Sinding, werewolf followers, and other puppy woes

Post » Sun Jun 03, 2012 9:59 pm

from skyrim wiki's article on silver sword (skyrim):

"It is especially effective against the undead, making it very useful in dungeons. The item does not require charging, although it cannot be refined with a grindstone. It causes extra damage to Undead such as Draugr, Skeletons, Dragon priests, Vampires, and re-animated corpses. Werewolves are not affected by the additional effect, as werewolves are NOT considered to be undead."
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Ilona Neumann
 
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Post » Mon Jun 04, 2012 6:26 am

So... it only makes sense that an organization dedicated to wiping out lycans should use silver, then.
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Roisan Sweeney
 
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Post » Mon Jun 04, 2012 9:10 am

Yeah, being a werewolf is pretty much not worth it. I definitely agree that werewolf followers should be able to transform when I do, and sneaking is a must. What kind of werewolf doesn't bother stalking their prey (like a wolf) and just blindly charges into battle?

Can't wait for the Creation Kit to fix these problems.

No one needs stalking when you can charge in and slash and roar them to death.
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herrade
 
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Post » Mon Jun 04, 2012 12:22 am

You don't even have to work all that hard to get that from the Companions. Fetch this, do that, clean my room, BAM! You're in the almighty "Circle" and suddenly you're as respected as anyone that's been there for a decade.

The Thieves guild does a better job of making Nightingales feel awesome. It takes forever to actually happen, as it only happens near the end of the questline; they're properly kept secret from the rest of the organization, who think Nightingales are only myths (the same as the Circle keeps their lycanthropy a secret); and the Nightingales actually have business with the Deadric prince who gave them their gift. I could write a more interesting storyline in my sleep than what the Companions have.

If we're trying to be fair to them, however: the Silver Hand caught the PC in a trap and Farkas off guard, who had no choice but to transform. Being that the PC found out before his appointed time, they raised him/her into the Circle.

Still crap, if you ask me.
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Vickytoria Vasquez
 
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Post » Mon Jun 04, 2012 4:22 am

For sure, I like the Nightingales much better than the Companions. Karliah's pretty interesting to hang with.
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Terry
 
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Post » Sun Jun 03, 2012 9:58 pm

Fleas. They need to add fleas.
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Jamie Moysey
 
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Post » Mon Jun 04, 2012 1:14 am

For sure, I like the Nightingales much better than the Companions. Karliah's pretty interesting to hang with.

I'm hoping for questlines that are important to werewolves and vampires in the expansions/DLC. It would be all kinds of nice.

I imagine a questline that offers players to become werewolves, has different dialogue if they already are, and can only be continued and finished by a werewolf. NPCs who make use of transformations, quests that can only be completed in beast form (like making it a certain distance across the country in a short time span, or causing a national ruckus by attacking an area as a werewolf and getting a certain number of kills), and more variety in werewolf roars would be nice. Random transformations when the twin moons are full or eclipsed, the ability to recruit NPCs into the faction (a la Blades) to become werewolves, moar werewolf armor (like a light version) and some weapons given them, weapons to be used against them (silver battleaxes/warhammers/arrows!), all kinds of things.
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Sophie Payne
 
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Post » Mon Jun 04, 2012 3:24 am

No one needs stalking when you can charge in and slash and roar them to death.

That's basically how I use it. Just run in and and get as much offense in one-go as possible. It's a good way to clear out smaller dungeons (funnily vampire hideouts seem best suited for it). You're not meant to loot or take your time or anything like that.
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Stefanny Cardona
 
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Post » Sun Jun 03, 2012 11:45 pm

For sure, I like the Nightingales much better than the Companions. Karliah's pretty interesting to hang with.

If by 'interesting' you mean 'confusing', I agree. Welcoming me to the wonderfully restored Nightingale Hall, while surrounded by corpses at the End of Snow Veil Sanctum is... erm... has poor Karliah been touched by Sheogorath? Nightingale Hall's still a wreck too, no shiny portal.
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Trista Jim
 
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Post » Mon Jun 04, 2012 12:30 am

If by 'interesting' you mean 'confusing', I agree. Welcoming me to the wonderfully restored Nightingale Hall, while surrounded by corpses at the End of Snow Veil Sanctum is... erm... has poor Karliah been touched by Sheogorath? Nightingale Hall's still a wreck too, no shiny portal.

Regardless of that, I think we can all agree that the process by which one becomes a werewolf svcks.
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BRAD MONTGOMERY
 
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Post » Mon Jun 04, 2012 3:49 am

Regardless of that, I think we can all agree that the process by which one becomes a werewolf svcks.

from a progression aspect, yes.
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LuBiE LoU
 
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Post » Mon Jun 04, 2012 6:56 am

Regardless of that, I think we can all agree that the process by which one becomes a werewolf svcks.

Mmm, I do think drinking the cursed blood could have been given a little more gravitas, for sure. Perhaps if one of the members had warned you off touching a wound for fear of you being infected... just a little forewarning, it would have made the event feel a bit more dangerous. Story-wise, the Companions' questline could be vastly improved with a few tweaks in the middle.
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John N
 
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Post » Sun Jun 03, 2012 11:52 pm



Regardless of that, I think we can all agree that the process by which one becomes a werewolf svcks.

That's true but with no wild werewolves how else could they have done it?
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Lewis Morel
 
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Post » Mon Jun 04, 2012 3:41 am

I think it'd be cool if you were accidentally stricken and behaved out of control, like Sinding. I mean, where you had no control at all and just went on a rampage. And some more "civilized" group of Werewolves captured you, and tried to teach you to hone your powers. You could go from there and stick with it, or try to seek out a cure somewhere.
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He got the
 
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Post » Sun Jun 03, 2012 11:12 pm

Why the hell does a werewolf need a damn totem to see far? The Totem of the Hunt is useless and it's effects should be on a werewolf constant. But I guess Hircine but the werewolves on steroids in Bloodmoon because of the hunt. Now, he scatters totems about. I like the Totem of Brotherhood and the Totem of Fear, but the Totem of the hunt is something every werewolf should have built in.
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Laura Tempel
 
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Post » Sun Jun 03, 2012 4:59 pm

I'm not too sure a werewolf would make a good follower. I mean, the Companions can control their transformations, but we never get to see whether or not a transformed Companion is any different than any other kind of werewolf. The only time we see them wolf it up, they are by themselves with the enemy, and you are safely caged away from them.

Would a follower who involuntarily turns wolf be reliable? The PC gets any bounty their follower's actions demand, so a transforming follower gets you an instant 1000gold bounty. Not to mention that they might not stop at killing the bad guys, they may just hit the local wandering monk or Imperial patrol. Or you.
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dell
 
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Post » Sun Jun 03, 2012 11:25 pm

Would a follower who involuntarily turns wolf be reliable? The PC gets any bounty their follower's actions demand, so a transforming follower gets you an instant 1000gold bounty. Not to mention that they might not stop at killing the bad guys, they may just hit the local wandering monk or Imperial patrol. Or you.
Both Sinding (a "normal" werewolf) and Aela (a Companion werewolf) are both able to keep from attacking you when they're in beast form and you in your normal form. Sinding even follows and fights with you if you tell him that you'll spare him.

Getting a bounty from a follower that involuntarily changes would be an interesting mechanic. Gotta make sure you don't have such a follower with you on a full moon.
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Courtney Foren
 
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Post » Mon Jun 04, 2012 6:13 am

Here is what needs to be changed.
1) Werewolves need to be stronger like in Bloodmoon, or not as strong since that was during the Bloodmoon, but stronger than in Skyrim. By stronger I mean able to take more hits and not lose health as easy.
2) Werewolf companions should be able to transform in combat, if their health gets low or if you transform, something along those lines.
3) Have lunar transformations like in Daggerfall
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Amber Ably
 
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Post » Mon Jun 04, 2012 6:02 am

Both Sinding (a "normal" werewolf) and Aela (a Companion werewolf) are both able to keep from attacking you when they're in beast form and you in your normal form. Sinding even follows and fights with you if you tell him that you'll spare him.

Getting a bounty from a follower that involuntarily changes would be an interesting mechanic. Gotta make sure you don't have such a follower with you on a full moon.
Goes to show that werewolves do not attack each other. And strange enough, Sinding could talk. I remember one instance in Daggerfall where a Lycanthrope spoke.

Here is what needs to be changed.
1) Werewolves need to be stronger like in Bloodmoon, or not as strong since that was during the Bloodmoon, but stronger than in Skyrim. By stronger I mean able to take more hits and not lose health as easy.
2) Werewolf companions should be able to transform in combat, if their health gets low or if you transform, something along those lines.
3) Have lunar transformations like in Daggerfall
Yes. Especially the third one.
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Rinceoir
 
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Post » Mon Jun 04, 2012 4:39 am

Goes to show that werewolves do not attack each other. And strange enough, Sinding could talk. I remember one instance in Daggerfall where a Lycanthrope spoke.


Yes. Especially the third one.
I don't know if werewolves are suppose to be able to talk because Farkas sometimes says, "Good Enough!" when he kills the Silver Hand as a werewolf and sometimes he doesn't. And thank you someone agrees with my point of lunar transformations I know a lot of people who say that would be stupid.
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Lizbeth Ruiz
 
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Post » Mon Jun 04, 2012 5:11 am

I don't know if werewolves are suppose to be able to talk because Farkas sometimes says, "Good Enough!" when he kills the Silver Hand as a werewolf and sometimes he doesn't.
Sinding talks in beast form, and you have a conversation with him. It's part of the quest's story.

I don't quite prefer the idea of talking werewolves though, personally. It just doesn't fit the idea that werewolves are supposed to be out of control hunters/killers. But if they must, I think they should've at least made the werewolf voices deeper and more guttural. It just sounds wrong to hear Sinding's human voice on a werewolf.
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Chrissie Pillinger
 
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Post » Mon Jun 04, 2012 2:06 am

Sinding talks in beast form, and you have a conversation with him. It's part of the quest's story.

I don't quite prefer the idea of talking werewolves though, personally. It just doesn't fit the idea that werewolves are supposed to be out of control hunters/killers. But if they must, I think they should've at least made the werewolf voices deeper and more guttural. It just sounds wrong to hear Sinding's human voice on a werewolf.
Not to mention every time you get near him he says, "Never thought I'd see you again." about a thousand times. I agree werewolves shouldn't be able to talk.
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Lilit Ager
 
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Post » Sun Jun 03, 2012 10:48 pm

If by 'interesting' you mean 'confusing', I agree. Welcoming me to the wonderfully restored Nightingale Hall, while surrounded by corpses at the End of Snow Veil Sanctum is... erm... has poor Karliah been touched by Sheogorath? Nightingale Hall's still a wreck too, no shiny portal.
I just started the Nightingale part, so I was speaking from an immediate impression.
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Crystal Birch
 
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Post » Sun Jun 03, 2012 9:22 pm

Sinding talks in beast form, and you have a conversation with him. It's part of the quest's story.

I don't quite prefer the idea of talking werewolves though, personally. It just doesn't fit the idea that werewolves are supposed to be out of control hunters/killers. But if they must, I think they should've at least made the werewolf voices deeper and more guttural. It just sounds wrong to hear Sinding's human voice on a werewolf.
Yeah, it takes away many bestial aspects we know and love. It should of been as you said, more menacing and deeper. Sort of like the werewolf depicted in the second Narnia movie.
Not to mention every time you get near him he says, "Never thought I'd see you again." about a thousand times. I agree werewolves shouldn't be able to talk.
Yeah, it got annoying.
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Adam Baumgartner
 
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Post » Mon Jun 04, 2012 1:57 am

I'm not too sure a werewolf would make a good follower. I mean, the Companions can control their transformations, but we never get to see whether or not a transformed Companion is any different than any other kind of werewolf. The only time we see them wolf it up, they are by themselves with the enemy, and you are safely caged away from them.

Would a follower who involuntarily turns wolf be reliable? The PC gets any bounty their follower's actions demand, so a transforming follower gets you an instant 1000gold bounty. Not to mention that they might not stop at killing the bad guys, they may just hit the local wandering monk or Imperial patrol. Or you.

Sounds like a very interesting game mechanic that may not be for you, but could be amazing fun for others.
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Assumptah George
 
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