Why Dawnguard will be vampires vs werewolves.

Post » Fri Jun 15, 2012 8:53 am

Well the trailer didn't show anything to do with werewolves. So i doubt it, i think the Dawnguard are just plain old vampire slayers.
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Dan Endacott
 
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Post » Fri Jun 15, 2012 3:56 am

dont care what it is! as long as i get to smash up svckheads its good enough for me. cheers
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Killer McCracken
 
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Post » Fri Jun 15, 2012 1:42 am

I would love to be able to become a werewolf in this DLC because Beth won't fix the Companions for as they should, "Hired Muscle" I NEED IT FIXED FOR THE 50th TIME! Raggle fraggle, but anyways since I can't become a werewolf a vampire lord will do.
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NEGRO
 
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Post » Fri Jun 15, 2012 1:45 am

I got to thinking maybe the dawnguard are a werewolf clan....but then I got to thinking. Why would the werewolfs not want to block out the sun?
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Prisca Lacour
 
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Post » Fri Jun 15, 2012 7:12 am

Werewolf perk tree is confirmed. I think the werewolves in this DLC are the companions.

They are sworn to protect whiterun, and the vortex opens directly above it so...
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Maya Maya
 
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Post » Fri Jun 15, 2012 4:06 am

1. In the beta test sign-ups one of the questions, as I'm sure most on here know is whether or not you play as a werewolf or a vampire. Bethesda would not ask this question if there were not ties to vampires and werewolves in Dawnguard. They want to be sure that there are some of each in the beta testing. I think this is the best indication that werewolves will get some love in Dawnguard.

I figured it was more likely that they wanted to know because if you're a were wolf you can't become a Vampire. If werewolf is overwhelmingly more popular than Vampire, they may change that decision.
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Alycia Leann grace
 
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Post » Fri Jun 15, 2012 4:59 am

My own theory is that the Dawnguard are a splinter faction of The Vigilants of Stendarr, backed by Meridia. Meridia's hatred of the undead is a solidly documented piece of lore both over the course of the entire TES series and in Vanilla Skyrim.

It's entirely plausible that at some point, a member of the Vigilants left the order after realizing that it's a bit much to want EVERYTHING associated with Daedra to be wiped from the whole of Tamriel. Also, Meridia's blessings/influence would be quite valuable to an order who lives to destroy supernatural enemies. It seems like a natural alliance to me, though it would be enough to cause a splintering from the Vigilants as a whole. (Which is why they need a stronghold. It's not just to have a place to marshall forces and wealth; it's because even a standard Vigilant might well have an issue with somebody running around with sigils of Meridia or an artifact of hers.)
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le GraiN
 
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Post » Fri Jun 15, 2012 2:27 am

I would make an arguement that with a name like Dawnguard, it would seem unlikely to be a cabal of Werewolves, but the moon isn't a catalyst.
I'm satisfied with the Dawnguard being Vampire Hunters rather than Werewolves.
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Stu Clarke
 
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Post » Fri Jun 15, 2012 12:21 pm

Wow. I guess a lot of people in here must break stuff if they ever watch Underworld. I do not see why the Lycans vs Vampires is so bad.
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lauraa
 
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Post » Fri Jun 15, 2012 8:00 am

I figured it was more likely that they wanted to know because if you're a were wolf you can't become a Vampire. If werewolf is overwhelmingly more popular than Vampire, they may change that decision.
No, I figure that they just want to make sure that the werewolf perk tree gets tested by people in the DLC beta more than anything. There is no hard evidence at all at this point of time of werewolves playing any larger of a role in Dawnguard than that besides the possible (and I stress possible) inclusion of wilderness encounter werewolves, and that's only just speculation based off one of the confirmed perks. Will they play a bigger role beyond the perk tree? We don't know, but at least many of the bigger complaints about werewolves should get addressed, and if there are still a few others that don't get addressed, then maybe those will be resolved in future DLC as well.
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Ana Torrecilla Cabeza
 
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Post » Fri Jun 15, 2012 3:26 am

Dont forget about Weresharks!
I want to be.... A Wererabbit.
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Jay Baby
 
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Post » Fri Jun 15, 2012 11:44 am

Beth should just buff werewolfs - doing the vamp vs wolf thing is then just your own decision. There won't be specific new werewolf quest lines I think, only werewolf upgrades if we are lucky.
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Tinkerbells
 
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Post » Fri Jun 15, 2012 8:45 am

Unless, you're involved in a love triangle....
Eww. The only reason they should fight is for which piece they get first.
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Laura-Jayne Lee
 
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Post » Fri Jun 15, 2012 1:05 am

I swear, is this is a werewolv vs vampire thing I will laugh at the people wanting to go play human. At the same time, I will weep and kick a few puppies while punching some kittens. Sure, they took influence from Underworld, but pitting these two creatures against each other is crossing the line.

1. Werewolves have no reason to go against vampires. Vice versa.
2. It would be better if it were a bunch of mortals trying to kill vampires.

They have the same reason to fight as any other predators that go after the same prey, which would be humans in this case. As for the vampire vs werewolves being in the dlc. I don't know but it does sound like it would be fun if they did it. And I could care less about the fact that it was done in any movie or tv show. I don't see what that has to do with the game.
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abi
 
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Post » Fri Jun 15, 2012 2:47 am

Wow. I guess a lot of people in here must break stuff if they ever watch Underworld. I do not see why the Lycans vs Vampires is so bad.

Its not
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Damned_Queen
 
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Post » Thu Jun 14, 2012 9:55 pm

No, I don't think the dawnguard are werewolves. That would make two factions of werewolves and make it too much like twilight. Why can't it just be the old school Van Helsing v Dracula styled plot?
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Aliish Sheldonn
 
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Post » Fri Jun 15, 2012 7:08 am

I bet that they welcome werewolves into their ranks as they'd be a great counter to VampLords and aren't a burden on the supply of Cure Disease potions, but they won't all be werewolves.
I'm not sure about that. A werewolf is too much of a wild card, a dangerous beast that can't be controlled. If there were some werewolves in the Dawnguard faction, and they happened to change in the middle of a battle, both the vampires and Dawnguard would have trouble on their hands. Werewolves aren't that much better in human form to be worth the risk of their volatility when changed.

That's not to say there couldn't be a werewolf or two in the Dawnguard, but it wouldn't be something known to the faction as a whole.
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Dean Brown
 
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Post » Fri Jun 15, 2012 2:08 am

The more I think about it, the less likely it seems to me that the Dawnguard will be a werewolf faction. Bethesda has placed a high emphasis on new weapons in this DLC, I think, and it seems unlikely to me that a werewolf faction would have any need of weapons like the crossbow.
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.X chantelle .x Smith
 
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Post » Fri Jun 15, 2012 5:32 am

Dawnguard looks nice, but I would've prefered a DLC involving Hircine's Hunting Grounds.
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Robert Jackson
 
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Post » Fri Jun 15, 2012 6:54 am

i like the idea of them being werebears. that way they would be added to the game and there would be another reason to join dawnguard. at the moment the only thing seems to be crossbows, and you could probably loot that off their dead bodies so another reason to join would be good
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Lizs
 
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Post » Fri Jun 15, 2012 4:12 am

Well, I believe that Beth has to accommodate for all states of the player character:

1. You are not a werewolf or choose to be cured.
2. You are werewolf and stayed that way.
3. You choose to be a vampire.

Since I believe you can't be both a vampire and a werewolf at the same time, these seem to be the states of being. So I think Beth has to provide paths for all of these. So if you are already a werewolf then you might get added powers to combat the vampires. If you are not a werewolf then you might get new tools to combat vampires more effectively. If you are already a vampire, then you get added perks for siding with the vampires. Since I don't think you can become a were-pire, a wolf with wings of a bat hybrid, then it makes sense to suspect that vampires and werewolves don't get along very well.

I think one question is whether your actions will effect the world after you are done. If you side with the vampires and the sky goes dark, does it stay that way? Can you reverse your actions and become a werewolf again? Lots of questions but it should be fun to play out all the paths if given the opportunity to do so.
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Neliel Kudoh
 
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Post » Fri Jun 15, 2012 5:22 am

Wow. I guess a lot of people in here must break stuff if they ever watch Underworld. I do not see why the Lycans vs Vampires is so bad.
I love Underworld and i feel the battle is merely "The Best Supernatural Fantasy Predators" but this dlc is not about it, id bet my scalp on it
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Klaire
 
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Post » Fri Jun 15, 2012 6:57 am

No, I don't think the dawnguard are werewolves. That would make two factions of werewolves and make it too much like twilight. Why can't it just be the old school Van Helsing v Dracula styled plot?
Spoiler
I don't know if I would really consider the Companions to be much of a werewolf faction, though, considering only members of the Circle are werewolves, and even then, after you complete all the quests, only one of them (besides yourself of course, unless you also cured yourself) actually remains a werewolf, leaving her as the only werewolf NPC member of the entire guild. I'm not saying that I necessarily want the Dawnguard to be a werewolf faction, since I feel that would make them too much like the Companions (considering they would likely just have it as some sort of power just like the aforementioned Circle subfaction), I'm just pointing out that there really isn't anything that is specifically a werewolf faction, just a faction questline that revolves around werewolves and starts off being led by werewolves.

I still think it's highly unlikely that there's going to be any new werewolf content outside of the perk tree in Dawnguard. The way I have seen it written in a post leads me to believe that they are only getting a perk tree because vampires are getting one, and they want to keep it balanced that way.
Spoiler
I'm still a little mystified on how the perk "Totem of the Moon," which allows werewolves summon up other werewolves, will work. Do they just appear from nowhere when the power is used, or are they overhauling the Skyrim lore again and making Skyrim live up to it's original lore on lycanthropy from Daggerfall? That is a fairly good question, which may not get an answer for a while yet.
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Portions
 
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Post » Fri Jun 15, 2012 12:40 pm

Spoiler
I'm still a little mystified on how the perk "Totem of the Moon," which allows werewolves summon up other werewolves, will work.
Spoiler
Are you sure it's a perk, and not another selectable totem like the others? I'd imagine it'd work similarly to the wolf one, except spawning werewolves instead of regular wolves.
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Kortniie Dumont
 
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Post » Fri Jun 15, 2012 6:00 am

Spoiler
Are you sure it's a perk, and not another selectable totem like the others? I'd imagine it'd work similarly to the wolf one, except spawning werewolves instead of regular wolves.
Spoiler
Well it's been confirmed as a power that is added by the lycanthropy perk tree, so imagine it's a power that is unlocked when the perk is unlocked, or it's at least been worded that way, anyway. It's possible that it could be a new totem as well, but if that's the case, then that would only bring up more questions, like where would this totem be located, is it directly related to the Companions, etc. After all, the perk tree is not the only thing that people have demanded for DLC/patches.
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Kaylee Campbell
 
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