Werewolves transforming back

Post » Fri Nov 16, 2012 4:31 pm

Dawnguard Patch?

I think it would make sense lore-wise and gameplay wise, that if as a werewolf we are able to transform back to human form at will if we feed on a least one creature. Our hunger would be sated and we could transform back.

Thoughts?
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Tammie Flint
 
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Post » Fri Nov 16, 2012 7:24 am

Isn't there already a thread asking the same question?
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Naomi Lastname
 
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Post » Fri Nov 16, 2012 1:56 pm

Isn't there already a thread asking the same question?
Like that one, this one is about adding something to the game simply because vampire lords can change back at will.
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adam holden
 
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Post » Fri Nov 16, 2012 5:46 pm

I have no objection to being able to TURN BACK on will. It does kinda anoy me to have to wait a couple of hours for my blood to calm down. (Turning back should be okey if the transformation isent forced to start with).
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Kayleigh Mcneil
 
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Post » Fri Nov 16, 2012 10:56 am

Like that one, this one is about adding something to the game simply because vampire lords can change back at will.

What they don't seem to ubderstand is werewolves are wild beast and kill untill there anger and rage is gone as where vampires are not wild animals and as such transforming at will as well as turning back is not really a problem.
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Dawn Farrell
 
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Post » Fri Nov 16, 2012 1:49 pm

Ah the people who don't know werewolf lore is increasing.
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phillip crookes
 
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Post » Fri Nov 16, 2012 7:01 pm

Ah the people who don't know werewolf lore is increasing.
It all depends on what lore your looking at. Several say werewolves only ever change on a full moon. Some say the first full moon they see once infected triggers it but from then on they can learn to control it. And others its just a wolf age deal.
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Marcin Tomkow
 
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Post » Fri Nov 16, 2012 9:26 pm

Ah the people who don't know werewolf lore is increasing.
It is pissing me off so much.
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Dragonz Dancer
 
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Post » Fri Nov 16, 2012 9:27 pm

It all depends on what lore your looking at. Several say werewolves only ever change on a full moon. Some say the first full moon they see once infected triggers it but from then on they can learn to control it. And others its just a wolf age deal.

Then let's just say TES lore. Specifically the mechanics from Daggerfell. I can't help but think the Companions "special strain" has screwed up many people's view on what Lycanthropy in Skyrim should be. I'm sure I'm not alone on that.
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TWITTER.COM
 
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Post » Fri Nov 16, 2012 10:32 am

It is pissing me off so much.
Yup I understand as well I have been trying to search for mods that buff the damage of the drain spell for vampires but all I get are vampire mods that change vampires in such a drastic way they are no longer TES vampires anymore. :swear:
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Nicole Coucopoulos
 
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Post » Fri Nov 16, 2012 11:49 am

Then let's just say TES lore. Specifically the mechanics from Daggerfell. I can't help but think the Companions "special strain" has screwed up many people's view on what Lycanthropy in Skyrim should be. I'm sure I'm not alone on that.

Spoiler
The companions have no special strain, they are only strong willed. So much so that that they can control their gift. They do not give in to the "call of the blood".
Though it is still incredibly annoying there isn't an option to be feral, and turn at the phase of the moon cycle. Luckily, there is a mod for that (Glory to the PC master race?)
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Carys
 
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Post » Fri Nov 16, 2012 4:10 pm

Werewolves are about feeding. If werewolves were able to turn back at will it would remove the need to feed.
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Horror- Puppe
 
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Post » Fri Nov 16, 2012 11:06 am

The companions have no special strain, they are only strong willed. So much so that that they can control their gift. They do not give in to the "call of the blood". Though it is still incredibly annoying there isn't an option to be feral, and turn at the phase of the moon cycle. Luckily, there is a mod for that (Glory PC to the master race?)

There are some saying that the pact they made with the witch coven gave them a special strain, which is something I don't really buy into myself. But let's say you're right about them being strong willed, we should have at least had a mission that was all about learning how to control ourselves, considering that after the initial transformation, we're in complete control. It shouldn't be like that if it's all about being strong enough to control it. Even if you are strong willed, you need to learn how to control a new temptation. It's not like "Oh, not doing that again" after unwillingly transforming once.
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Dark Mogul
 
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Post » Fri Nov 16, 2012 12:32 pm

Werewolves are about feeding. If werewolves were able to turn back at will it would remove the need to feed.

No it wouldent, you need to feed to continue being a werewolf.

We are simply speaking about the ability to END the beast form prematurly. Since the werewolf form isent forced (moon transformations etc) it shouldent realy matter, all it changes is that instead of waiting for x hours we can revert without waiting.
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Beast Attire
 
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Post » Fri Nov 16, 2012 12:17 pm

But let's say you're right about them being strong willed, we should have at least had a mission that was all about learning how to control ourselves, considering that after the initial transformation, we're in complete control. It shouldn't be like that if it's all about being strong enough to control it. Even if you are strong willed, you need to learn how to control a new temptation. It's not like "Oh, not doing that again" after unwillingly transforming once.

Going along that same track of thought
Spoiler
the companions shouldn't reveal their secret to you in the second quest of the guild story. Bethesda didn't really do a great job with the guild at all really, nor did they do much justice to the Lycanthropy in Skyrim compared to the game's past. But the general consensus I believe is just strong will.
You are the destined Dragonborn after all (crappy reasoning, but it works I guess).
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Ann Church
 
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Post » Fri Nov 16, 2012 7:28 am

Going along that same track of thought the companions shouldn't reveal their secret to you in the second quest of the guild story. Bethesda didn't really do a great job with the guild at all really, nor did they do much justice to the Lycanthropy in Skyrim compared to the game's past. But the general consensus I believe is just strong will. You are the destined Dragonborn after all (crappy reasoning, but it works I guess).

Yeah, the Companions questline is just kind of... not well. Its big claim to fame is werewolves, and even that you don't have to use more than once if you don't want to. Weird.
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Angus Poole
 
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Post » Fri Nov 16, 2012 8:29 pm

Werewolves are supposed to be enraged beasts so I found it funny that Sinding was able to be very civil and even talk to me in his normal voice while in Werewolf form. Strangely enough I was not able to communicate with him until my werewolf form wore off. I think there's a little inconsistency about what they should and shouldn't be able to do. Personally I'd like to be able to change back when I feel like it.
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Olga Xx
 
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Post » Fri Nov 16, 2012 9:37 pm

Ah the people who don't know werewolf lore is increasing.
And it'll only get worse with each new TES game, since they will no doubt try to get away with doing the Companions-style werewolves in EVERY game from now on, much to the annoyance of fans who want forced lunar transformations and the gross contradiction to lore, just like how they keep insistingly using the same "backwards feeding" mechanic for vampires with every game now, even though it doesn't make any sense anymore to continue using the much-maligned mechanic other than their idea of making vampirism "balanced," though I'm certain there are much better ways of handling that than how they handled it in Oblivion and Skyrim.
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le GraiN
 
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Post » Fri Nov 16, 2012 8:23 pm

So what everyone is saying is that the pact the Glenmoril Witches made with the Companions is void and non existant? They did make a pact with the Glenmoril Witches...years after the Companions already had Lycanthropy.
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Umpyre Records
 
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Post » Fri Nov 16, 2012 12:13 pm

So what everyone is saying is that the pact the Glenmoril Witches made with the Companions is void and non existant? They did make a pact with the Glenmoril Witches...years after the Companions already had Lycanthropy.

It was years after? I thought they made the pact to gain Lycanthropy. Where'd you read this?

And it'll only get worse with each new TES game, since they will no doubt try to get away with doing the Companions-style werewolves in EVERY game from now on, much to the annoyance of fans who want forced lunar transformations and the gross contradiction to lore, just like how they keep insistingly using the same "backwards feeding" mechanic for vampires with every game now, even though it doesn't make any sense anymore to continue using the much-maligned mechanic other than their idea of making vampirism "balanced," though I'm certain there are much better ways of handling that than how they handled it in Oblivion and Skyrim.

Yeah, I'm a bit afraid of what they'll try and do next. The backwards feeding doesn't make sense in this game, unless we had the Cyrodiilic strain edging into Skyrim (Sybil Stentor would have been perfect to be an agent of the Order in Skyrim).

If they want vampirism to be balanced, give them simple weaknesses: silver, fire, sun damage, etc. Also, make feeding required to keep up your strength, not the other way around.

I've said it before and I'll say it again: There should be multiple ranks of vampirism, just like we have with enemies (Fledgling-Master). When you first turn, you're a fledgling: you have minimum buffs and maximum weaknesses, and the sun will pretty much kill you in an instant. The more you feed, the stronger you become, until you reach a new level of vampirism, which increases your buffs and lowers your weaknesses. At a Master Vampire level of strength, the sun can still kill you, and all your other weaknesses are there, but they don't do nearly the amount of damage they did before.

Only the Cyrodiilic strain should be able to blend in (aside from some of the ones mentioned in Valenwood, but even they have tell tale signs), which would explain why you would be able to find them in every province of Tamriel (since they can blend in and all). The other vampires would be attacked on sight, unless you had certain items equipped that allowed you to go about unnoticed (closed face helmets would be too easy, unless there were certain places they wouldn't let you go with a closed face helm and some shopkeepers would refuse to do business with you).

There's more I could put on this subject, but for now I'll close with this: Non-Cyrodillic Vampires should not be given incentive NOT to feed!
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Nathan Barker
 
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Post » Fri Nov 16, 2012 3:42 pm

As long as it still ended itself if you didn't feed (like if it were simply an option to end it immediately rather than waiting), then yes.

if it was in and out as long as you want, like the Vampire Lord, then no.
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Cccurly
 
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Post » Fri Nov 16, 2012 8:52 am

I have no objection to being able to TURN BACK on will. It does kinda anoy me to have to wait a couple of hours for my blood to calm down. (Turning back should be okey if the transformation isent forced to start with).
Yeah. If there WERE forced / lunar transformations then I'd understand not being able to turn back at will.....but if we're willingly transforming why not willingly change back once we kill someone? I dont normally play werewolves but I agree with you guys that it doesn't make sense.
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Monika Fiolek
 
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Post » Fri Nov 16, 2012 5:18 pm

I agree that the backwards feeding mechanic makes zero sense for the Volkihar.
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Trish
 
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Post » Fri Nov 16, 2012 3:04 pm

I agree that the backwards feeding mechanic makes zero sense for the Volkihar.
Agreed. I hate it.
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Channing
 
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Post » Fri Nov 16, 2012 5:38 pm

if you think about it when you see farkus transform for the first time he kills all the silver hand and then leaves the room for a few secs and after a few secs when you see him again hes back in his human form. so seeing that i don't get why hes the only person who can transform and then only be in werewolf form for less than a min.
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T. tacks Rims
 
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