Comparison chart. Vampire Werewolf Strengths Immortality, enhanced sences, agility, superhuman strength. Near invulnerability, speed, strength. However overall, Vampire Lord is a complete power trip. We all know vampires are extremely strong and fast, but werewolves are faster and stronger and they have the advantage of being pack hunters — so rarely hunt alone.
Between werewolves and zombies, werewolves would win because they can tear the zombies apart quickly and easily. Between werewolves and vampires, vampire would win but it would be a pretty tough fight. It would still depend on the number of creatures and their abilities. Vampire-Werewolf hybrids are a deadly cross between a Werewolf and Vampire. They are among the most powerful creatures and hybrids in existance, having both Werewolf and Vampire powers.
Eve Lydias, another hybrid is able to transform werewolves into Hybrids while Tamal can turn humans into Hybrids. Original Vampires are much stronger than even the oldest of non-Original vampires, mainly as they were created for the sole purpose of defending themselves from werewolves. As such, they are stronger than werewolves even in their wolf forms. Its stated that Lycans are stronger than Vampires of their equivalent generation. Being compared to vampires, they are very similar in their supernatural speed.
It is stated that a fast wolf can outrun an average vampire and, conversely, a fast vampire can outrun an average wolf. This indicates they are quite equal in their speed. But who would win in a fight if they could ever meet? Our panel of experts compared zombies and vampires fighting in their traditional modes zombies in large hordes and vampires alone or in small groups , and came up with a clear victor: zombies.
Of course, fans can count on kind-hearted Addison to welcome the werewolves with open arms. Werewolves hate vampires because the vampires are too cool, and it makes the werewolves feel all gross and awkward. Originally Answered: Why do vampires hate werewolves?. Of course, the one weakness vampires have to balance out their immortality is the sunlight.
In Skyrim , it's not that deadly for them-- they only get big stamina, health, and magicka penalties. Still, it's quite significant especially if vampires are stuck in a daylight combat encounter outdoors. Werewolves simply do not have this problem and are free to roam around with reckless abandon. To become a vampire in Skyrim, one only needs to be attacked by a random vampire roaming around Skyrim. With the Dawnguard expansion, this becomes easier given their increased population.
Meanwhile, becoming a werewolf is pretty much the Skyrim equivalent of a fraternity hazing. Contracting the lycanthropy disease which is a prerequisite to becoming a werewolf is more tedious as it requires players to put up with the Companions' shenanigans.
Despite the higher bar of entry for becoming a werewolf, players can consider that as a one-time entrance fee. Whereas being a vampire requires a constant dosage of hemoglobin from the citizens of Skyrim or as vampires would like to call them: food. Being a werewolf is less taxing on the necks of Nords and other races. It doesn't require anything to maintain though the benefits are not as present as a vampire's. For those that feel vampirism can be a chore, being a carefree werewolf is better.
Speaking of benefits, it would seem that vampires do have more access to them as one can simply tap into their main powers without the need to transform, unlike a werewolf. Vampires also have better spellcasting abilities , making them perfect for mages. Moreover, their Illusion spells are more effective and you can easily play as a necromancer or neck-romancers, ba-dum-tss.
This makes combat with them more interesting compared to the usual mauling involved in being a werewolf. Being a murder-hobo in Skyrim is always a welcome experience once-in-a-while whenever an NPC looks the wrong way or mutters a loose comment.
This can be a problem if one forgets to save their game. Thankfully, being a werewolf while doing that makes the mass murder inconsequential for you. Unless the player transforms in front of witnesses, no one will be able to pin the werewolf killing spree to them. This can also be used strategically for whenever players want to do assassinations in an urban and well-guarded area and not have to worry about bounties.
Even if werewolves are situationally immune to bounties, there are still better ways of assassinating a specific target. Stealth is certainly a more interesting option and it just so happens that vampires make for good expert stalkers.
They get all kinds of bonuses in sneaking and hiding in the dark as well as some form of night vision too. It's a great complement to being a member of the Thieves' Guild or being a hitman for the Dark Brotherhood.
Say what you will about the Companions' abrasiveness, but they're some of the coolest Nords in Whiterun once they let the players into their inner circle. Turns out they're not just boring rowdy mercenaries but also harbor some lethal secrets. Some of them are also awesome and useful companions such as Vilkas or Farkas or even Aela the Huntress. They're a go-to for the standard barbarian-type character who prefers to talk using axes and swords because words are for mage nerds. Assuming players have Dawnguard, any lengthy story quest involving vampires is just better than what the companions put you through.
Even if you join the Dawnguard faction, a certain vampire lord will still give you the option to become one of them. Moreover, it involves Serana , an interesting addition to the A. The rewards for the main quest of the Dawnguard faction can also be a lot better and take the players to more interesting places in Skyrim.
With all that's said and done, one of the most enjoyable ways to play Skyrim is by being a good old-fashioned Nord with too much ale in their brain and too many axes in their hands. Fighting in melee is still one of the least clunky ways to play Skyrim.
The werewolf greatly bolsters this playstyle by making melee more ferocious and making the players more invincible. The post-werewolf results can be unpredictable, of course, and might involve a nasty hangover and fur coming out of the players' ears. Security Breach pushes the series in a new direction, but it's repeating the same old jokes.
Sid was born, did some stuff, then decided to become a writer.
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