Why are werewolf totems so useless?

Post » Fri Dec 16, 2011 7:28 pm

Seriously, did they even think about them at all?

You only get two new werewolf powers you can get through totems (the third one is simply the one you originally get... I don't count it).



Here's the first one:

Detect Life

How is this ever going to be useful at all? It's a neat ability sure... but when it becomes your ONLY ability and replaces a fear shout, it's totally 100% useless



And the second:

Summon two familar's (spirit wolves) to fight by your side

Almost as useless as the first, especially since the wolves you summon are not anything better than the (already usless) standard ultra-low-level Summon Familiar spell. It gets bonus points for serving as a distraction. They die in two hits from low level enemies though, and to add insult to injury, for whatever reason, they thought it would make complete sense to give this ability a massive cool-down time. What the [censored]?



I don't understand how the werewolf totems are supposed to make my werewolf feel like he's getting cool abilities. The fear shout by far is the most useful, since it has zero cool down and makes EVERYONE under level 25 run away instantly. However, this hard-cap makes it completely useless at higher levels for some reason. This forces us to switch our roars from useless to more useless ones. Funny how you actually get weaker as you level up more and more as a werewolf. Such backwards logic, me thinks. At least with the fear roar you can take advantage of zero cooldown to roar-cancel at any level.

It would have been MUCH MUCH better if they replaced Detect Life with something like "Fast Reflexes" (slow down time) and made it so the Summon Wolves thing summons a pack of 4 beefed up spirit wolves that either do tons of damage, or can soak up tons or damage. Or a couple of werewolves to fight with you and a much shorter cool down.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Fri Dec 16, 2011 6:10 pm

Fairly sure it's because being a werewolf isn't the central part of the game. Just like there are only a few bonus perks to any individual skill because they aren't the central part of the game. To over emphasize one aspect with bonuses is just going to pigeonhole people into choosing it, playthrough after playthrough.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Fri Dec 16, 2011 7:22 am

Fairly sure it's because being a werewolf isn't the central part of the game. Just like there are only a few bonus perks to any individual skill because they aren't the central part of the game. To over emphasize one aspect with bonuses is just going to pigeonhole people into choosing it, playthrough after playthrough.


Then why have it in the first place? If you're just going to half-ass design something into the game without putting any real thought into said feature, then there's no point in wasting your resources on it and scripting up the dialog+quests for it.

The saying that, "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." comes to mind here.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Fri Dec 16, 2011 10:54 am

Mainly because there were hundreds, if not thousands of users asking for werewolves to return in Skyrim. If you took out everything that wasn't central to the game you would have the main quest and that's it. I do agree that the totems were half assed but you can pretty much tear anything apart as a werewolf anyways.
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Fri Dec 16, 2011 1:08 pm

Didn't beth say prior to release (well todd anyway) that they don't want to add features just to say they have them? and that its "do it right or not do it at all"? heh.


Its better than nothing and hopefully Skyrimers thoughts are correct and that the DLC coming expand on the games already existing content first.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Fri Dec 16, 2011 10:02 am

I'm bummed out by how weak the spirit wolves are. Both as summoned familiars and summoned pairs.

They don't necessarily have to do any real damage. Just survive longer than one or two hits, so they make good harassment distractions is all I ask.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Fri Dec 16, 2011 8:30 am

I think one of the main problems with werewolves is that there isn't enough cons in being one. As someone who is a werewolf you can transform once a day
Spoiler
twice if you know what to do
and the only con is not gaining sleep bonuses and transforming in public gives you a hefty fine.

With something like that, you can't just make it useful or else players would feel inclined to become one. I really think Bethesda dug themselves into a hole when they forced you to become one in order to be a companion, even though it can be cured.

i still think werewolf totems should have left the howl alone, and should have offered different passive abilities.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri Dec 16, 2011 6:22 am

Wait! Are you telling me that there are werewolfs? In Skyrim?

Spoilers dude...
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Fri Dec 16, 2011 1:09 pm

Useless? Werewolves are theoretically casting a fear spell. It's awesome considering how you regularly can't even open your inventory let alone use weapons/cast spells. If you howl at the right time, you won't get hit by swarms of guards.

The hard cap can be an issue if you're at higher levels. I like to think of those that resist my roar a worthy adversary to take me down. The wolf summon serves as a decent distraction, but I agree that they should shorten the cool down time.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Fri Dec 16, 2011 12:23 pm

The werewolf form suffers from the same problem as destruction magic and unarmed combat. It does not scale, at all. The wolf summon is a decent idea (imho) it just doesn't scale up as you level, same problem with fear. Even the "defense" and the "offense" in werewolf form becomes increasingly pathetic as you level. I remember I first got it and thought "wow, that's awesome for when things go bad." Then I leveled up a bit more and now it's "wow, that's an awesome way to make things go bad."
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Fri Dec 16, 2011 9:04 am

Mainly because there were hundreds, if not thousands of users asking for werewolves to return in Skyrim. If you took out everything that wasn't central to the game you would have the main quest and that's it. I do agree that the totems were half assed but you can pretty much tear anything apart as a werewolf anyways.


I'm not talking about werewolves, I am talking about their totem abilities they have, which are abilities that the game focuses on after you beat the werewolf-related questline.

It just bothers me that there is this really potentially cool avenue to "upgrade" or "change up" your standard werewolf formula which they put in, except in order to do so you have to remove a very useful ability in order to use a completely worthless one that you had to "work" to unlock later on in the game.

It's one of those things where I'd just prefer they not add in anything at all, and spend resources elsewhere, instead of spending time to just "fake" that sense of getting a new power.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Fri Dec 16, 2011 5:09 am

Hey, at least it will be easier to modify custom powers in. A lot less work on our behalf.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Fri Dec 16, 2011 5:59 pm

They should of replaced some useless features and work more on werewolves. Don't give me that "Not central part of the game" nonsense. Werewolves were in ES lore way before those dragons showed their ugly faces in the first place.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am


Return to V - Skyrim