.Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
.Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.
Let's see some Bard, Unarmed, Religion, Spellcrafting!
.Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
.Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.
Let's see some Bard, Unarmed, Religion, Spellcrafting!
bards simply use illusion magic, which is unlikely for us to get since it could really only be used as buffs/debuffs and would not be fun to balance
unarmed MAYBE coming
REligion? you mean templar? because that is EXACTLY what the templar is clearly meant to represent, the PAladin/cleric type of character.
Spellcrafting is supposedly coming, but it will either be OP as all sin, or worthless.
REligion? you mean templar? because that is EXACTLY what the templar is clearly meant to represent, the PAladin/cleric type of character..Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Hear hear! Except for maybe the part about nature magic. There's like a quest line dealing with the Wyrds in every zone in this game.
Let's see some Bard, Unarmed, Religion, Spellcrafting!
c.p.garrett1993_ESO wrote: ».Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Except nature magic does exist. Especially in this game.
I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
The Bosmer's command over animals is definitely nature-based magic.
The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?
You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.
c.p.garrett1993_ESO wrote: ».Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Except nature magic does exist. Especially in this game.
I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
The Bosmer's command over animals is definitely nature-based magic.
The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?
You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.
.Not really, The Bosmer are good with aimals because of their inate connection to nature, it is not something anyone can learn.
.AGain, not nature as in LEaves, grass, etc magic
.again, nope, if you read the lore, Telvanni are simply using arcane magic to grow them and then enlarge them, not really .nature magic, just magic, nor something you could use in battle. Also, as you just said TElvanni, which is BY FAR the group of the most powerful magic users of all time, behind only the Altmer's Psyjic monks.
.argoniants are the same as Bosmer, an inate racial thing, not something you could actually learn.
also, Beth DID NOT support midas magic, all they did was say "yah, you can put up your mods for a price" they never TOUCHED those mods, they likely had no idea what mods were being added. Midas MAgic is as lore-friendly as any other mod and had ZERO support from beth.
c.p.garrett1993_ESO wrote: »c.p.garrett1993_ESO wrote: ».Nature magic does not really exist in TES lore, at least not much
.PRetty much all the necromancers on the side of Manimarco, and they are hated by everyone in most of the alliances, cept maybe Dunmer society and even then only for VERY specific purposes, not regular combat.
.IF the Thieves guild and Dark brotherhood ever actually come out, we are supposed to get a skill line for them.
.The only magic we need in a class is Ice now, so elementalist would be useless
.Sniper and fortress do not even make ANY SENSE as a skill line, they already exist with Bow and Sword and shield/heavy armor.
so yeah, besides the two guild lines, which are GOING to be in tehgame already, none of these skills lines make any sense, nor is there any chance for them being added anyway.
Except nature magic does exist. Especially in this game.
I am not a lore expert, but just from this game you have the Wyrdesses. A group of nature-based sorceresses that specialize in nature-based magic. You also have their opposing cult and other mages in the game using dark magic to manipulate nature and its creatures.
The Bosmer's command over animals is definitely nature-based magic.
The House Telvanni also have those mushroom houses. That's implied to be some pretty mysterious and high-level magic but it is present.
I'm sure there's some other examples. Don't Argonians have some degree of connection to the plant-life in Black Marsh? Or the Bosmer to the forests of Valenwood?
You could also argue Midas Magic, since it (breifly) became a paid mod and supported by Bethesda. As far as I am concerned that means its lore-friendly (although not official lore) and plausible.
.Not really, The Bosmer are good with aimals because of their inate connection to nature, it is not something anyone can learn.
.AGain, not nature as in LEaves, grass, etc magic
.again, nope, if you read the lore, Telvanni are simply using arcane magic to grow them and then enlarge them, not really .nature magic, just magic, nor something you could use in battle. Also, as you just said TElvanni, which is BY FAR the group of the most powerful magic users of all time, behind only the Altmer's Psyjic monks.
.argoniants are the same as Bosmer, an inate racial thing, not something you could actually learn.
also, Beth DID NOT support midas magic, all they did was say "yah, you can put up your mods for a price" they never TOUCHED those mods, they likely had no idea what mods were being added. Midas MAgic is as lore-friendly as any other mod and had ZERO support from beth.
You have admitted they have a natural connection to nature. This connection is undeniably magical.
Whether or not it can be controlled to the degree of harnessing it for combat is up for debate.
The Telvanni are undeniably manipulating the plant life. Growing/ enlarging certainly counts. Whether or not it can be adapted into a combat suitable magic is another question entirely.
If you could manipulate size and shape could you manipulate the speed or direction of the growth? What about density? If so it could easily be used as a weapon.
You still have not addressed they Wyrdesses, however. Their magic is undeniably nature-based, although it seems more intended as support magic and not combat-based.
There's also the nature of Spriggans. While they are non-human and literally a part of nature itself they have a connection to nature and appear to be able to meld with trees and conjure nature to do their bidding. In theory, could their magic not be imitated?.
Where is the "No" option in the poll?
With a poll asking "would you like any of these skill lines added?" a reasonable answer could very well be "No". It does not need to be Other. Other is too catch-all.