Tree? MHO: Luv it but it has been stated in the past that "Lycanthropy" isn't the proper term when considering the other Werebeast. I suggest another title for the tree, unless that one is specifically for Werewolves and Werebears have an alternate one.
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Jason Rice
 
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Post » Thu May 03, 2012 8:56 pm

Edited.
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chirsty aggas
 
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Post » Thu May 03, 2012 7:56 pm

Lore:
...

Emphasis:
...

Conclusion:
...

You would have really liked the werewolves in Morrowind-Bloodmoon. They were perfectly designed. They were a curse. Becoming one was not a great thing. If you used the witches to cure yourself it required innocent blood. I nearly broke up when I got the curse and cured it.

Skyrim's werewolves are terrible, only made worse by the fact that you MUST become one to finished the only fighter's guild in Skyrim.

Honestly I wish they had never added them.
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Maya Maya
 
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Post » Thu May 03, 2012 10:00 pm

I will excuse minor plot holes in order to make the actual game better. Honestly, I don't think there would be a point of including werebears, wereboars, weresharks, etc if they all played very similarly to werewolves. And honestly, I think more TES fans wanted werewolves over werebears because you could become a werewolf in previous Elder Scrolls games, which have been around a lot longer than that twilight crap
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Austin England
 
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Post » Thu May 03, 2012 8:51 am

Il disagree. [censored] like this makes stuff not worth doing. You say that werewolves should kill to live... Let me tell you that a wolf in the wild will not kill to live, it will only kill when it needs food or is threatened and same goes for every other animal out there and same goes for werewolves. Im glad i dont have to deal with the kill to live crap on werewolves in skyrim since you only get 2 mins to do practicly nothing then be used for running speed and even if they had kill to live i wouldnt even bother putting the effort to become a werewolf. Already way to many cons then pros for werewolves and vamps to consider making them weaker.

Im just gonna say this but that lore of yours is some stupid stuff. Underworld had the right idea on werewolves but like skyrim they failed to include pack leader werewolves and pack like behaviour of the werewolves. Twilight shouldnt even be brought up in comparisons becuase that [censored] is plain gay.

Search up werewolves and learn where the lores for movies and games come from them. Its not a curse its a choice to become one with the beast because last i remembered no one wants to curse themselves. As [censored] as werewolves are atm i wouldnt like to see this kill to live crap as it has nothing to it. Its just some stupid thing someone wants because they are missing a time from their previous gaming time. Self fish a-hole.
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Penny Wills
 
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Post » Thu May 03, 2012 10:36 am

Il disagree. [censored] like this makes stuff not worth doing. You say that werewolves should kill to live... Let me tell you that a wolf in the wild will not kill to live, it will only kill when it needs food or is threatened and same goes for every other animal out there and same goes for werewolves. Im glad i dont have to deal with the kill to live crap on werewolves in skyrim since you only get 2 mins to do practicly nothing then be used for running speed and even if they had kill to live i wouldnt even bother putting the effort to become a werewolf. Already way to many cons then pros for werewolves and vamps to consider making them weaker.

Im just gonna say this but that lore of yours is some stupid stuff. Underworld had the right idea on werewolves but like skyrim they failed to include pack leader werewolves and pack like behaviour of the werewolves. Twilight shouldnt even be brought up in comparisons becuase that [censored] is plain gay.

Search up werewolves and learn where the lores for movies and games come from them. Its not a curse its a choice to become one with the beast because last i remembered no one wants to curse themselves. As [censored] as werewolves are atm i wouldnt like to see this kill to live crap as it has nothing to it. Its just some stupid thing someone wants because they are missing a time from their previous gaming time. Self fish a-hole.

http://www.youtube.com/watch?v=im_5QdHp04E

First off, you said wolves do not kill for food? Then what exactly do they kill for? Pleasure? No. Survival. If it kills to eat food, then it means it must live. So what you said is contradictory. Also, it's established Elder Scrolls lore. Werewolves kill people because it's hardwired into their system. No control, no remorse, no hesitation. Hunt, kill, devour, survive. All for the glories of Hircine, who is the Father of Manbeasts, Prince of the Hunt and the Sacrifice of Mortals. So don't you dare compare regular wolves to werewolves because they are completely different things. In Elder Scrolls, wolves are mundane, werewolve's are not.

Secondly, who are you to try and disagree with established lore? I normally don't make a habit of arguing with twelve year olds, but tonight I will make an exception. Underworld has nothing to do with Skyrim. Different franchise, different universe. Also, Underworld had a werewolf leader. His name was William. And the Lycans had their leader, his name was Lucien. Got it? Good. And the Circle is a pack of werewolves, as Aela welcomes you to the pack. There is no need for a "leader" because the companions don't really have leaders since the days of Ysgramor, but I guess you don't pay attention to lore since you rather hack N slash your way through quests, right?

Thirdly, don't like the mechanics? Don't. Play. As. A. Werewolf. Simple. And I can give you countless folklore that states many times where people consider Lycanthropy is a curse. Since you watched Underworld, let me tell you that Michael did not lile being a werewolf at first. The wolfman, Lawrence Talbot hated being the wolf. Now in the game: Kodlak, Vilkas, Farkas, SInding. They all dislike being werewolves. Some like it, some don't. And you said way too many cons for werewolves? What cons? You can't get a good night sleep? How in the hell is that a con compared to most? Being a werewolf isn't suppose to be a little kiddie power-up where you hulk out and go on a rampage. Lycanthropy has to have balances: pros and cons. Daggerfall had pros in human and wolf form, as well as cons. Bloodmoon had pros and cons too. Skyrim has an unbalanced version. And it is a perversion of lore. TRUE lore. We all know and love. But I doubt you read anything I wrote. In any case, I'll post it anyways.

/rant.
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Life long Observer
 
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Post » Thu May 03, 2012 2:28 pm

Yea, forced transformations would be pretty cool, but I think it would be just too hard to manage.
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Alycia Leann grace
 
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Post » Thu May 03, 2012 9:03 pm

> And since when does a werewolf need a damn totem to detect life?

I suspect that the totem abilities were designed as they were due to the limitation of having them all activated via the Shout key. It would be problematic to have multiple abilities attached to one key (especially given that they all work differently). For whatever reason, you aren't allowed to access the normal interface, or even a restricted version of it that only shows werewolf-specific elements. If not for that, these powers could've been presented as individual options in a list.

(Okay, I suppose it's also valid to look at it this way: the detect life totem may be necessary for the Companions' werewolf bloodline and/or thematically be giving them a superior version of what normal werewolves have.)
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Angel Torres
 
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Post » Thu May 03, 2012 4:11 pm

All I know is that I became a Werewolf on one character around 20 hours in, and didn't use it again until I deleted the account at around 60~ hours.
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Jamie Lee
 
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Post » Thu May 03, 2012 9:25 am

I would have loved if Bethesda went by its own lore, but it didn't. And it probably won't in the future. I'm quite happy that they made Werewolves shallow, only because if they'd have gone into therianthropy, they would never have put enough care into it to make it work. Things would have broken everywhere, and bugs would be worse. As it is, it was a [censored] idea to force lycanthropy on the player to advance in the Companions.
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Kari Depp
 
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Post » Thu May 03, 2012 6:06 am

I would have loved if Bethesda went by its own lore, but it didn't. And it probably won't in the future. I'm quite happy that they made Werewolves shallow, only because if they'd have gone into therianthropy, they would never have put enough care into it to make it work. Things would have broken everywhere, and bugs would be worse. As it is, it was a [censored] idea to force lycanthropy on the player to advance in the Companions.
We should of had the option to get infected in the wilderness by a "real" werewolf than just join a bunch of Nords who dream about belching in Sovngarde for eternity.

> And since when does a werewolf need a damn totem to detect life?

I suspect that the totem abilities were designed as they were due to the limitation of having them all activated via the Shout key. It would be problematic to have multiple abilities attached to one key (especially given that they all work differently). For whatever reason, you aren't allowed to access the normal interface, or even a restricted version of it that only shows werewolf-specific elements. If not for that, these powers could've been presented as individual options in a list.

(Okay, I suppose it's also valid to look at it this way: the detect life totem may be necessary for the Companions' werewolf bloodline and/or thematically be giving them a superior version of what normal werewolves have.)
We did not need various shout keys. Just the active effect that the totem has would be alright. For example, you can switch between totem of brotherhood and tootem of fear, but in werewolf form you are constantl having the detect life effect.
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Jessie Butterfield
 
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Post » Thu May 03, 2012 10:39 am

I would have loved if Bethesda went by its own lore, but it didn't. And it probably won't in the future. I'm quite happy that they made Werewolves shallow, only because if they'd have gone into therianthropy, they would never have put enough care into it to make it work. Things would have broken everywhere, and bugs would be worse. As it is, it was a [censored] idea to force lycanthropy on the player to advance in the Companions.

Just like in the Thieves Guild, it feels stupid that you had to
Spoiler
sell your soul to Nocturnal to become a Nightingale. Especially in an RP respective, if you are a Nord, not going to Sovngarde and protecting the Twilight Sepulcher in the afterlife isn't a particularly pleasing idea.
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David John Hunter
 
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Post » Thu May 03, 2012 12:21 pm

In the collectors edition game guide it tells you that you were lucky enough to have your shield brothers around and they helped you harness it so random transforms don't happen.

This is an important point concerning the werewolves in Skyrim. The Circle are a different breed of werewolves in that they rely on each other in order to maintain control over their wolf. If you read Kodlak's journal, he points out that some Cicle members cope better than others and that it's a constant struggle to remain in control. Aela and Skjor complete embrace their nature, but Vilkas and Farkas work to keep their wolves in check. Vilkas has more difficulty in this than Farkas does.

The need to kill is still present in the lore and the ability to kill and feed as a wolf is still present in gameplay. However, now the player can decide how strong the will of their character is in relation to the instincts of their wolf. If you want to say your character sumbits to their instincts, there's nothing stopping you. If you want to say your character is battling their nature or has yet to come to terms with ther inhumanity, you can play that out too.

I wouldn't mind seeing werebears and wild werewolves around though.


As for joining Hircine/Nocturnal for the Companions and Thieves Guilds respectively. Well, you can always turn your back on them.
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BethanyRhain
 
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Post » Thu May 03, 2012 10:11 am

This game made werewolfs svck so bad that everyone whos played a werewolf and has a normal human mind agrees with me that they are trash here. Theres like 5 of you who have other ideas like the OPs. Saying [censored] like its Beths own lore on making werewolfs. Anyone with a pair of eyes and common sense knows thats a bunch of horse [censored].
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Katie Pollard
 
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Post » Thu May 03, 2012 2:41 pm

Am I the only person in this world that wasn't disappointed by werewolves in Skyrim?
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Scarlet Devil
 
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Post » Thu May 03, 2012 6:40 pm

Good news. Bethesda read your whining thread over the countless other ones they see daily, and took some time off of working on real issues like uncompletable quests to make a special patch just for you, changing this one thing you wish was different and not really giving any thought to what other people want. oh, wait
I really hope that there is sarcasm hidden somewhere.

I think this is one of the unfortunate casualties of 'gameplay before lore'. They simply didn't have time to make lycanthropy fit pre-existing lore better while remaining fun to play. They at least acknowledge the change though, as some characters state that it's not the usual form of lycanthropy and explain why it's different, and there is at least one other werewolf that still has involuntary transformations and a need to hunt/kill.

Werebears don't really fit with how lycanthropy is set up to work in the game, either. It wouldn't be as simple as just making a separate model for characters to use.
So lycanthrophy we have in Skyrim is different?
Fine!
But in that case I would like a DLC which will introduce lycanthropy found in lore.
That way we can have both and everyone will be happy. ^_^
Lore werebeasts should be stronger though.

I thought I was the only one. This is what bothered me to a great extent. No lunar transformations. Lycanthropy in Skyrim feels more like a "power-up" than a gift/curse.
Power-up?
Yeah... power-up.
lol
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Tina Tupou
 
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