Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
Taleof2Cities wrote: »I don’t disagree that there is a QOL improvement in some shape or form, @redspecter23.
But, you can’t take away a player’s playstyle for your or someone else’s convenience.
Those quests are absurdly easy for most of us ... but brand new players are still getting accustomed to how combat in the game works.
I agree with some of the posters, here, that being able to “click through” player pets would be ideal ... followed by another idea of making other players’ pets invisible in towns if they are out of combat.
redspecter23 wrote: »Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
That's a horrible argument. Players should learn to fight without their pets in that 0.0001% of the game. If someone honestly can't win an overland fight without their flappy flap or bear, they could do the slightest amount of research and put force pulse and hardened ward on their bar.
And even if this is the one thing stopping devs from obliterating combat pets in cities, I'd say the more appropriate response would be to remove that quest instead of using it as a poor argument for a quality of life change that many players are asking for.
redspecter23 wrote: »Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
That's a horrible argument. Players should learn to fight without their pets in that 0.0001% of the game. If someone honestly can't win an overland fight without their flappy flap or bear, they could do the slightest amount of research and put force pulse and hardened ward on their bar.
And even if this is the one thing stopping devs from obliterating combat pets in cities, I'd say the more appropriate response would be to remove that quest instead of using it as a poor argument for a quality of life change that many players are asking for.
This is the horrible argument and one that is not thought through very well. Pets are skills. You are suggesting that sorcs should learn to fight with only half their skill bars available which is a little absurd.
I remember shortly after a different thread complaining about this issue; I ran into a pet blocking my access. It was like a lightbulb went off and I knew exactly what they were talking about. I stepped to the side, used the wayshrine and moved on. It happens so rarely and usually quickly dealt with that it is not an issue that needs to be fixed with such extreme measures.
redspecter23 wrote: »redspecter23 wrote: »Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
That's a horrible argument. Players should learn to fight without their pets in that 0.0001% of the game. If someone honestly can't win an overland fight without their flappy flap or bear, they could do the slightest amount of research and put force pulse and hardened ward on their bar.
And even if this is the one thing stopping devs from obliterating combat pets in cities, I'd say the more appropriate response would be to remove that quest instead of using it as a poor argument for a quality of life change that many players are asking for.
This is the horrible argument and one that is not thought through very well. Pets are skills. You are suggesting that sorcs should learn to fight with only half their skill bars available which is a little absurd.
I remember shortly after a different thread complaining about this issue; I ran into a pet blocking my access. It was like a lightbulb went off and I knew exactly what they were talking about. I stepped to the side, used the wayshrine and moved on. It happens so rarely and usually quickly dealt with that it is not an issue that needs to be fixed with such extreme measures.
If sorcs can't fight without pets, how in the world to DK's, nightblades and templars ever get anything accomplished?
redspecter23 wrote: »redspecter23 wrote: »Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
That's a horrible argument. Players should learn to fight without their pets in that 0.0001% of the game. If someone honestly can't win an overland fight without their flappy flap or bear, they could do the slightest amount of research and put force pulse and hardened ward on their bar.
And even if this is the one thing stopping devs from obliterating combat pets in cities, I'd say the more appropriate response would be to remove that quest instead of using it as a poor argument for a quality of life change that many players are asking for.
This is the horrible argument and one that is not thought through very well. Pets are skills. You are suggesting that sorcs should learn to fight with only half their skill bars available which is a little absurd.
I remember shortly after a different thread complaining about this issue; I ran into a pet blocking my access. It was like a lightbulb went off and I knew exactly what they were talking about. I stepped to the side, used the wayshrine and moved on. It happens so rarely and usually quickly dealt with that it is not an issue that needs to be fixed with such extreme measures.
If sorcs can't fight without pets, how in the world to DK's, nightblades and templars ever get anything accomplished?
If this is what you got from what I said then you clearly did not read what I said.
Think about it for a moment and you should easily see how absurd your comparison is. You are not taking any skills away from any of the other classes and that is exactly what you are suggesting for the sorc.
What good skills are you going to take away from the other classes? Yeah thought so.
redspecter23 wrote: »redspecter23 wrote: »redspecter23 wrote: »Unfortunately, we have Daggerfall. That city requires combat in an otherwise active town. Unlike say Velyn Harbor where the town goes from Warzone to Peaceful. That has always been the argument floated that it would make those quests harder to have the pets un summoned.
Maybe Daggerfall is the only place the Pets are Allowed. Its not like its a Crafting Hub as everything is so spread out.
Rename the place Sorcererville or something.
That's a horrible argument. Players should learn to fight without their pets in that 0.0001% of the game. If someone honestly can't win an overland fight without their flappy flap or bear, they could do the slightest amount of research and put force pulse and hardened ward on their bar.
And even if this is the one thing stopping devs from obliterating combat pets in cities, I'd say the more appropriate response would be to remove that quest instead of using it as a poor argument for a quality of life change that many players are asking for.
This is the horrible argument and one that is not thought through very well. Pets are skills. You are suggesting that sorcs should learn to fight with only half their skill bars available which is a little absurd.
I remember shortly after a different thread complaining about this issue; I ran into a pet blocking my access. It was like a lightbulb went off and I knew exactly what they were talking about. I stepped to the side, used the wayshrine and moved on. It happens so rarely and usually quickly dealt with that it is not an issue that needs to be fixed with such extreme measures.
If sorcs can't fight without pets, how in the world to DK's, nightblades and templars ever get anything accomplished?
If this is what you got from what I said then you clearly did not read what I said.
Think about it for a moment and you should easily see how absurd your comparison is. You are not taking any skills away from any of the other classes and that is exactly what you are suggesting for the sorc.
What good skills are you going to take away from the other classes? Yeah thought so.
You should know that "you didn't read what I said" is one of the weakest counter arguments someone can make. It doesn't help solidify your point. It's nothing more than an attack against an argument without actually providing anything else constructive to the conversation
Each class can have 5 skills and an ultimate on their bar. If sorc can't use a pet, they can just replace it with another skill, so they still have the same number of skills on their bar. Creating a situation where a class can't use one of their abilities does not reduce the number of abilities they have access to during any given encounter. Players routinely swap abilities out before situations where they would be sub optimal or maybe even detrimental for the upcoming encounter. I don't see this as any different.
Wandering_Immigrant wrote: »They should just put a release pet command in either collections or emotes so it can be quick-slotted. I think most of us would use it, because we've all been the victim in that scenario ourselves, sometimes even at the hands of our own pets.
Nobody's gonna desummon their own pets between every combat.
I can vouch that it still works perfectly after Update 25.Here is a quick add-on I wrote which adds key bindings for dismissing the Sorcerer's summoned pets in ESO 2.3 and beyond. No longer do you have to open up the character menu and click around to get rid of your Familiar, Clannfear, or Twilight.
SeaGtGruff wrote: »Nobody's gonna desummon their own pets between every combat.
I dismiss my own combat pets between every combat, for the very reason you mentioned-- they interfere with looting-- and I've seen other players say in the forums that they dismiss their own combat pets as well, so your statement about what nobody's going to do is incorrect.
It really isn't difficult to do, and it doesn't take as much time as some people have suggested. Players who use combat pets need to take responsibility for their own combat pets, stop being lazy or inconsiderate or whatever other reason it might be, and dismiss their own combat pets when they are in a location or situation where they aren't needed and are just in the way.
The way I see it, this issue isn't about ZOS not doing "the right thing"; it's about individual players not wanting to be responsible and do "the right thing." And my main character is a PetSorc who almost never goes into combat without his combat pets by his side, so I feel like I can point my finger at players who use combat pets, since I am one of them.
So please, do what I and some of the other players do, and dismiss your combat pets when they are no longer needed. It really is not at all difficult to do.
SeaGtGruff wrote: »Nobody's gonna desummon their own pets between every combat.
I dismiss my own combat pets between every combat, for the very reason you mentioned-- they interfere with looting-- and I've seen other players say in the forums that they dismiss their own combat pets as well, so your statement about what nobody's going to do is incorrect.
It really isn't difficult to do, and it doesn't take as much time as some people have suggested. Players who use combat pets need to take responsibility for their own combat pets, stop being lazy or inconsiderate or whatever other reason it might be, and dismiss their own combat pets when they are in a location or situation where they aren't needed and are just in the way.
The way I see it, this issue isn't about ZOS not doing "the right thing"; it's about individual players not wanting to be responsible and do "the right thing." And my main character is a PetSorc who almost never goes into combat without his combat pets by his side, so I feel like I can point my finger at players who use combat pets, since I am one of them.
So please, do what I and some of the other players do, and dismiss your combat pets when they are no longer needed. It really is not at all difficult to do.
It's equally not at all difficult to move your mouse a bit or take a step to the side to get around a pet.
This problem is heavily exaggerated for some weird reason. Kinda explains why ZOS is not rushing to do anything about it.
WastedJoker wrote: »It's really frustrating when you're trying to loot and you can't because your silly bear is preventing the loot option appearing unless you waggle your mouse around/change position to just the right place.
Alphawolf01A wrote: »I think the (ZOS) just needs to program the pets to stay behind the player at all time unless in combat and maybe give them some collision detection to avoid clipping into tables and such. Also, the pets seem to like to stand on dead enemy bodies, which makes looting difficult, but if the pets returned to behind the player when passive, looting ans crafting would be easier.