Stryfe23 Posted August 4, 2012 Share Posted August 4, 2012 Hi. After playing through Oblivion in the past, I was sort of looking forward to creating my first exclusively melee "tank" character ever in an ES game. Problem is that after doing many great quests, I feel the place that closest resembles a Fighter Guild is a major letdown. I join the Companions with my chaotic-good character, complete 2 quests, and that's it. I either have to transition into a disgusting werewolf, or that's all besides a main Companions quest there is. If I refuse to be a ww, which I would have love to join the Stendarr vigilants in a quest to wipe out, I'm not getting any further job offers. Anyone else majorly disappointed with the Companion alignments, or quests?BTW - I really wish the Vigilants of Stendarr had been a joinable faction with quests. Link to comment Share on other sites More sharing options...
gsmanners Posted August 4, 2012 Share Posted August 4, 2012 I would have been disappointed, but then I realized how redundant a fighters guild is in Skyrim (where everything and their dog is trying to kill you anyway). Link to comment Share on other sites More sharing options...
Stemin Posted August 4, 2012 Share Posted August 4, 2012 I would have been disappointed, but then I realized how redundant a fighters guild is in Skyrim (where everything and their dog is trying to kill you anyway). I'm glad I'm not the only one who was tired of the same guilds in every game. Link to comment Share on other sites More sharing options...
Stryfe23 Posted August 4, 2012 Author Share Posted August 4, 2012 (edited) You mean the guilds that have been around since Daggerfall like the Fighters, Mages, and Thieves guilds? Jeez, it even had the Dark Brotherhood in it. Sounds like you're looking for a non-ES game in that case. But all that aside, a fighter guild itself per se I do not miss. It's QUESTS. Fighter build oriented quests, and all without becoming some Daedra's b**ch. I avoid Daedra quests with most non-evil characters in Elder Scroll games. They could have at least used one of the confirmed non-evil aligned Daedra for affiliation. Edited August 4, 2012 by Stryfe23 Link to comment Share on other sites More sharing options...
Stemin Posted August 4, 2012 Share Posted August 4, 2012 You mean the guilds that have been around since Daggerfall like the Fighters, Mages, and Thieves guilds? Jeez, it even had the Dark Brotherhood in it. Sounds like you're looking for a non-ES game in that case.That's the kind of thinking that keeps disappointing you guys. They didn't set out to make Oblivion Part II, or Morrowind part III, they set out to make Skyrim. A new game, set hundreds of years after Oblivion. Yeah, it's the same world, the same empire, but it's a totally different time period, totally different people, and a totally different culture. Repeating the same stuff over and over again is old, and the only way you advance something without being stale is trying new things. Link to comment Share on other sites More sharing options...
modder3434 Posted August 5, 2012 Share Posted August 5, 2012 They could have add a another way to progress in the companions questline if you didn't want to be a werewolf. instead of becoming Harbinger, you instead end up as a Guardian (Oblivion Fighter rank) or something by doing awesome quest, and when you become a or the Guardian you can start on the mic quest you get from each memeber. As for joining the Vigliants of Stendarr, there are a couple mods that let you do that and get quests from the Keeper. If you have the Dawnguard DLC, the Hall of the Vigilants will be destryed and these mods broken Link to comment Share on other sites More sharing options...
Stemin Posted August 5, 2012 Share Posted August 5, 2012 They could have add a another way to progress in the companions questline if you didn't want to be a werewolf. That's a total separate issue from discussing the change from Fighter's guild to Companions and the issues change depending on what your reason for complaining about it is. Link to comment Share on other sites More sharing options...
Kraeten Posted August 5, 2012 Share Posted August 5, 2012 I more or less enjoyed the Companions. It would have been better though, if the Silver-Hand played a stronger role in the story. In addition, the werewolf transformation should have been implemented more thoroughly. Even after Dawnguard it offers very little. It should come with passive buffs and new powers similar to what Vampires enjoy. Lastly....the Wolf Armor is hideous. Probably my biggest qualm about the Companions quest line is how short it is, but then all of the quests are rather short in Skyrim. :pinch: Link to comment Share on other sites More sharing options...
Stemin Posted August 5, 2012 Share Posted August 5, 2012 I more or less enjoyed the Companions. It would have been better though, if the Silver-Hand played a stronger role in the story. In addition, the werewolf transformation should have been implemented more thoroughly. Even after Dawnguard it offers very little. It should come with passive buffs and new powers similar to what Vampires enjoy. Lastly....the Wolf Armor is hideous. Probably my biggest qualm about the Companions quest line is how short it is, but then all of the quests are rather short in Skyrim. :pinch: I actually like the wolf armor a lot. I just don't like the helm. Also, I agree, the Companions line seems shorter than the others, particularly since the "totem" part of it is more of a radiant quest. I can only guess that they figured this was more of a "starter" guild line since you're scripted to meet the companions on your way to whiterun the first time, but I'm not saying it's a good excuse. Link to comment Share on other sites More sharing options...
Kraeten Posted August 6, 2012 Share Posted August 6, 2012 (edited) I actually like the wolf armor a lot. I just don't like the helm. Well the helm doesn't bother me so much as the upper chest/shoulders. It doesn't look natural, in terms of anatomy. Because of how scrunched up that area is, it gives the wearer a very cone like appearance. Also, I agree, the Companions line seems shorter than the others, particularly since the "totem" part of it is more of a radiant quest. I can only guess that they figured this was more of a "starter" guild line since you're scripted to meet the companions on your way to whiterun the first time, but I'm not saying it's a good excuse. It seems like a fair enough excuse to me. Not enough to quell my annoyance though. :tongue: Edited August 6, 2012 by Kraeten Link to comment Share on other sites More sharing options...
Recommended Posts