DocFrost72 wrote: »Curious, why are you summoning in town?
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.Lightspeedflashb14_ESO 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.
Jcarson0408 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.
Lightspeedflashb14_ESO 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: »Jcarson0408 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.
Jcarson0408 wrote: »Lightspeedflashb14_ESO 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: »Jcarson0408 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?
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.)DocFrost72 wrote: »Jcarson0408 wrote: »Lightspeedflashb14_ESO 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: »Jcarson0408 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.
redspecter23 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.
redspecter23 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.
Jcarson0408 wrote: »redspecter23 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?
redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
Jcarson0408 wrote: »redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
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 wrote: »Jcarson0408 wrote: »redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
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.
redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
DocFrost72 wrote: »Curious, why are you summoning in town?
redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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
redspecter23 wrote: »Jcarson0408 wrote: »redspecter23 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.
DocFrost72 wrote: »Curious, why are you summoning in town?
open window with skills, take pet skill and put back on bar - pet unsummoned
you can do this without problem while moving