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Necro bounty system is bad.

Jcarson0408
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It adds nothing to the game but an annoyance. No other class has to deal with anything even similar, it doesn't even follow lore any more than not having the bounty system at all.as necromancy IS LEGAL in at least half of the provinces in Tamriel (Orsinium necromancy policy is unknown currently, whether or not it is illegal there is the difference between half of the provinces and less than half.) The only people it does anything for are the people RPing in the zones where necromancy is illegal who could easily just not summon in town if they are really want to not summon in front of guards. But there ARE quests that take place in and near town so this absolutely does impact players who just want to enjoy the game. Why should people who just want to play the game be forced to RP?

Bad for class balance.
Doesn't actually follow lore.
Doesn't benefit anyone in a meaningful way.

Why is this a thing people so desperately cling to?
  • DocFrost72
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    Curious, why are you summoning in town?
  • Lightspeedflashb14_ESO
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    i mean, i have done it a couple of time, while absent mindedly going through the rotation of buffs that use for tanking/dps. not really a problem though.
  • Jcarson0408
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    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    There are quests and enemies both in and near towns or crime NPCs. Quests and enemies near crime NPCs is far more common than people seem to think.
    i mean, i have done it a couple of time, while absent mindedly going through the rotation of buffs that use for tanking/dps. not really a problem though.
    Why should you have to deal with that? Why should you deal with something that only sometimes follows lore that no other class has to deal with? Even if they add it to sorcerer it is still MOST classes that don't have this problem. It's bad for gameplay, it's mediocre for lore/immersion.
    Edited by Jcarson0408 on June 9, 2019 3:33PM
  • DocFrost72
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    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    There are quests and enemies both in and near towns or crime NPCs. Quests and enemies near crime NPCs is far more common than people seem to think.

    Overland quests can be done with light attacks. Heck, heavy attack+cleave or steel tornado or arrow spray is enough for overland mobs.

    I guess my question, respectfully and with genuine curiosity, is why you are using them when you don't have to? You would literally kill faster without using the archer/mage or blastbones, and there are far better options for healing than the shade (if you even need it).

    Now if this was happening in dungeons, cyrodiil, or world boss areas I would wholeheartedly agree. Those are the areas where you want to be using blastbones and the Skeleton summon and should not be penalized for using them.
  • Jcarson0408
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    i mean, i have done it a couple of time, while absent mindedly going through the rotation of buffs that use for tanking/dps. not really a problem though.
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    There are quests and enemies both in and near towns or crime NPCs. Quests and enemies near crime NPCs is far more common than people seem to think.

    Overland quests can be done with light attacks. Heck, heavy attack+cleave or steel tornado or arrow spray is enough for overland mobs.

    I guess my question, respectfully and with genuine curiosity, is why you are using them when you don't have to? You would literally kill faster without using the archer/mage or blastbones, and there are far better options for healing than the shade (if you even need it).

    Now if this was happening in dungeons, cyrodiil, or world boss areas I would wholeheartedly agree. Those are the areas where you want to be using blastbones and the Skeleton summon and should not be penalized for using them.

    Why SHOULD necromancers be penalized in a way that makes no sense for class balance? Just because quests CAN be done without the abilities doesn't mean a class SHOULD be singled out like this when it doesn't even actually match up with lore.

    Don't know where you are getting skeletal mage/blast bones slows down killing enemies, unless the information on the skill is wrong, a single blastbones does do more damage than a single flame skull and certainly more than a single LA or HA. Of course you can't just ONLY use blastbones or that would slow you down, throw a few flameskulls or Light/heavy attacks in between casts and it is actually a boon (Except when in the presence of a crime NPC) Skeleton mage/archer does deal more damage IF you are in a situation where the fight lasts long enough, against a single normal enemy no I wouldn't even bother, but even one extra mob or an enemy stronger than your typical NPC makes the fight last long enough for mage/archer worth it, but like with blastbones do your rotation as normal while it is active. Spirit mender is correct, I am experimenting with it now as a way to sustain my health while using vamp drain but unless a morph changes it I will probably put render flesh back in that slot. (This is for my build while leveling and not what I would use in a trial of course)

    Now here is a question for you, assuming you want the bounty system in the game and your questions are more than just curiosity as to why I dislike it, why do you want it? What do you get out of it that would be lost if they treated necro the same as every other class?
    Edited by Jcarson0408 on June 9, 2019 3:54PM
  • DocFrost72
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    i mean, i have done it a couple of time, while absent mindedly going through the rotation of buffs that use for tanking/dps. not really a problem though.
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    There are quests and enemies both in and near towns or crime NPCs. Quests and enemies near crime NPCs is far more common than people seem to think.

    Overland quests can be done with light attacks. Heck, heavy attack+cleave or steel tornado or arrow spray is enough for overland mobs.

    I guess my question, respectfully and with genuine curiosity, is why you are using them when you don't have to? You would literally kill faster without using the archer/mage or blastbones, and there are far better options for healing than the shade (if you even need it).

    Now if this was happening in dungeons, cyrodiil, or world boss areas I would wholeheartedly agree. Those are the areas where you want to be using blastbones and the Skeleton summon and should not be penalized for using them.

    Why SHOULD necromancers be penalized in a way that makes no sense for class balance? Just because quests CAN be done without the abilities doesn't mean a class SHOULD be singled out like this when it doesn't even actually match up with lore.

    Citation needed for the bold.
    Don't know where you are getting skeletal mage/blast bones slows down killing enemies, unless the information on the skill is wrong, a single blastbones does do more damage than a single flame skull and certainly more than a single LA or HA. Of course you can't just ONLY use blastbones or that would slow you down, throw a few flameskulls or Light/heavy attacks in between casts and it is actually a boon (Except when in the presence of a crime NPC) Skeleton mage/archer does deal more damage IF you are in a situation where the fight lasts long enough, against a single normal enemy no I wouldn't even bother, but even one extra mob or an enemy stronger than your typical NPC makes the fight last long enough for mage/archer worth it, but like with blastbones do your rotation as normal while it is active. Spirit mender is correct, I am experimenting with it now as a way to sustain my health while using vamp drain but unless a morph changes it I will probably put render flesh back in that slot. (This is for my build while leveling and not what I would use in a trial of course)

    Mobs have 31k health overland. Heavy attack into a spammable twice kills them (two seconds since combat starts). Even if you open with that same heavy attack, then animation cancel blastbones, and start using spammables it will still take you 3 seconds or more to kill the mob. I used to use blastbones, but I killed enemies before it leapt, so it never actually detonated. Perhaps it depends on the individual build, but for me archer or blastbones was a waste to cast once engaged, and made no difference in overall time to kill mobs (even in groups, yay brawler and 2h caoe light and heavy attacks!).
    Now here is a question for you, assuming you want the bounty system in the game and your questions are more than just curiosity as to why I dislike it, why do you want it? What do you get out of it that would be lost if they treated necro the same as every other class?

    Bold: I'm actually indifferent honestly, pros and cons both ways and it often doesn't affect me. The issue you're going to face is those who aren't indifferent, and honing your answers will go a long way to resolving questions like those I pose.

    Italics: Imho, for my specific character? I would lose a lot of roleplay value. My character is kind of... a "broken hero" type. On the surface, a devout green pact bosmer. Much more complicated is her lycanthropy (very, VERY against the green pact) and her use of necromancy. She understands fully both things are wrong, and grapples with her natural gifts verse her beliefs. I thoroughly enjoy a reminder that people will react poorly to necromancy. I will show my hand a little; being a transformed werewolf should absolutely be a crime.
  • SoLooney
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    Gold sink
  • DBZVelena
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    Throughout the whole game, every npc will tell you: Necromancy is bad!
    And you wonder why you get a bounty/chased by guards?

    Be glad its only SOME skills that do that and not all.

    Just put your incriminating skills on your backbar, if you're that bad at not staying within the law where npc's can see you.
    What are Natch Potes? Can you eat those?
    I believe in Genie-Gina.
  • Jcarson0408
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    DocFrost72 wrote: »
    i mean, i have done it a couple of time, while absent mindedly going through the rotation of buffs that use for tanking/dps. not really a problem though.
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    There are quests and enemies both in and near towns or crime NPCs. Quests and enemies near crime NPCs is far more common than people seem to think.

    Overland quests can be done with light attacks. Heck, heavy attack+cleave or steel tornado or arrow spray is enough for overland mobs.

    I guess my question, respectfully and with genuine curiosity, is why you are using them when you don't have to? You would literally kill faster without using the archer/mage or blastbones, and there are far better options for healing than the shade (if you even need it).

    Now if this was happening in dungeons, cyrodiil, or world boss areas I would wholeheartedly agree. Those are the areas where you want to be using blastbones and the Skeleton summon and should not be penalized for using them.

    Why SHOULD necromancers be penalized in a way that makes no sense for class balance? Just because quests CAN be done without the abilities doesn't mean a class SHOULD be singled out like this when it doesn't even actually match up with lore.

    Citation needed for the bold.
    Don't know where you are getting skeletal mage/blast bones slows down killing enemies, unless the information on the skill is wrong, a single blastbones does do more damage than a single flame skull and certainly more than a single LA or HA. Of course you can't just ONLY use blastbones or that would slow you down, throw a few flameskulls or Light/heavy attacks in between casts and it is actually a boon (Except when in the presence of a crime NPC) Skeleton mage/archer does deal more damage IF you are in a situation where the fight lasts long enough, against a single normal enemy no I wouldn't even bother, but even one extra mob or an enemy stronger than your typical NPC makes the fight last long enough for mage/archer worth it, but like with blastbones do your rotation as normal while it is active. Spirit mender is correct, I am experimenting with it now as a way to sustain my health while using vamp drain but unless a morph changes it I will probably put render flesh back in that slot. (This is for my build while leveling and not what I would use in a trial of course)

    Mobs have 31k health overland. Heavy attack into a spammable twice kills them (two seconds since combat starts). Even if you open with that same heavy attack, then animation cancel blastbones, and start using spammables it will still take you 3 seconds or more to kill the mob. I used to use blastbones, but I killed enemies before it leapt, so it never actually detonated. Perhaps it depends on the individual build, but for me archer or blastbones was a waste to cast once engaged, and made no difference in overall time to kill mobs (even in groups, yay brawler and 2h caoe light and heavy attacks!).
    Now here is a question for you, assuming you want the bounty system in the game and your questions are more than just curiosity as to why I dislike it, why do you want it? What do you get out of it that would be lost if they treated necro the same as every other class?

    Bold: I'm actually indifferent honestly, pros and cons both ways and it often doesn't affect me. The issue you're going to face is those who aren't indifferent, and honing your answers will go a long way to resolving questions like those I pose.

    Italics: Imho, for my specific character? I would lose a lot of roleplay value. My character is kind of... a "broken hero" type. On the surface, a devout green pact bosmer. Much more complicated is her lycanthropy (very, VERY against the green pact) and her use of necromancy. She understands fully both things are wrong, and grapples with her natural gifts verse her beliefs. I thoroughly enjoy a reminder that people will react poorly to necromancy. I will show my hand a little; being a transformed werewolf should absolutely be a crime.
    https://en.uesp.net/wiki/Lore:Necromancy The actual relationship between necromancy and the provinces of Tamriel is far more complicated than "Necromancy bad and evil kill on sight!" or "Necromancy is fine." short of the devs reworking necromancy to only get you in trouble in specific zones, there is no way to actually make it completely lore friendly. (Unless you have necromancers summon undead from the Soul Cairn since summoning things from Oblivion is apparently fine. This would fit in more with how the summoning spells actually work.)
    It seems like we are having different experiences because we are doing different things, I am a magnecro not a stamnecro so the greatsword/bow stuff you mention don't actually work for me.
    As a side note, how is necro/werewolf working for you? I am eyeing it lately but most of the passives don't work without class skills slotted so aren't good for werewolf but the passives that do work for werewolf seem good.
  • Nogawd
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    We see other characters do this all the time while in towns. Just standing next to shrines, jumping around, using attacks for sometimes minutes at a time.

    They just know they are being annoying and don't care.
  • redspecter23
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.
  • Jcarson0408
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?
    Edited by Jcarson0408 on June 9, 2019 5:01PM
  • adriant1978
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    Yeah you'd think that, with the whole Planemeld thing going on, folks might be a bit more uncomfortable with Clannfears and Scamps running around their towns.
  • redspecter23
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.
  • Jcarson0408
    Jcarson0408
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Necro pets won't have that problem since they are temporary. So we agree, put that bounty on warden and sorc pets, remove from necro. It seems to be people don't know HOW to put warden and sorc pets away, I have seen people ask how to dismiss them quite a few times, the system is not very good with that, there is no dismiss pet in this game unlike other MMO pet classes. (Take the pet skill off your bar to dismiss your pets for anyone reading this who doesn't know how.)
  • Agenericname
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Necro pets won't have that problem since they are temporary. So we agree, put that bounty on warden and sorc pets, remove from necro. It seems to be people don't know HOW to put warden and sorc pets away, I have seen people ask how to dismiss them quite a few times, the system is not very good with that, there is no dismiss pet in this game unlike other MMO pet classes. (Take the pet skill off your bar to dismiss your pets for anyone reading this who doesn't know how.)

    Hit "C", look toward the bottom for active effects, right click pets.

    Make sorc summons illegal as well. Solved.
  • Jcarson0408
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Necro pets won't have that problem since they are temporary. So we agree, put that bounty on warden and sorc pets, remove from necro. It seems to be people don't know HOW to put warden and sorc pets away, I have seen people ask how to dismiss them quite a few times, the system is not very good with that, there is no dismiss pet in this game unlike other MMO pet classes. (Take the pet skill off your bar to dismiss your pets for anyone reading this who doesn't know how.)

    Hit "C", look toward the bottom for active effects, right click pets.

    Make sorc summons illegal as well. Solved.

    Nice bit of info on the right clicking in character page.

    Making sorc summons illegal doesn't actually solve anything it just adds the problem to another class.
  • ecru
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    The bounty system is extremely inconsistent and that makes it seem pointless to me. You can run around with the worm wizard personality summoning skeletons from the ground and guards ignore you, or summon a gigantic bone dragon with a memento, but you can't use a necro pet.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Tasear
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    I like it. I just hang out in coldharbor when something missed up.
  • Tasear
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    Deadra are technically neither good or bad according to lore so it's not wrong to summon them.
  • GrumpyDuckling
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    I want the option to "turn off" the criminal act skills while in a city. That would prevent accidental bounties. It could work the same as the toggle for attacking innocents.
  • Maulkin
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    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Summoning pets is easy but unsummoning them is cumbersome and inconvenient. If there was a key combination for unsummoning, like holding ctrl while pressing the skill button, then I would agree with making them criminal acts. But with the current implementation, I object.
    EU | PC | AD
  • Edziu
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    Maulkin wrote: »
    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Summoning pets is easy but unsummoning them is cumbersome and inconvenient. If there was a key combination for unsummoning, like holding ctrl while pressing the skill button, then I would agree with making them criminal acts. But with the current implementation, I object.

    open window with skills, take pet skill and put back on bar - pet unsummoned
    you can do this without problem while moving
  • Neloth
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    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    Because as primary a PvP player I have a habit of not letting my buffs and HoTs to expire. So as soon as i’m not paying much attention to the game (and it happens really frequently when I craft/feed horses/go to banker/merchant), I accidentally cast mender to have a HoT running, or skeleton mage for extra regents, and get that stupid bounty.

    No, I don’t want to reorganize my bars specifically for running in towns and questing (honestly I stopped questing 2 years ago, but running in towns is still important).

    No, I don’t want my habbit of automatically casting HoTs and buffs to go away.

    All I want is an option in gameplay settings “allow casting all necromancer abilities”, similar to “prevent attacking innocents”. Or at least “prevent casting crime skills near NPCs”. Thus RPs can RP, and I can spend my gold for something more usefull.
  • Maulkin
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    Edziu wrote: »
    Maulkin wrote: »
    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Summoning pets is easy but unsummoning them is cumbersome and inconvenient. If there was a key combination for unsummoning, like holding ctrl while pressing the skill button, then I would agree with making them criminal acts. But with the current implementation, I object.

    open window with skills, take pet skill and put back on bar - pet unsummoned
    you can do this without problem while moving

    I know that. That's not cumbersome and inconvenient to you?

    "You can do this while moving", yeah but you can't see where you're going because the skills window blocks your field view. And you have to use your mouse to move the skill off your bar and back on.

    Compare that to having the pet let's say on number 5 and simply pressing ctrl+5 to unsummon and just 5 to resummon. Not blocking your view, no mouse use, nothing. You can even macro it to a single programmable button on your keyboard/mouse.

    In my opinion all pets summoned by skills should be easily unsummoned through key combos anyway, but especially if they're gonna trigger bounty. If I'm approaching a town on my necro and I've had my Mender active, I have to wait for the timer to go away because I can't unsummon them. That's crappy design 101. Improve it and then we can talk.
    EU | PC | AD
  • Edziu
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    Maulkin wrote: »
    Edziu wrote: »
    Maulkin wrote: »
    The system is GREAT and amazing and I want them to expand it to include sorc pets as well. Keep your evil stuffs out of my towns.

    But if you hate evil stuff so much, you should delight in forcing them to do good things against their will. Not only that but having to obey mortals like us is a fate worse than death for daedra. A real enemy of evil would summon more of them.
    Edit; This is a serious topic that impacts gameplay though, if we are okay with this then why not have a class be intentionally OP because it fits with the lore of the class to be stronger than the others?

    Oh, don't misunderstand me. My motives have nothing to do with lore at all. I will do anything to get sorc pets out of towns and this is as good a route as any to try and get that to happen. Every day some flappy flap is on top of my writ turnin or crafting station. That has to stop. As players seem incapable of putting them away of their own free will, a lore related enforcement method is as good as any.

    Summoning pets is easy but unsummoning them is cumbersome and inconvenient. If there was a key combination for unsummoning, like holding ctrl while pressing the skill button, then I would agree with making them criminal acts. But with the current implementation, I object.

    open window with skills, take pet skill and put back on bar - pet unsummoned
    you can do this without problem while moving

    I know that. That's not cumbersome and inconvenient to you?

    "You can do this while moving", yeah but you can't see where you're going because the skills window blocks your field view. And you have to use your mouse to move the skill off your bar and back on.

    Compare that to having the pet let's say on number 5 and simply pressing ctrl+5 to unsummon and just 5 to resummon. Not blocking your view, no mouse use, nothing. You can even macro it to a single programmable button on your keyboard/mouse.

    In my opinion all pets summoned by skills should be easily unsummoned through key combos anyway, but especially if they're gonna trigger bounty. If I'm approaching a town on my necro and I've had my Mender active, I have to wait for the timer to go away because I can't unsummon them. That's crappy design 101. Improve it and then we can talk.

    so for me no, this is not problem :P I have not only once was even changing more than single skill even while moving and on cyrodil when combat was not a problem :P

    and sure, why not make it easier jsut to desummon pets, for this at all would be good thing and QoL and people wont have anymore this as explantation why they are running all the pets active in cities and annyoing by this everyone else around
  • Skander
    Skander
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    DocFrost72 wrote: »
    Curious, why are you summoning in town?

    Muscle memory. If you pvp you spam certain abilities pretty much on cooldown
    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • sudaki_eso
    sudaki_eso
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    5 days of leveling my necromancer and this hasnt been a problem at all. So far there wasnt any quest where an npc or questgiver went crazy and I have yet get a bounty on this char. Not sure what you are doing but as other said, dont use certain skills in town. So far i dont see a problem with the bounty System.
    PS4 EU - StamDK
  • IonicKai
    IonicKai
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    Edziu wrote: »

    open window with skills, take pet skill and put back on bar - pet unsummoned
    you can do this without problem while moving

    This is not possible on console. Don't forget that not everyone plays this game on PC where you can have add-ons and dedicated keys for many of the in game menus and functionalities.
  • Veinblood1965
    Veinblood1965
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    Yes please let's have everything cookie cutter no class distinction at all, I tip my hat to the devs for making this class a little different.
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