About the werewolf perk tree...

Post » Tue Nov 20, 2012 6:16 am

1) One perk adds 100 health and stamina. Is that on top of the 100 health and stamina it added in the base game (for an additional 200 total to both) or did they remove the initial bonus and force you to take the perk for the bonus now?
2) How do the totems work? Before you could only activate one at a time via a quest, correct? Is that still the same system or is there a way to use all of them without having to switch between them via a quest or whatever?
3) Is Totem of the Moon considered an upgrade to Totem of Ice Brothers or how does that work?

In the base game Werewolves are also severely lacking in defenses. Has that changed at all?
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Jack
 
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Post » Tue Nov 20, 2012 2:59 pm

1) One perk adds 100 health and stamina. Is that on top of the 100 health and stamina it added in the base game (for an additional 200 total to both) or did they remove the initial bonus and force you to take the perk for the bonus now?
2) How do the totems work? Before you could only activate one at a time via a quest, correct? Is that still the same system or is there a way to use all of them without having to switch between them via a quest or whatever?
3) Is Totem of the Moon considered an upgrade to Totem of Ice Brothers or how does that work?

In the base game Werewolves are also severely lacking in defenses. Has that changed at all?

1) The 100 points to health and stamina stacks on top of the original :banana:

2) They still work the same way, you still need to quest to open both the Brotherhood howl, and the Hunters sight howl. Once you have unlocked them you still need to visit them to pray and change howls. No quick pick menu like the VL spells :down:

3) The totem of the moon is a MAJOR upgrade to the brother hood howl. It summons two spectral werewolves that are not as strong as you, but tanks all the same. They have the same combat attacks as you, so their able to rage doll anything that you can rage doll allowing a chance for you to finish the prey off or for you too turn and focus on someone else. They have a little bit of brains as well, they will focus on what ever your attacking and not do what they want too. That's 3 werewolves to 1 NPC, and once you start the fight you can back off and watch the carnage or you can operate in a wolf pack hunting style( my personal favorite ) :drag: :devil:
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Thomas LEON
 
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Post » Tue Nov 20, 2012 5:04 am

The health upgrades are sufficient. My werewolf can take a lot more damage and he's unstoppable. One-shots nearly everything with the sprint attack.
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krystal sowten
 
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Post » Tue Nov 20, 2012 2:17 pm

What the hell do the totem perks do btw? Do they just make the base-game totems even more powerful?
I mean looking at the Werewolf perk tree, it honestly looks like they just took all the base stat details of werewolves that were already in the game, then re-made them in perk form.
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Chavala
 
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Post » Tue Nov 20, 2012 4:24 pm

They improve what the base totems did
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CHARLODDE
 
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Post » Tue Nov 20, 2012 4:22 pm

What the hell do the totem perks do btw? Do they just make the base-game totems even more powerful?
I mean looking at the Werewolf perk tree, it honestly looks like they just took all the base stat details of werewolves that were already in the game, then re-made them in perk form.

The totem perks are just upgrades to the original howls, the totem of the ice brothers and the totem of the moon are upgrades to the howl of the pack. The totem of the predator is an upgrade to the totem sent of blood, and finally the totem of terror is an upgrade to the rage howl. All of which you still need to visit the Under forge to swap out, but once you unlock the totem of the moon all the others are left in the dust. You combine a massive jump in health and stamina, a massive jump in claw damage and the totem of the moon, your pretty much become unstoppable. Legendary dragons are the only thing that puts up a fight now, both in werewolf form and my Orc form, vampires even the high level ones don't stand a chance when pitted against my werewolf.
So yeah they pretty much just took the base abilities of the werewolf and added stages to them with the perk tree, the only things different that is added are the twin werewolf sprits and the ability to feed off any creature. This just solidifies the idea that werewolves where a late addition to the game, the perk tree makes werewolves the way they should have been from the start, this DLC should have added new stuff to the werewolves. BUT I'm happy that we got an upgrade, it makes being a werewolf a hell of a lot less of a chore and actually allows us to RP real monsters not just hit and run monsters like we where.
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Antonio Gigliotta
 
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Post » Tue Nov 20, 2012 8:04 am

I'm still disappointed by the werewolf spirits. I wanted you to call actual werewolves to fight by you. I wouldn't care if we couldn't use it indoors, we can't use Storm Call indoors either, so it's not like this would be unprecedented.
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Scared humanity
 
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Post » Tue Nov 20, 2012 3:33 am

I'm still disappointed by the werewolf spirits. I wanted you to call actual werewolves to fight by you. I wouldn't care if we couldn't use it indoors, we can't use Storm Call indoors either, so it's not like this would be unprecedented.

Yeah I was hoping for some actual werewolves to come to your aid, the spectral werewolves are nothing to turn your nose up to, but is shows a little lazzyness on Beth's behalf just making them spectral and not adding two real werewolves. It could have worked like the animal allegiance, there's already wild werewolves spawning on the map, so you could call to them for aid. I assume their friendly towards a player controlled werewolf just like the wolves are and will aid you in combat when close by, so all they had to do was make a howl that was able to call wild werewolves to you from any distance( out doors ).
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Sebrina Johnstone
 
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Post » Tue Nov 20, 2012 4:21 pm

If anything I think the laziness is that there's basically no new content for werewolves, just new stats.
If you really look at the perk tree for werewolves, it's basically like they said "here now you're a werewolf like the base game but you're 20% cooler."
New abilities would've been nice, not just the SAME abilities with stat improvements...
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yermom
 
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Post » Tue Nov 20, 2012 7:21 am

If anything I think the laziness is that there's basically no new content for werewolves, just new stats.
If you really look at the perk tree for werewolves, it's basically like they said "here now you're a werewolf like the base game but you're 20% cooler."
New abilities would've been nice, not just the SAME abilities with stat improvements...

A level system would have been nice, the higher your level and the more you have perk the tree opens up different levels of werewolves like an Alpha wolf for example. Or how about the ability to turn your spouse like the vampires can? There's a LLLLOOOOOONNNNGGGG laundry list of things I feel could have been additions to the werewolf experience. Don't get me wrong, I'm happy we got the improvement we got but it should have been this way from the start and the DLC should have opened up new abilities and bonuses like what the VL got, turning your spouse is prime example.
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mike
 
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Post » Tue Nov 20, 2012 7:59 am

Werewolves are a lot easier to level up than Vampire Lords but I personally prefer vampire lords
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Natalie J Webster
 
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Post » Tue Nov 20, 2012 6:23 am

Werewolves are a lot easier to level up than Vampire Lords but I personally prefer vampire lords

It's a hell of a lot easier to level up a werewolf then a vampire lord, I did it in one go. It was 8 days of carnage, which it took a month( in game ) to reset :biggrin:
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CHARLODDE
 
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