Suggestions to improve werewolves

Post » Sun Jun 10, 2012 10:26 pm

Werewolves should be able to feed on other creatures as well as humans/humanoids.

Becoming a werewolf shouldn't have to be a one time thing. There should be a repeatable option to speak to Companion members about redoing the ritual (assuming you cured your Lycanthropy). The only thing you do is drink the companion's blood, so you should be able to do it again if need be.
Then of course you can repeat the quest to cure it, when you want to. Then later on if you wish to become a wolf again, the option is there.
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mimi_lys
 
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Post » Sun Jun 10, 2012 10:22 am

If you personally went through all the trouble to set up a ritual and induct someone into your circle of trusted companions and shared your blood with them just so they could turn around and cure themselves, would you really go through it all over again just because they changed their mind again? =p
I wouldn't.
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luis ortiz
 
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Post » Sun Jun 10, 2012 5:02 pm

Not make the Companions the only way to do it.

Fight Werewolves in the wild. Or even in a town/city.

A Skill Tree for Werewolves.
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Susan Elizabeth
 
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Post » Sun Jun 10, 2012 11:10 pm

Feeding on creatures other than NPC's is a must. Maybe the size of the soul could determine how much HP you get from eating?
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dav
 
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Post » Sun Jun 10, 2012 3:42 pm

More than a 100 health bonus, you need at least +300 IMO to compensate for the armor lose. Luckily the mage armor perks work as a wolf, so you can have 300 armor rating, still not many people have that option.
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Manuela Ribeiro Pereira
 
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Post » Sun Jun 10, 2012 1:27 pm

Werewolves should do more damage and have more unique abilites/perks and maybe have a guild/ unique questline in future DLC.

Not make the Companions the only way to do it.

Agree 100%, it should be like Vampirism where if a Werewolf attacks you, you have a chance at getting lycanthrophy stage 1 which can be cured within 72 hours, otherwise your a werewolf.
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Dragonz Dancer
 
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Post » Sun Jun 10, 2012 10:27 pm

Werewolves are totally pointless in this game. They're weaker then what my Character is with a sword and shield.
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Svenja Hedrich
 
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Post » Sun Jun 10, 2012 8:13 pm

To make it really cool if you are equipped with Wolf Armor then it has the ability to transform with you while you are a werewolf and therefor dramatically increase your armor.

Secondly, you should be forced to turn at the full moon at night and stay that way all night unless you rest until morning.

Lastly, many many more werewolves in the wild. I don't recall ever seeing one except on very specific quests that involve werewolves. Feral werewolves and potential pack mates.

I'm sure I can think of more, later.
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Nicole Coucopoulos
 
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Post » Mon Jun 11, 2012 12:02 am

Werewolves are totally pointless in this game. They're weaker then what my Character is with a sword and shield.

A Skill Tree for Werewolves.
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Killah Bee
 
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Post » Sun Jun 10, 2012 5:08 pm

One huge thing, they NEED to have forced transformations. Maybe give you a warning that it will happen in the next few mins, so you can go and hide.
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Charlotte X
 
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Post » Sun Jun 10, 2012 11:06 pm

One huge thing, they NEED to have forced transformations. Maybe give you a warning that it will happen in the next few mins, so you can go and hide.

Forced transformations, I agree with.
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Dan Scott
 
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Post » Sun Jun 10, 2012 8:50 pm

- Don't cut off just about every interaction with the game world or the ability to communicate with NPCs (I'm really just meaning other companions mostly)

Turning into a Werewolf is disappointing because it suddenly turns into a different game where you're cut off from the vast majority of Skyrim's world (or at least interacting with it)

- Don't strip me of my armour (maybe have ragged armour models for Werewolves)

For higher level werewolves the option to become one becomes pointless because of how weak they are. I don't want the form to be burden whilst fighting in a dungeon.

- Add wild werewolves and other werecreatures (a wereshark, as referenced by an in-game book, would be cool) as enemies to the game

I think another big part of wanting werewolves in the game is that people really wanted to fight them in the wild.

- If you don't add in their own skill tree then why not allow players access to their human skills and powers (mage spells etc)

I think this would help to rebalance the wolf form which is very weak and there's nothing that suggests that most werewolves don't possess intelligence in their wolf form.

- To be able to turn off the wolf form at will rather than waiting around for a couple of minutes

It just brings a halt to the game when one of the few times I break it out I then have to sit there and stare at the screen since I can't interact with the game in wolf form for most of the game.


Though if it's a full one DLC expansion I'd like a few more quests involving the form (if it has the fixes listed above).
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Kayleigh Williams
 
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Post » Sun Jun 10, 2012 9:18 am

It would be nice to transform back and forth at will without a hurry up and feed clock...either that or you should be able to stay beast all nite during a full moon.
Also faster health regen and minor damage from normal weapons regardless of ...magical and silver weapons should be instant death to keep a balance

Oh and wild werewolves roaming the night would be nice like the lying load screen says ;)
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AnDres MeZa
 
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Post » Sun Jun 10, 2012 10:08 pm

One huge thing, they NEED to have forced transformations. Maybe give you a warning that it will happen in the next few mins, so you can go and hide.
Forced transformations, I agree with.
Yes! Make werewolves werewolves. Not giant lupine hulks that turn into a wolf-beast every 24 hours.
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Sudah mati ini Keparat
 
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Post » Sun Jun 10, 2012 11:21 am

Yes! Make werewolves werewolves. Not giant lupine hulks that turn into a wolf-beast every 24 hours.

Once-a-day transformation is fairly stupid in my opinion.
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Quick Draw
 
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Post » Sun Jun 10, 2012 12:29 pm

It would be nice to transform back and forth at will without a hurry up and feed clock...either that or you should be able to stay beast all nite during a full moon.
Also faster health regen and minor damage from normal weapons regardless of ...magical and silver weapons should be instant death to keep a balance

Oh and wild werewolves roaming the night would be nice like the lying load screen says :wink:

I just don't see that working really well or at all really. That's essentially a worse scenario. I don't think Skyrim really lends itself to one hit kill enemies.
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Adam Kriner
 
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Post » Sun Jun 10, 2012 10:33 pm

I like how you can turn at will, and how it's only once a day. it adds a layer of the best time to use it. and days in skyrim really don't last that long so it's no big deal. I understand werewolf lore and the changing at the full moon - but the key element in a lot of games for me, is i don't want to be FORCED to do anything..... I like choice. Skyrim already has a lot of that, but still faults in some areas. The overall health was pretty ridiculous as well. Maybe health could have slowly recharged, and feeding speed up the process. I agree that werewolves are pretty weak. Disappointing when you're supposed to be a relentless feral beast....
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BEl J
 
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Post » Sun Jun 10, 2012 2:22 pm

If you personally went through all the trouble to set up a ritual and induct someone into your circle of trusted companions and shared your blood with them just so they could turn around and cure themselves, would you really go through it all over again just because they changed their mind again? =p
I wouldn't.

My point was that it svcks how you can only become a werewolf once. If you cure it then it's gone.
It should be a multi-attainable power - like vampirism. If I cure it, maybe 10 hours or so down the track I might want to be a wolf again - I think I should have the right to that option, as opposed to being forced to stay a wolf, or lose it forever.
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Marlo Stanfield
 
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Post » Sun Jun 10, 2012 12:04 pm

1) Make it where when i turn into a werewolf that I'm not weaker then I am normally. I'm level 65, I kill everything normally, even on master(cept the time the game bugged and 3 ancient dragons came at me). In fact, as a werewolf, i should be able to face someone my level and own him, not be killed by 5 bandits, it's pathetic. If you're supposed to be some mythical beast that's supposed to be feared, I really don't think that a town gaurd should be able to kill you.
2) Make it to where you truely resist weapon damage, that would help a lot.
3) Melee attack more powerful? I think i should be able to do more damage in werewolf form, then what I do normally.
4) More health?
5) I actually resented the idea of forced transformations, but it's somewhat difficult to roleplay a werewolf without it.
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Bambi
 
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Post » Sun Jun 10, 2012 6:29 pm

My point was that it svcks how you can only become a werewolf once. If you cure it then it's gone.
It should be a multi-attainable power - like vampirism. If I cure it, maybe 10 hours or so down the track I might want to be a wolf again - I think I should have the right to that option, as opposed to being forced to stay a wolf, or lose it forever.

It's a cure. That's the point. It shouldn't be re-obtainable, that completely undermines the cure. It should be an important decision you make about your character (just like taking on the curse).

And Vampirism shouldn't be re-obtainable either after you cure it. I don't like the idea in Skyrim.

As far the forced transformations go that people have been going on about. I'm not a big fan. I think it would be too much of a pain. The only way I see it working is if it just once a month in game and there's a warning that pops up beforehand during the day in game so you have time to either hide in your home or roam the wilds and stalk prey and not be caught in the middle of town (unless you want to be).
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Steven Nicholson
 
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Post » Sun Jun 10, 2012 4:55 pm



As far the forced transformations go that people have been going on about. I'm not a big fan. I think it would be too much of a pain. The only way I see it working is if it just once a month in game and there's a warning that pops up beforehand during the day in game so you have time to either hide in your home or roam the wilds and stalk prey and not be caught in the middle of town (unless you want to be).
That's the point. Lycanthropy isn't suppose to be a little kiddy power-up for the infants to go on a nocturnal rage. It's a curse to most, a gift to some. There has to be drawbacks and boons. And a warning at the left side of the screen would have to be implemented. Sort of how vampirism works with the warnings that you get when your vampirism progresses.
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Nathan Maughan
 
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Post » Sun Jun 10, 2012 8:22 pm

Not make the Companions the only way to do it.

Fight Werewolves in the wild. Or even in a town/city.

A Skill Tree for Werewolves.

I don't know about you but my game has random werewolves in the wild, I usually find one outside Riverwood along the river towards Bleakfalls barrow, their corpses always seem to have ebony armor on them.
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Tikarma Vodicka-McPherson
 
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Post » Sun Jun 10, 2012 5:02 pm

I don't know about you but my game has random werewolves in the wild, I usually find one outside Riverwood along the river towards Bleakfalls barrow, their corpses always seem to have ebony armor on them.
I find that highly unlikely, I have yet to see any wild werewolves in my game except for Sinding running around.
The things that need to improve for werewolves is their strength, durability, and of course FORCED lunar transformations.
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Sammi Jones
 
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Post » Sun Jun 10, 2012 1:00 pm

The ability to turn certain NPCs would be nice as well.
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Antonio Gigliotta
 
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Post » Sun Jun 10, 2012 10:35 am

I wish third person could be optional, for those of us who are used to combat in first person it's hard to adjust. I know this is minor for most of you, but it's a large playstyle drawback for my husband and me.

Better health regen unless hit with silver would be nice and lore-friendly. I wish there was a weapon resistance to non-silver, that would compensate for the lack of armor. I'm very drawn to the idea of werewolf armor. I would think the Companions could have worked something out by now.
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Andrew Tarango
 
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