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ZOS please don't tie necromancers to Elsweyr...

MornaBaine
MornaBaine
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...like you tied Wardens to Vvardenfell. Most of us felt that the Warden class was supposed to be a classic shaman/forester type. Bears, wolves, maybe big cats, maybe hawks or crows. Instead we got a weird mishmash of creatures from, basically, Skyrim/Highrock and Vvardenfell that fits neither Dunmer nor the human races. Thematically, it's just awful and it really feels like it was done just to somehow shoehorn it into the Chapter. So I'm begging you, don't do that to the Necromancer class (if indeed it is a class and not a skill line, but even if it's a skill line, don't do it!), pretty please. If there are to be skeletons or undead minions, please don't make them khajiit. Or, at the very least, let them be of all races randomly. Better yet, make the type of undead you raise tie in directly to what zone you are in. Just, whatever you do, don't shoehorn this thing we've been begging for, literally for years, into the Chapter just for the sake of some meaningless tie-in.

And while I'm on the subject... PLEASE don't make it so that necromancers can nonchalantly stroll into cities and towns trailing undead minions with the NPCs not even noticing. I'm begging you. Make the guards attack. Make the townspeople randomly attack or flee. Make merchants refuse to deal with a necro who has their pets up.

And while you're at it...have the same thing happen to Stage 4 vampires and transformed werewolves. Seriously. Please.
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  • BlissfulDeluge
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    MornaBaine wrote: »
    And while I'm on the subject... PLEASE don't make it so that necromancers can nonchalantly stroll into cities and towns trailing undead minions with the NPCs not even noticing. I'm begging you. Make the guards attack. Make the townspeople randomly attack or flee. Make merchants refuse to deal with a necro who has their pets up.

    And while you're at it...have the same thing happen to Stage 4 vampires and transformed werewolves. Seriously. Please.
    I fully agree with everything here, but I also think this should apply to Wardens with their bears out, and Sorcerers with their Daedra out. What town would let someone bring a bear trained for warfare into their otherwise peaceful hamlet, or Daedra?

    Edit: Outlaw refuge merchants should of course still be willing to deal with these sorts!
    Edited by BlissfulDeluge on January 9, 2019 5:30PM
    Former completionist with all achievements unlocked up until Update 29 (Flames of Ambition). Avid RPer, writer, and former Breton lover. Then Legacy of the Bretons was released and I realized just how boring and uninspired the Bretons are according to the writers.
  • Rain_Greyraven
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    I think most necrotic abilities will be in combat like when a NPC summons a zombie
    "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”

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  • MEBengalsFan2001
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    MornaBaine wrote: »
    ...like you tied Wardens to Vvardenfell. Most of us felt that the Warden class was supposed to be a classic shaman/forester type. Bears, wolves, maybe big cats, maybe hawks or crows. Instead we got a weird mishmash of creatures from, basically, Skyrim/Highrock and Vvardenfell that fits neither Dunmer nor the human races. Thematically, it's just awful and it really feels like it was done just to somehow shoehorn it into the Chapter. So I'm begging you, don't do that to the Necromancer class (if indeed it is a class and not a skill line, but even if it's a skill line, don't do it!), pretty please. If there are to be skeletons or undead minions, please don't make them khajiit. Or, at the very least, let them be of all races randomly. Better yet, make the type of undead you raise tie in directly to what zone you are in. Just, whatever you do, don't shoehorn this thing we've been begging for, literally for years, into the Chapter just for the sake of some meaningless tie-in.

    And while I'm on the subject... PLEASE don't make it so that necromancers can nonchalantly stroll into cities and towns trailing undead minions with the NPCs not even noticing. I'm begging you. Make the guards attack. Make the townspeople randomly attack or flee. Make merchants refuse to deal with a necro who has their pets up.

    And while you're at it...have the same thing happen to Stage 4 vampires and transformed werewolves. Seriously. Please.

    They should include it as a bonus if you preorder but it also should be a separate class that can be bought day one.
  • sharquez
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    This is not a singleplayer game and as such flavorful suggestions like you requested are probably not going to happen. Minimizing player personal inconvenience (to a point) comes before immersion. If necromancer pets are not temporary summons like some have theorized, you'll see them in towns and quite simply have to deal with it in the same manner as you deal with sorc pets and warden bears. The bounty system is about as far as restrictions with merchants/guards etc. will go far as anyone can tell, so I wouldn't hold my breath for this.
  • Seraphayel
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    Oh man, all of these Necromancer pet complaints are so... silly. As if Sorcerer pets (Daedric ones!) are somehow less bad than Necromancer pets would be. Or a giant bear roaming around. I mean like seriously.
    Edited by Seraphayel on January 9, 2019 6:23PM
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    Aldmeri Dominion
    - Khajiit Arcanist -
  • Jayne_Doe
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    MornaBaine wrote: »
    ...like you tied Wardens to Vvardenfell. Most of us felt that the Warden class was supposed to be a classic shaman/forester type. Bears, wolves, maybe big cats, maybe hawks or crows. Instead we got a weird mishmash of creatures from, basically, Skyrim/Highrock and Vvardenfell that fits neither Dunmer nor the human races. Thematically, it's just awful and it really feels like it was done just to somehow shoehorn it into the Chapter. So I'm begging you, don't do that to the Necromancer class (if indeed it is a class and not a skill line, but even if it's a skill line, don't do it!), pretty please. If there are to be skeletons or undead minions, please don't make them khajiit. Or, at the very least, let them be of all races randomly. Better yet, make the type of undead you raise tie in directly to what zone you are in. Just, whatever you do, don't shoehorn this thing we've been begging for, literally for years, into the Chapter just for the sake of some meaningless tie-in.

    And while I'm on the subject... PLEASE don't make it so that necromancers can nonchalantly stroll into cities and towns trailing undead minions with the NPCs not even noticing. I'm begging you. Make the guards attack. Make the townspeople randomly attack or flee. Make merchants refuse to deal with a necro who has their pets up.

    And while you're at it...have the same thing happen to Stage 4 vampires and transformed werewolves. Seriously. Please.

    And to sorcerers with their daedric pets up. Seriously. Merchants and citizens would be just as afraid of Daedra as they would be undead. Doesn't matter if the sorcerer supposedly has control. I'm sure by now most of us have encountered the summoner out in the wild who loses control. It can happen, and the Mages Guild is fully aware of it, which is why they frown on it as they do necromancy.

    I always thought it odd to hear NPCs talk about the dangers of summoning daedra and yet, there you are with your summoned daedra. If there are no consequences for Necromancers, it won't be any different to what's already in the game - no consequences for Sorcerers, Vampires, or Werewolves.
    Edited by Jayne_Doe on January 9, 2019 6:23PM
  • MornaBaine
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    Trained bears were a not uncommon sight in medieval towns so I feel like the bears should probably get a pass. Daedric pets I'm a bit more iffy on. Summoning and controlling daedra is a known thing and is not considered outright evil like raising the dead. Nor is a summoned daedra anywhere near a desecration of the dead as necromancy is. But yes, they ARE dangerous creatures and there are PLENTY of instances of them "getting away" from their masters. So I agree they should go on the list of "banned from town."

    Nor is it a huge imposition to dismiss one's pets when entering a town or city so it isn't at all an inconvenience for players to do. And since I absolutely hate having some flapping twilight in my face while I'l trying to use a merchant or the bank, frankly I'm all for that!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Ajaxandriel
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    sharquez wrote: »
    Minimizing player personal inconvenience (to a point) comes before immersion.
    This is so much wrong.

    In fact it is what made the MMORPGs more and more ridiculous these 10 last years.

    MornaBaine wrote: »
    Most of us felt that the Warden class was supposed to be a classic shaman/forester type. Bears, wolves, maybe big cats, maybe hawks or crows. Instead we got a weird mishmash of creatures from, basically, Skyrim/Highrock and Vvardenfell that fits neither Dunmer nor the human races. Thematically, it's just awful and it really feels like it was done just to somehow shoehorn it into the Chapter.
    This point is still so lively ...

    Please ZoS let us change the diving Cliff Racer into a Hawk spirit and the Netch into a Nixad
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