Would you like to see Werewolf and Vampires have their own S

Post » Fri Jun 08, 2012 1:33 pm

If so, How would you go about implementing it.



I would like to see this for the

Vampire Pros

100% Resistant to Diseases

20% Frost Resistant

Command Humanoid 1/2/3 - Command human for 2 min / 5 min / permanently

Increased strength - Increase carry weight / Increase melee and unarmed damage

Increased speed 1/2 25/40%

Increased stealth 1/2/3 20/25/30%

Increased Jumping Height 1/2/3 X2/X3/X4 Height

Master of Shadows 1/2/3 Can turn Invisible X1/X2/X3 times day

Vampire Cons

Weakness 1/2/3/4 to Fire 25/50/75/100%

Weakness to Sunlight 25/50/75/100% (25-75 you can still travel in Sunlight but Health/Stamina/Magic will slow in regeneration depending at what stage) at 100, The sun burns your skin and you can no longer survive in sunlight


Werewolf Pros

100% Resistant to Diseases

50% Frost Resistant

Increased Melee Damage 1/2/3 20/40/60%

Increased Speed 1/2 20/30%

Increased Jumping Height (WereWolf Form) 1/2/3 X2/X3/X4

Night Eye Toggleable

Sense Enemy Presence (Sort of like the Gray Fox Cowl)

Increased Damage Resistance 1/2/3 40/50/60%

Increased Water Breathing (Holding Breathe)

Werewolf Cons

Weakness to Fire 30%

Weakness to Shock 30%

Weakness to Silver Weapons 25%
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Gemma Woods Illustration
 
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Post » Fri Jun 08, 2012 5:41 pm

Yes.
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quinnnn
 
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Post » Fri Jun 08, 2012 12:02 pm

Exactly the same as the skill trees.

Eg. Health regeneration is now 50% in sunlight as opposed to 0%.
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kitten maciver
 
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Post » Fri Jun 08, 2012 5:58 pm

Well, you couldn't have implemented it the same way as a normal skill, seeing as your perk points would be wasted once you got cured. I would suggest certain milestones that added options for how you would develop as a vampire/werewolf.
Example:
You have feed regularily for a while(say a month) and are presented with three paths. One will increase your physical prowess, one will enhance your magical talent and one will make you more stealthy.
Other milestones might give bonuses such as less effect from sunlight, more tranformations a day(eventuallly tranfromation(both ways) at will) and increased damage with claws. This is just a quick idea though.
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Jenna Fields
 
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Post » Fri Jun 08, 2012 1:36 pm

.....I've turned the idea over on the backburner a few times, but I've come to the realization that I have an issue quantifying abilities of Vamps and Bipedal Wolves as "skill", muchless skill tree.

What I'd do though is.


You have your Tree, you do not use perk points gained from leveling up, but rather you gain points in the days you age and your actions taken. through the.....whats the would...milestones? I guess? you would customize your beastling of the night with perks like Sharpened claws, of which you "level" by using them for instance, or Steel fangs via "secondary attack" -biting- (would be modded in).

for Vamps similar aspects with Strenght, Mystics, and Subterfuge.

giving you the player to customize your transformation as you see fit, are you a sneaking ambush Werewolf, or do you walk up tanking arrows and batting away melee users with a solid whack of your arms. is your Vamp a Seducer, lulling hapless folks in the streets of whiterun at night to drain them? or are you more Ambitious in your goals, making thralls and forming your small undead army?


so much to be done.
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RUby DIaz
 
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Post » Fri Jun 08, 2012 7:28 pm

That would be great. Vamps get perks for

Command Humanoid 1/2/3 - Command human for 2 min / 5 min / permanently
Increased strength - Increase carry weight / Increase melee and unarmed damage
Increased speed
Devour - Can feed on dead bodies for bonus Health and Health regain that last for 5 min
Vampiric Drain spell that actually drains more than a mosquito.
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amhain
 
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Post » Fri Jun 08, 2012 7:46 pm

If so, How would you go about implementing it.

Probably with the Creation Kit :biggrin:

It would certainly be an interesting way to do things, and would make playing a Vamp/Wolf at lower levels less overpowered and more progressed. The only reason Vampires work they way they do(the 4 ranks and getting older) is because that was the only way to make them "age" ingame before, but now we can do that via perks and level gating.

It would be kind of a mess for your perks if you went and cured Vampirism/Lycantrhope, but then again it would add some interesting reprecussions to curing your disease if you lost an entire trees worth of perks. Choice and concequence.
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Alberto Aguilera
 
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Post » Fri Jun 08, 2012 4:15 pm

Yes. I'd love seeing a dedicated perk system for vampires and werewolves. As for how it would be implemented, well, I see it like this ...

Upon transforming into a vampire, for instance, a new skill / perk tree opens up for "Vampire". The level of this skill would represent your level of vampirism, and would increase according to the frequency at which you utilize vampiric skills. For instance, feeding, using Vampire-specific spells such as mesmerizing opponents, masking your vampiric identity so that you can do things in public, and using vampiric charm or fear spells to get things going your way, and... perhaps simply surviving as a vampire. For each night survived as a vampire, you could receive a boost to your vampirism skill, which could decrease over time (perhaps a total of two in-game months to become a full-fledged, level 100 vampire?). This makes sense, as generally, vampires grow in strength the older they are.

I could see a variety of useful perks. One could be feeding on dead bodies to stave off some of the hunger, and perhaps the second level of it could restore some of your health. One could increase your attunement to your vampiric powers and decrease the magicka required to cast them, the next level of it could eliminate the magicka cost altogether, which would be great for those vampires who weren't formerly magic-oriented. Another sensible perk is decreasing the damage done by sunlight, perhaps starting at at 25% decrease, and topping off at a 50% decrease ...because I wouldn't want to see vampires become too welcome in the sun. And another could allow you to feed on individuals who are awake by mesmerizing them. Yet another could allow you to permanently enthrall someone to your service.

As Tdroid said, your spent perks would be wasted if you cured yourself. So I believe that the vampire skill should level up separately from your character level, and upon increasing in character level, you could receive one perk for your standard skills, and a separate, "Vampire Perk", for your vampiric skill tree.

It's not the most effecient system. Though it's better than the alternative, which could be refunding your perk points. Which might make sense, too... after all, even after being cured, you'll still retain some of the skills you learned as a vampire, and you could redistribute them to your current skills.

But that might be overpowered.

A flawed system, I admit, but after ironing some things out, I think it would be awesome. :)

Lol, noticed a couple people had similar ideas to me. Good to know I'm not the only one. Might actually have a mod idea in our hands for the future.
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Siidney
 
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Post » Fri Jun 08, 2012 6:00 pm

.....I've turned the idea over on the backburner a few times, but I've come to the realization that I have an issue quantifying abilities of Vamps and Bipedal Wolves as "skill", muchless skill tree.

What I'd do though is.


You have your Tree, you do not use perk points gained from leveling up, but rather you gain points in the days you age and your actions taken. through the.....whats the would...milestones? I guess? you would customize your beastling of the night with perks like Sharpened claws, of which you "level" by using them for instance, or Steel fangs via "secondary attack" -biting- (would be modded in).

for Vamps similar aspects with Strenght, Mystics, and Subterfuge.

giving you the player to customize your transformation as you see fit, are you a sneaking ambush Werewolf, or do you walk up tanking arrows and batting away melee users with a solid whack of your arms. is your Vamp a Seducer, lulling hapless folks in the streets of whiterun at night to drain them? or are you more Ambitious in your goals, making thralls and forming your small undead army?


so much to be done.

This sounds good. There were a few Oblivion vampire mods that offered similar things, and it worked well.
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Robert Devlin
 
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Post » Fri Jun 08, 2012 3:49 pm

Probably with the Creation Kit :biggrin:

It would certainly be an interesting way to do things, and would make playing a Vamp/Wolf at lower levels less overpowered and more progressed. The only reason Vampires work they way they do(the 4 ranks and getting older) is because that was the only way to make them "age" ingame before, but now we can do that via perks and level gating.

It would be kind of a mess for your perks if you went and cured Vampirism/Lycantrhope, but then again it would add some interesting reprecussions to curing your disease if you lost an entire trees worth of perks. Choice and concequence.
Exactly. You will be cured but you will not be the same person you were before. Besides, chances are you will commit to playing that type of character anyway. Just like playing a Warrior or Mage.
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Jonathan Windmon
 
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Post » Fri Jun 08, 2012 8:36 pm

I would like to see this for the

Vampire Pros

100% Resistant to Diseases

20% Frost Resistant

Command Humanoid 1/2/3 - Command human for 2 min / 5 min / permanently

Increased strength - Increase carry weight / Increase melee and unarmed damage

Increased speed 1/2 25/40%

Increased stealth 1/2/3 20/25/30%

Increased Jumping Height 1/2/3 X2/X3/X4 Height

Master of Shadows 1/2/3 Can turn Invisible X1/X2/X3 times day

Vampire Cons

Weakness 1/2/3/4 to Fire 25/50/75/100%

Weakness to Sunlight 25/50/75/100% (25-75 you can still travel in Sunlight but Health/Stamina/Magic will slow in regeneration depending at what stage) at 100, The sun burns your skin and you can no longer survive in sunlight
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lilmissparty
 
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Post » Fri Jun 08, 2012 12:37 pm

A skill tree for each, I would have to say no.

Why not simply make it were the more you progress with your charter over time, the stronger you become with what you may have taken on? It would make more sense & save the wasting of perks.
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Celestine Stardust
 
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Post » Fri Jun 08, 2012 2:04 pm

A skill tree for each, I would have to say no.

Why not simply make it were the more you progress with your charter over time, the stronger you become with what you may have taken on? It would make more sense & save the wasting of perks.

because we've been there and done that, in my opinion I want to make use of this Perk system. make it worthwhile, yeah like you I'm iffy on the tree thing but its the only way to give customization to players and infer different playstyles for Vamps/WereWolves.
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emily grieve
 
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Post » Fri Jun 08, 2012 8:38 pm

absolutely
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Louise
 
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Post » Fri Jun 08, 2012 10:11 am


Vampire Cons

Weakness 1/2/3/4 to Fire 25/50/75/100%

Weakness to Sunlight 25/50/75/100% (25-75 you can still travel in Sunlight but Health/Stamina/Magic will slow in regeneration depending at what stage) at 100, The sun burns your skin and you can no longer survive in sunlight
I agree with that. The problem I have is the time. I know the PC can implement a realtime mod, but otherwise it's not very much in-game time. If you are a slow and calculating player. It's daylight in 45 min. Not much time to set up a strategy.
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Verity Hurding
 
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Post » Fri Jun 08, 2012 5:25 pm

I agree with that. The problem I have is the time. I know the PC can implement a realtime mod, but otherwise it's not very much in-game time. If you are a slow and calculating player. It's daylight in 45 min. Not much time to set up a strategy.
Fast travel to a cave or house
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Brad Johnson
 
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Post » Fri Jun 08, 2012 2:22 pm

I would be all for having a 'be able to stay human reguardless of whether it's nighttime' perk for werewolves.

I just feel like I'm only a werewolf for the immunity to disease. I don't actually use the beast form, and there really aren't any drawbacks to make me go back on my decision.

Same goes for vampires. Like a perk called 'Daywalker' that lets you take no sun damage. This isn't Twilight, dammit >:C
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Maddy Paul
 
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Post » Fri Jun 08, 2012 11:36 pm

because we've been there and done that, in my opinion I want to make use of this Perk system. make it worthwhile, yeah like you I'm iffy on the tree thing but its the only way to give customization to players and infer different playstyles for Vamps/WereWolves.
make them into tiers then. Instead of perks being linked together in trees, have them all grouped together and let players pick one "perk" from a tier every time they would normally get a perk. That way they can merge styles more easily without having to go from the bottom of the tree to the top. Would be hard to make perks that are that good when independent of each other, but it would be awesome if you could do it

just an idea. discount as desired
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Jonathan Braz
 
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Post » Fri Jun 08, 2012 7:32 pm

Thats actually a nice Idea, I wouldn't mind seeing such a thing.
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Red Bevinz
 
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Post » Fri Jun 08, 2012 5:20 pm

TBH, I think that it would be more practical and much more thematic to expand the Totems of Hircine questline to do something like this for werewolves.

I'm not sure where some of those suggestions are coming from though: I haven't seen any lore indications that werewolves are extremely frost resistant or fire/shock vulnerable, for example.
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Marguerite Dabrin
 
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Post » Fri Jun 08, 2012 7:40 pm

I think werewolves should have an experience leveling system where the more time you spend as a werewolf the more powerful you become like getting physically stronger, using magic(flame claws or something like this) and eventually unlocking shouts maybe your appearance could change too like it does for vamps but I dont think it should use the same skill tree like the other skills.
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Mark Hepworth
 
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