Spoilers: Questions for the Beta Testers #4

Post » Sat Nov 17, 2012 9:22 pm

Well, I said I'd make a thread, here it is. Ask me ANYTHING related to the DLC, and I will answer to the best of my knowledge. From simplest question to spoilers, go ahead. I'll be answering anything and everything as best as I can, and my fellow beta testers can drop on in here and answer some as well, if they see fit. :smile:

Ask away!

Thread started by Virtuosus.

http://www.gamesas.com/topic/1387983-questions-for-beta-testers-i-will-answer-them-spoilers/

http://www.gamesas.com/topic/1388043-spoilers-questions-for-beta-testers-2/

Thread #3 (my bb code is bad and I feel bad): http://www.gamesas.com/topic/1388134-spoilers-questions-for-the-beta-testers-3/


The show must go on.
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Damian Parsons
 
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Post » Sun Nov 18, 2012 5:36 am

What's the best dungeon added, and plz no spoilers.
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Nicholas C
 
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Post » Sun Nov 18, 2012 7:08 am

What's the best dungeon added, and plz no spoilers.
If you count the Forgotten Vale and its associated caves / areas, it wins by miles.
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Dominic Vaughan
 
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Post » Sun Nov 18, 2012 9:06 am

What do the spells Sunfire and Vampire Bane look like?

Similiar questions for the V. Hunter armor
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Crystal Clarke
 
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Post » Sat Nov 17, 2012 10:43 pm

Really? This again.
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Danny Blight
 
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Post » Sun Nov 18, 2012 9:53 am

Definitely the epic trek that is the Forgotten Vale.

Easily the best "dungeon" in the expansion.
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Tamara Dost
 
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Post » Sat Nov 17, 2012 9:19 pm

Really? This again.

It's been helpful to loads of people so far, I don't see why not. :)
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Daniel Lozano
 
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Post » Sat Nov 17, 2012 7:33 pm

What do the spells Sunfire and Vampire Bane look like?

Similiar questions for the V. Hunter armor
I really only know about Sunfire, which is basically a tiny ball of sunlight, like a firebolt, that you use like a destro spell.

Really? This again.
I waited a bit, but I figure if the previous threads reach their post limits, then folks still want to utilize them!
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Robyn Lena
 
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Post » Sat Nov 17, 2012 11:49 pm

What do the spells Sunfire and Vampire Bane look like?

Similiar questions for the V. Hunter armor
Vampires bane is a larger ball of sunlight that has a large bright explosion on impact
V. Hunter armor (atleast the helm) has effects that protect you from drain health spells from vampires while wearing a full set, shield does extra bashing damage to vampire.
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Emily Shackleton
 
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Post » Sun Nov 18, 2012 8:11 am

It's been helpful to loads of people so far, I don't see why not. :smile:

I really only know about Sunfire, which is basically a tiny ball of sunlight, like a firebolt, that you use like a destro spell.


I waited a bit, but I figure if the previous threads reach their post limits, then folks still want to utilize them!

When I men't by my post above is that last night there were 3 or 4 (forgot but one of the 2) threads reguarding the time Dawnguard came out and now its about it lol and there's 4 threads :P deja vu
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SEXY QUEEN
 
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Post » Sat Nov 17, 2012 6:39 pm

Are the Vampire Lords really Volkihar? If so, is there a reason they're so radically different from the ones described in Immortal Blood?

Also, are the two campaigns similar to the Imperial/Stormcloak campaigns, where it's a case of Second verse, same as the First, or do they actually feel radically different from one another? I mean in terms of objectives, the type of missions, and tactics you use, not just setting and allies.
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Assumptah George
 
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Post » Sun Nov 18, 2012 7:44 am

Are the Vampire Lords really Volkihar? If so, is there a reason they're so radically different from the ones described in Immortal Blood?

Also, are the two campaigns similar to the Imperial/Stormcloak campaigns, where it's a case of Second verse, same as the First, or do they actually feel radically different from one another? I mean in terms of objectives, the type of missions, and tactics you use, not just setting and allies.

I think that they explained it on the UESP (though I can't find it for the life of me...) that the Vamp/Priest who helped out the hunter fed him a bunch of [censored]. Therefore, the book is wrong as the vampire was throwing him off the trail.
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Michelle Chau
 
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Post » Sun Nov 18, 2012 1:33 am

So, I've pre-emptively created 2 characters for this DLC (I'm on PS3). A Stealth/Assassin/Vampire to join the Vamps and a Mage/Werewolf for the DG. My question is, is should I switch where the characters join? My Mage doens't use weapons at all, not even conjured ones. So would it be pointless to have those DG abilities to craft weapons?

Also, is crafting arrows a DG exclusive, or can anyone make them? What goes into making the arrows?

These threads have been a big help. Thank you so much!
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Jessie Rae Brouillette
 
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Post » Sun Nov 18, 2012 8:05 am

I think that they explained it on the UESP (though I can't find it for the life of me...) that the Vamp/Priest who helped out the hunter fed him a bunch of [censored]. Therefore, the book is wrong as the vampire was throwing him off the trail.

If that's the case, my interest in going to Valenwood is greatly diminished. The vampires they listed there sounded fun to fight, but if they don't exist, one of the main draws for me is gone. To Black Marsh. To Elsweyr!
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cassy
 
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Post » Sun Nov 18, 2012 3:16 am

Are the Vampire Lords really Volkihar? If so, is there a reason they're so radically different from the ones described in Immortal Blood?

Also, are the two campaigns similar to the Imperial/Stormcloak campaigns, where it's a case of Second verse, same as the First, or do they actually feel radically different from one another? I mean in terms of objectives, the type of missions, and tactics you use, not just setting and allies.
Don't know enough to answer your first question.

While you will visit some of the same locales, the objectives are different, certain locations are unique, and it is certainly VERY unlike the Civil War quests, where the only real factor setting apart your faction was the color of your comrades' armor.
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Isabell Hoffmann
 
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Post » Sat Nov 17, 2012 7:30 pm

So, I've pre-emptively created 2 characters for this DLC (I'm on PS3). A Stealth/Assassin/Vampire to join the Vamps and a Mage/Werewolf for the DG. My question is, is should I switch where the characters join? My Mage doens't use weapons at all, not even conjured ones. So would it be pointless to have those DG abilities to craft weapons?

Also, is crafting arrows a DG exclusive, or can anyone make them? What goes into making the arrows?

These threads have been a big help. Thank you so much!
Any play style will work for either side. However, the Dawnguard will lend you equipment more beneficial to a warrior while the vamps and the Vampire Lord benefit more from spells like Drain Life. Specifically for the Dawnguard, being able to upgrade the crossbows helps a ton, but if you're a mage, don't sweat it.

Unless a separate update has been released, I believe they are a DG exclusive (for now, at least). You need one firewood and an ingot of the desired arrow type to craft 24 arrows.

Glad we can help!
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Alba Casas
 
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Post » Sun Nov 18, 2012 9:02 am

information about the Vampire Lords:
- toggled?
- powers? abilities? any overlap with current ones?
- do you keep any regular abilities when in that form?
- is it also controlled by necks bitten or is there another variable?
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Lily Something
 
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Post » Sat Nov 17, 2012 11:28 pm

information about the Vampire Lords:
- toggled?
- powers? abilities? any overlap with current ones?
- do you keep any regular abilities when in that form?
- is it also controlled by necks bitten or is there another variable?
Volkihar Vamps and Thin-Bloods are the same besides being able to transform into the ManBat form. The VL form is activated whenever you want and can be turned off whenever you want
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Jack Bryan
 
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Post » Sun Nov 18, 2012 7:38 am

Volkihar Vamps and Thin-Bloods are the same besides being able to transform into the ManBat form. The VL form is activated whenever you want and can be turned off whenever you want
So is it basically like a Werewolf using the Ring of Hircine? Do you lose all of your armor or the transformation back?
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Charlotte Lloyd-Jones
 
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Post » Sun Nov 18, 2012 7:09 am

So, I've pre-emptively created 2 characters for this DLC (I'm on PS3). A Stealth/Assassin/Vampire to join the Vamps and a Mage/Werewolf for the DG. My question is, is should I switch where the characters join? My Mage doens't use weapons at all, not even conjured ones. So would it be pointless to have those DG abilities to craft weapons?

Also, is crafting arrows a DG exclusive, or can anyone make them? What goes into making the arrows?

These threads have been a big help. Thank you so much!
Arrows are now craftable by anyone but bolts are DG exclusive
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Jessie Butterfield
 
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Post » Sat Nov 17, 2012 6:35 pm

Actually anyone can craft arrows, but the crossbows and bolts are dg exclusive
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Anna Watts
 
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Post » Sat Nov 17, 2012 10:09 pm

So is it basically like a Werewolf using the Ring of Hircine? Do you lose all of your armor or the transformation back?
No, when you turn back all your gear is still on you, but the VL form lasts forever until you disable it so less like the Ring of Hircine
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Star Dunkels Macmillan
 
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Post » Sun Nov 18, 2012 4:42 am

Do werewolves have a form of night vision now?
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Louise Lowe
 
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Post » Sat Nov 17, 2012 8:45 pm

Do werewolves have a form of night vision now?
Nope but if yu use the Totem that lets you detect life there is a perk that improves that
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Aaron Clark
 
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Post » Sun Nov 18, 2012 6:42 am

How extensive is the new "barber", what can you change?
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dell
 
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