It's cool that it doesn't bother you, but it does bother some others. If ZOS is going to go with this "roleplay" mechanic, they need to make it universal before going live. Vampire, Werewolf (in form, at least), Daedric summons, and perhaps any offensive ability that isn't aimed directly at a hostile NPC should get the same treatment. I think the tedium associated would probably become pretty obvious, pretty quickly, and get the whole thing done away with.FleetwoodSmack wrote: »But being a Stage 4 Vampire with no helm on, or in Werewolf Form, or having Daedra following you around is all fine and dandy?I'm so glad to read this. Did you think necromancy is forbidden inside a town walls only? Man, you're doing bad things, it doesn't matter where you do it. Hope they won't change that.I received a 277 gold bounty because a Trader NPC out in Glenumbra - not in the city of Daggerfall itself - happened to see my Skeletal Arcanist summon. Getting bounties while leveling up/farming/etc..., or for accidentally bumping a key while in town, is probably going to get old pretty fast.Sounds more tedious than anything, and yes it will get old. I mean maybe not for people that like to get together and have roleplaying events or something, but for many of us it's just going to be an annoyance.FleetwoodSmack wrote: »I'm so glad to read this. Did you think necromancy is forbidden inside a town walls only? Man, you're doing bad things, it doesn't matter where you do it. Hope they won't change that.I received a 277 gold bounty because a Trader NPC out in Glenumbra - not in the city of Daggerfall itself - happened to see my Skeletal Arcanist summon. Getting bounties while leveling up/farming/etc..., or for accidentally bumping a key while in town, is probably going to get old pretty fast.
It's all a matter of paying attention too. Will it get old? Probably not. It'll also make sure necromancers don't duel in towns and often in secret. It's alluring.
If I'm out in the world and need to kill something, I can launch burning skulls at it all day long without issue, no matter how many NPCs are around. But if I want to blow it up a little faster, and use a "forbidden" ability to do so, now I have to pay a fine or deal with the hassle of guards because I want to go into town for some reason or other? No thanks.
Honestly, I'm not at all bothered by it. Blow it up early or suffer the fine. Next.
But being a Stage 4 Vampire with no helm on, or in Werewolf Form, or having Daedra following you around is all fine and dandy?
It's cool that it doesn't bother you, but it does bother some others. If ZOS is going to go with this "roleplay" mechanic, they need to make it universal before going live. Vampire, Werewolf (in form, at least), Daedric summons, and perhaps any offensive ability that isn't aimed directly at a hostile NPC should get the same treatment. I think the tedium associated would probably become pretty obvious, pretty quickly, and get the whole thing done away with.FleetwoodSmack wrote: »But being a Stage 4 Vampire with no helm on, or in Werewolf Form, or having Daedra following you around is all fine and dandy?I'm so glad to read this. Did you think necromancy is forbidden inside a town walls only? Man, you're doing bad things, it doesn't matter where you do it. Hope they won't change that.I received a 277 gold bounty because a Trader NPC out in Glenumbra - not in the city of Daggerfall itself - happened to see my Skeletal Arcanist summon. Getting bounties while leveling up/farming/etc..., or for accidentally bumping a key while in town, is probably going to get old pretty fast.Sounds more tedious than anything, and yes it will get old. I mean maybe not for people that like to get together and have roleplaying events or something, but for many of us it's just going to be an annoyance.FleetwoodSmack wrote: »I'm so glad to read this. Did you think necromancy is forbidden inside a town walls only? Man, you're doing bad things, it doesn't matter where you do it. Hope they won't change that.I received a 277 gold bounty because a Trader NPC out in Glenumbra - not in the city of Daggerfall itself - happened to see my Skeletal Arcanist summon. Getting bounties while leveling up/farming/etc..., or for accidentally bumping a key while in town, is probably going to get old pretty fast.
It's all a matter of paying attention too. Will it get old? Probably not. It'll also make sure necromancers don't duel in towns and often in secret. It's alluring.
If I'm out in the world and need to kill something, I can launch burning skulls at it all day long without issue, no matter how many NPCs are around. But if I want to blow it up a little faster, and use a "forbidden" ability to do so, now I have to pay a fine or deal with the hassle of guards because I want to go into town for some reason or other? No thanks.
Honestly, I'm not at all bothered by it. Blow it up early or suffer the fine. Next.
Maybe they could set a toggle for this..."feature," like currently exists with the prevention of attacking innocents. That way role players could have their evil (or good, yet misunderstood) Necromancer that has to be careful about what/when they cast, and everyone else can avoid the headache of accidentally bumping a key in town, or being able to properly engage in combat when necessary.
PS
The NPCs in Spindleclutch 1 don't care if you use various Necromancer abilities around them - hopefully at least all group content is that way.
General feedback:
Major vulnerability shouldn´t exist in game. It´s a way too strong buff for PvE. This is one of those things that will cause immense powercreep and make certain bossfights (looks at 3rd boss in vHoF) even easier to burst down without taking much consideration to mechanics.
Rethink major vulnerability
ZOS_GinaBruno wrote: »This is the official feedback thread for the Necromancer class. Specific feedback that the team is looking for includes the following:[1] What are your favorite and least Necromancer abilities, and why? [2] Do the Necromancer’s visuals and themes feel unique compared to other classes? [3] Do the Necromancer’s abilities and playstyle feel unique compared to other classes? [4] Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay? [5] Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience? [6] Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns? [7] Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls? [8] Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live? [9] Do you have any other general feedback?
DocFrost72 wrote: »@Qbiken
Ult cost was 225 as of my testing last night, not the 150 it is listed as on online sources.
This new anti-necromancy mechanic is disabled in delves/dungeons/etc. And the UI element which displays your bounty status is also disabled there. Once you exit an instance you get UI bounty displayed again, so you probably already had the bounty before you've entered the delve.So, I was fighting necromancers by necromancer in a delve with little quest npc allies presented, walked out from it with 1000 gold for my head. Is that intended? Haven't got any bounty fighting necromancers in the wilds so far.
@TiaFryeThis new anti-necromancy mechanic is disabled in delves/dungeons/etc. And the UI element which displays your bounty status is also disabled there. Once you exit an instance you get UI bounty displayed again, so you probably already had the bounty before you've entered the delve.So, I was fighting necromancers by necromancer in a delve with little quest npc allies presented, walked out from it with 1000 gold for my head. Is that intended? Haven't got any bounty fighting necromancers in the wilds so far.
I was testing necromancy in front of quest-related NPCs in open world and during a quest and they don't care about that, so you shouldn't get bounty unless someone not a quest related witnesses you raising the dead.
arcsureb17_ESO wrote: »There is still no traditional target based debuff type damage over time spell in the whole necro toolkit. I mean you pick a target, you cast the single target dot, then pick another target, and you cast it again and you put it to as many targets as you want (like cripple or swarm).
I know necro wants to feel different from the other classes, but spreading disease is just as much the part of the necro lore as undead pets. And right now there is not a single morph that gives this kind of gameplay. Yes gameplay wise it might have no connection to the other classes but without a traditional dot spell it will have no connection to the true necro gameplay either.
The DoT class doesnt have a single real dot spell. Dissappointing for us spread the disease lovers.
arcsureb17_ESO wrote: »There is still no traditional target based debuff type damage over time spell in the whole necro toolkit. I mean you pick a target, you cast the single target dot, then pick another target, and you cast it again and you put it to as many targets as you want (like cripple or swarm).
I know necro wants to feel different from the other classes, but spreading disease is just as much the part of the necro lore as undead pets. And right now there is not a single morph that gives this kind of gameplay. Yes gameplay wise it might have no connection to the other classes but without a traditional dot spell it will have no connection to the true necro gameplay either.
The DoT class doesnt have a single real dot spell. Dissappointing for us spread the disease lovers.
What you are talking about is not a TES necromancer but a generic MMORPG necromancer.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus