Were-beast and Vampire Skill Trees?

Post » Thu Jun 07, 2012 7:15 am

I was just watching the Skyrim Gamejam video for the upteenth time, and began wondering about that Werewolf skill tree that they show for a brief moment, as well as the new information regarding the upcoming DLC that was found (specifically vampires).

Basically, this:
  • Werewolves and Vampires are weak on harder difficulties and levels, as there is no growth in their skill at all.
  • Characters currently have no way of contracting Lycanthropy again once they cure it.
  • The new animation for Vampire combat feeding is only included in the DLC, so unless you purchase it, you won't be able to use it.
  • the current level cap is 81.

Combining that, what if the upcoming DLC (rumored to be called "Dawnguard") added an entire skill tree for Vampires, and a later DLC added one for Werewolves (and Werebears, if they ever make it into the game). I was thinking about this because, what if, the combat feeding for vampires was a perk on a skill tree? And each skill tree would add 10 new levels (considering the maximum kill you could have in the tree is 100, then every 10 levels, which would be in line with the level up system already in Skyrim). This would result in a total level cap of 101, which seems slightly less random than 81. And having ten more skill points to spend would work well with a new skill tree of course, you could always use them on older skill trees).

Just a thought. What say you, community?
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Lil Miss
 
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Post » Thu Jun 07, 2012 1:47 am

the cap is not 81 because they set it at that, it is 81 because when you hit that point all your skills are at 100 and you can gain no more exp
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Sophie Payne
 
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Post » Thu Jun 07, 2012 7:50 am

the cap is not 81 because they set it at that, it is 81 because when you hit that point all your skills are at 100 and you can gain no more exp

Actually, you hit 81 before all your skills are at level 100. You just don't make it to level 82.
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Len swann
 
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Post » Wed Jun 06, 2012 4:46 pm

Can't see vampirism or lycanthropy as skills but I'd quite like to see perk trees for them. I suppose the number of times a vampire has fed or a werewolf transformed could serve as a substitute for a skill (but I wouldn't want it to contribute to levelling up).
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Big mike
 
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Post » Thu Jun 07, 2012 4:18 am

I would like perks for Lycanthropy.
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Darlene Delk
 
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Post » Wed Jun 06, 2012 7:35 pm

Werewolves and Vampires are weak on harder difficulties and levels, as there is no growth in their skill at all.
Werewolves actually do get stronger as you level. When you change, you're given claw "weapons" depending on your level, where higher levels get you stronger claws. But it is a relatively minor increase, and you do get outpaced quickly (particularly since you don't have any real defense).

Characters currently have no way of contracting Lycanthropy again once they cure it.
It's always been that way. I like that it's a choice that you have to stick with, making you think twice about curing it (but especially with no forced transformations, there's no downside to keeping it, really).

The new animation for Vampire combat feeding is only included in the DLC, so unless you purchase it, you won't be able to use it.
Has it been confirmed that those animation files are for a new player ability? As it is, I really have a hard time seeing a combat feeding ability working with the way vampires are implemented. You gain power as a vampire by not feeding, and when you feed you lose that power. Why would you get a combat ability that makes you weaker when you use it?

Combining that, what if the upcoming DLC (rumored to be called "Dawnguard") added an entire skill tree for Vampires, and a later DLC added one for Werewolves (and Werebears, if they ever make it into the game). I was thinking about this because, what if, the combat feeding for vampires was a perk on a skill tree? And each skill tree would add 10 new levels (considering the maximum kill you could have in the tree is 100, then every 10 levels, which would be in line with the level up system already in Skyrim). This would result in a total level cap of 101, which seems slightly less random than 81. And having ten more skill points to spend would work well with a new skill tree of course, you could always use them on older skill trees).
As been noted, the level 81 "cap" is simply where you max all your skills at 100. It's not an arbitrary cap the devs set, it's simply where it's physically impossible to go higher (you need to raise skills to level up, and you can't raise skills that are maxed-out).

Besides which, I found myself with an over-abundance of perks. I have more perks than I knew what to do with, and I'm not even at level 50. Personally, I wanted it the other way around. I wanted to not be able to get everything I'd wanted even by max level, necessitating more (and different) play-throughs. A lycanthropy perk tree would be great because (besides adding a bunch of new and improved capabilities for werewolves) it'd be another place I'd want to sink perks into, knowing it reduces the amount of perks I can put elsewhere. I'd have to decide if I want to improve my lycanthropy, or my other skills. Maybe one play through I'd be more focused on magic and stealth while putting a little bit into lycanthropy, to play a thief/mage-type character that tries to make the best of being afflicted with a curse he needs to keep secret, and on another play through I'd really invest deep into the lycanthropy perk tree at the expense of other skills, to play a character that "gives in to the beast" and goes wild, and as a result becomes incapable of learning "civilized" abilities that well. Another play-through I could invest somewhat half-way into the perk tree, to play an adventurer that's fascinated by what they've become and tries to study himself (or at least tries to document what happens), seeing what the affliction grants him while being careful to not lose himself.
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Greg Cavaliere
 
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