Pessimistic about the new werewolf perk tree

Post » Fri Jun 15, 2012 1:18 pm

I saw that one of the perks added 25% extra damage while in werewolf form, as well as other perks that add different howls, etc.

However, I am unsure the perk tree will make high-level werewolf play viable. At level 45, the werewolf damage caps at 70. Even with a 25% boost, the damage only raises to 87.5 which is pitiful. I can understand having no armor as a werewolf, but I'd expect to ALWAYS do more damage as one regardless of my level. It feels stupid doing much more damage in my human form with a weapon. That, on top of having access to armor, makes me think lycanthropy is worthless.

I think Bethesda should make werewolf damage scale to weapon damage rather than to level with the introduction of Dawnguard. This way, while playing at a high level on Master, shifting to werewolf form won't be instant death. I know a lot of my issues can be fixed with a mod, but I'd rather not have to mod the game for something like this.
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Mariana
 
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Post » Fri Jun 15, 2012 1:40 am

Na, itll be fine. Your are too pessimistic- or are basing your expectatioms for werewolves vs a fully abused alchemy/enchant/smith (or town blacksmith) build.
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IsAiah AkA figgy
 
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Post » Fri Jun 15, 2012 9:04 am

Your pessimism is unfounded. There are five levels of that perk. That means 125 percent increase in damage. Not 25 percent.

I hope that clears things up for you, if not look at the perks in my sig.
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daniel royle
 
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Post » Fri Jun 15, 2012 1:12 pm

I think there will be some improvements to the werewolves beyond the perks... so that they're not completely o'ermatched by the VLs..

But they had the same problem in Bloodmoon where the skills were set at a certain level, so your unarmed skill could be higher as a bosmer than a Werewolf ..
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Neko Jenny
 
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Post » Fri Jun 15, 2012 3:40 pm

The damage cap will be 157.5 with new perks.
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Zoe Ratcliffe
 
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Post » Fri Jun 15, 2012 3:32 pm

I am constantly amused by the idea that magical creatures, unarmed and unarmored, should do more damage than someone carrying enchanted weapons and gear. Werewolves are supposed to be a diverting lore driven character option, not the be-all, end-all unstoppable force you seem to think they should be. The new perks will make them comparable to some other styles of play, but they shouldn't do more damage than the best weapons in the game.
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Jynx Anthropic
 
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Post » Fri Jun 15, 2012 4:57 am

I am constantly amused by the idea that magical creatures, unarmed and unarmored, should do more damage than someone carrying enchanted weapons and gear. Werewolves are supposed to be a diverting lore driven character option, not the be-all, end-all unstoppable force you seem to think they should be. The new perks will make them comparable to some other styles of play, but they shouldn't do more damage than the best weapons in the game.
they will not, the new cap is really high but not nearly as high as enchanted gear.

Normal characters will still be able to outperform werewolves, but they are getting a large enough boost that this will not happen until your character is very high level.
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Marquis T
 
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Post » Fri Jun 15, 2012 3:31 pm

The damage cap will be 157.5 with new perks.

:banana: :banana: Beth has no idea what they have done giving me that much power :devil: I'm an evil son of a bit#$ as a normal werewolf, just wait till I get the tree :drag: http://www.youtube.com/watch?v=pVY1-v97Mic
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Horse gal smithe
 
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Post » Fri Jun 15, 2012 2:04 am



:banana: :banana: Beth has no idea what they have done giving me that much power :devil: I'm an evil son of a bit#$ as a normal werewolf, just wait till I get the tree :drag: http://www.youtube.com/watch?v=pVY1-v97Mic
I also cannot wait :) time to raid the thalmor headquarters again.
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Chloe Lou
 
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Post » Fri Jun 15, 2012 2:56 pm

I still don't understand the new perk trees. Will we just keep leveling them until we have unlocked all perks or is there a cap?
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Liv Staff
 
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Post » Fri Jun 15, 2012 7:31 am

I still don't understand the new perk trees. Will we just keep leveling them until we have unlocked all perks or is there a cap?
probably till you get all the perks. They do not have levels.

You just get perk points for feeding 2 or 3 times. The perk tree is in my sig ;)
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carrie roche
 
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Post » Fri Jun 15, 2012 9:27 am

You can take the perk 4 times.
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Nicholas C
 
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Post » Fri Jun 15, 2012 1:56 pm

You can take the perk 4 times.

Ok, so reduce that to 140. Still good.
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~Sylvia~
 
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Post » Fri Jun 15, 2012 2:51 pm

The werewolf tree looks fine to me. I'm honestly excited that were-wolf play is viable now ^_^

I love being a werewolf, so this is gonna rock.
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luke trodden
 
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Post » Fri Jun 15, 2012 6:35 am

I'm willing to wait till i know all of what's changing, especially on all the perks, for all we know one of the perks gives you as your power attack the power and effect of a giant club/stomp
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Teghan Harris
 
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Post » Fri Jun 15, 2012 10:33 am

Ok, so reduce that to 140. Still good.
:banana: Yeah this is going to be fun.
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Amelia Pritchard
 
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Post » Fri Jun 15, 2012 7:33 am

Each rank of fortify one-handed/two-handed/archery adds 20% damage up to 100%.
Ok, so reduce that to 140. Still good.
A werewolf previously maxes out at 80dmg so with all four damage perks its 160dmg per swing. For a dual wielder that actual takes a good deal of fortify one-handed and fortify smithing to reach. And of course the werewolf regenerates stanima like a redguard using his racial power allowing for constant power attacking. Plus werewolves attacks very quickly as the attack button automatically alternates swings.

Plus using werewolf abilities won't level your character. If you get this tree automaticaly by becoming a werewolf the advantages are great.
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Sabrina Steige
 
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Post » Fri Jun 15, 2012 9:16 am

Oh I didn't know the damage perk could be stacked. That changes things.
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barbara belmonte
 
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Post » Fri Jun 15, 2012 2:47 pm

Werewolf play may not be the straight forward unstoppable freight train that you expect but it is not instant death on master as long as you build with anticipation of using lycanthropy, high health and stamina, and fight strategically it's still really powerful. I think the additions in the perk tree will be more than enough power to continue my beast form campaign against the thalmor and their Imperial puppets lol ( insert evil laughter)
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Samantha Jane Adams
 
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Post » Fri Jun 15, 2012 3:21 am

Your pessimism is unfounded. There are five levels of that perk. That means 125 percent increase in damage. Not 25 percent.

I hope that clears things up for you, if not look at the perks in my sig.
:thumbsup:
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Ann Church
 
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Post » Fri Jun 15, 2012 5:29 am

Your pessimism is unfounded. There are five levels of that perk. That means 125 percent increase in damage. Not 25 percent. I hope that clears things up for you, if not look at the perks in my sig.

That is, of course, assuming we get a 25% increase with each level. We could very well end up with a 5% increase per level (ie; blocking perk tree) which would top us off at 40%. It is pure conjecture however, unless there hads been more information released which I am not aware of.
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Dan Wright
 
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Post » Fri Jun 15, 2012 1:54 am

:banana: :banana: Beth has no idea what they have done giving me that much power :devil: I'm an evil son of a bit#$ as a normal werewolf, just wait till I get the tree :drag: http://www.youtube.com/watch?v=pVY1-v97Mic

for real dude. i like to roam the countryside, picking fights with giants and their skymammoths.
and they want me to do it better? sure.
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Krista Belle Davis
 
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Post » Fri Jun 15, 2012 8:54 am

You can take the perk 4 times.
And we don't know if it's the same increase every level, im pretty sure there are a few perks that give different increase per level of perk.
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Tanika O'Connell
 
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Post » Fri Jun 15, 2012 3:57 am

And we don't know if it's the same increase every level, im pretty sure there are a few perks that give different increase per level of perk.
Thus far every damage increase perk we've seen has always given the same rank every level.
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Katie Samuel
 
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