Grizzbeorn wrote: »Doesn't matter that you're "the Hero of Tamriel."
The fact that you're a necromancer is what the people of Tamriel take issue with.
In their eyes, necromancy is bad; very bad, and overshadows any good you may have done.
Therefore, if you don't want a bounty, you need to duel in a place that is not visible to citizens or guards.
Turtle_Bot wrote: »I understand the cro/vamp/WW abilities giving a bounty from a lore/RP perspective, but it's definitely strange in an open world MMO where you have daedra, assassins, master thieves, etc all running around uncontested like they're the local neighborhood cat/dog/guar.
Grizzbeorn wrote: »Turtle_Bot wrote: »I understand the cro/vamp/WW abilities giving a bounty from a lore/RP perspective, but it's definitely strange in an open world MMO where you have daedra, assassins, master thieves, etc all running around uncontested like they're the local neighborhood cat/dog/guar.
Assassins and thieves get tagged with bounties if they are witnessed in the act.
The only one of those that is out of sync with the others (and should be brought in-line with the others) are the Sorc's Daedric pets.
Turtle_Bot wrote: »And notorious assassins/thieves would be apprehended on sight too, regardless if they're caught committing the act or not.
We should have arenas in different places just for duelling. Like Kvatch arena, but the style changes to match the decor of the region. They should have their own wayshrine and plenty of room for spectators. Maybe even a changing room so competitors can change into duelling/pvp builds.
The few dueling areas they’ve added (Stormhaven and Artaeum) are inconvenient to get to and not heavily visited. Make them more attractive, more accessible, and more of them and perhaps dueling will move to these places that are better for both these situations and moving people out of more highly trafficked quest/town areas.
Remember when you walked into a tomb/town/graveyard/church and summoned a ghost to talk to for the 20th time in this game and no one cared?
And then you summoned Dr. Spooky PHD to heal someone and became a kill on sight criminal?
Yeah that's some Bull Netch offal right there.
DMuehlhausen wrote: »My biggest issue is with those skills giving you a bounty just outside a town or something and a random dude sees it then guards attack you.
It's like [snip] you just gave me a quest to go kill these guys now you attack me cause you don't like the kill I used.
Grizzbeorn wrote: »Turtle_Bot wrote: »I understand the cro/vamp/WW abilities giving a bounty from a lore/RP perspective, but it's definitely strange in an open world MMO where you have daedra, assassins, master thieves, etc all running around uncontested like they're the local neighborhood cat/dog/guar.
Assassins and thieves get tagged with bounties if they are witnessed in the act.
The only one of those that is out of sync with the others (and should be brought in-line with the others) are the Sorc's Daedric pets.
The_Titan_Tim wrote: »I’m unaware if this has been discussed before, but there are quite a few major issues plaguing the class of Necromancer right now, one of which that I would like to bring attention to, is the issue of acquiring bounties in towns for using your abilities in duels.
There is a massive dueling community on this game, while there are very few Necromancers at these popular spots, and only ever, off away from the main areas.
The idea that my Necromancer, the known Hero of Tamriel, Saviour of Nirn, defeater of Mannimarco and Molag Baal, would be persecuted by townspeople and guards for defending himself in a duel, is outrageous.
I understand why an unknown character using their Necromancy would scare people lore-wise, but when you’ve completed the main storyline, there should be an exception made.
Thieves Guild has a passive called
Veil of Shadows that decreases your detection radius of criminal acts and it helps a little bit, but it is nowhere near enough.
This same problem plagues Werewolves and Vampires, and if it could be removed conditionally, it would be an incredible change.
Dankulakhan wrote: »No one is above the law.
The_Titan_Tim wrote: »I’m unaware if this has been discussed before, but there are quite a few major issues plaguing the class of Necromancer right now, one of which that I would like to bring attention to, is the issue of acquiring bounties in towns for using your abilities in duels.
There is a massive dueling community on this game, while there are very few Necromancers at these popular spots, and only ever, off away from the main areas.
The idea that my Necromancer, the known Hero of Tamriel, Saviour of Nirn, defeater of Mannimarco and Molag Baal, would be persecuted by townspeople and guards for defending himself in a duel, is outrageous.
I understand why an unknown character using their Necromancy would scare people lore-wise, but when you’ve completed the main storyline, there should be an exception made.
Thieves Guild has a passive called
Veil of Shadows that decreases your detection radius of criminal acts and it helps a little bit, but it is nowhere near enough.
This same problem plagues Werewolves and Vampires, and if it could be removed conditionally, it would be an incredible change.
Don't duel in locations that could trigger a response from the guards. There is an arena home you can get (I think with this purpose in mind), not mention you could just set aside a dueling area in your regular house.
This is another issue the player can exercise total control over. I would think anyone who duels regularly would just setup space in their home for this purpose. In fact, I think this is something I should be doing as well.
In TES 4 necromancy was punished more harshly in Morrowind than in Cyrodiil because one of the cornerstones of Dunmer culture is ancestral worship. The ghosts and skeletons that could be seen in the many family tombs in TES 3 were not raised by necromancers, those were the ancestors guiding their resting places. Necromancy was such a taboo that not even the Telvanni dared to openly practice it.The_Titan_Tim wrote: »places that you would think Necromancy would be more accepted, like in Morrowind