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Should Wardens have a skill that makes mundane wild animals neutral?

Astiron
Astiron
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As a Warden I'd like to be able to wander through maps without having to kill mundane wild animals; i.e. bears, lions, sabres. Some animals are already neutral such as Mammoths, but I'd love to have a skill that would make more mundanes neutral as well. I always hate having to fight them when gathering. Just wondering if anyone feels the same.

Should Wardens have a skill that makes mundane wild animals neutral? 81 votes

Yes. I would like to be able to co-exist with animals as a Warden.
55%
NestorPinesyKesstrylsarahvhoffb14_ESODanikatguulCoolBlast3ElsonsoDahveedMartoYumzerRaddlemanNumber7AzOutbackSirona_StarrBenTSGduaglothElectrone_MagnusCatagamiN3CR01prof-dracko 45 votes
No. Not being attacked by weak overland creatures would be an unfair advantage.
19%
Cave_CanemSheridanjzhollowayTyharCerboltJierdanitDirtyDeeds765Rasande_RobinACamaroGuySilverStreekLalMirchiAmotticaevymyu233Necrotech_MasterZhuJiuyinArcand_Plebimius 16 votes
Other. (Please comment)
24%
Tryxuskargen27ValarMorghulis1896DocFrost72SilverIce58Warbow7nathamarathbmnobleHapexamendiosHalfDragonessMesiteBillium813OsUfiTaSheenTybaltKaineNoticeMeArkayLouisaB75LunaFloraBraffinthegreeneso 20 votes
  • LunaFlora
    LunaFlora
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    Other. (Please comment)
    a simple yes/no/other would have been great.
    I would like to be able to co-exist with animals as a Warden and i can by not going near the hostile animals or if i do just go out of their area.

    i don't expect animals to stop being hostile just because my character worships Y'ffre.
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  • DocFrost72
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    Other. (Please comment)
    Unsure why it would be limited to warden from a gameplay lerspective (lorwise works out fine). I can say it might not be the best idea in regards to ease of botting. The ability to go to otherwise rich areas for materials and turn off enemy aggro doesn't seem wise from that perspective, even if I'd love a way to coexist with our fuzzy friends.
  • SilverIce58
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    Other. (Please comment)
    I think if anyone should get that ability, it should go to the Bosmer as a slottable "flavor" ability. I mean, if they can make npcs un-interactable if you're a vampire, and then you use a skill to talk to them, and use their services again, then they can do something similar to some animals that can turn from the red aggresive aura to the yellow neutral aura when a skill is used on them. It could even be a targetable skill that only works on one target at a time, for like 30 seconds or something. It'd be cool flavor, but not super useful in any real content.
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  • JemadarofCaerSalis
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    I have often wanted this (the ability to 'sooth' beasts in the wild) but I realize that it would be both too powerful, and highly unbalanced to only give it to a specific class/race.

    This would mean that bosmer (from a comment)/wardens would be able to basically farm material rich areas that might also have a lot of wild animal type enemies much more easily than other classes/races. (and it would make botting much easier)
  • Cave_Canem
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    No. Not being attacked by weak overland creatures would be an unfair advantage.
    Wardens (which I like) are animal mass murderers, they are summoning animals and then sending then into their death.

    They may be the wardens of good minded people, but their stench of animal death should trigger fight or flight in animals.

    They should be in the wilderness and have small animals attack them! :D

    ...oh and like vampires and werewolves, the stablemasters not sell them horses!
  • Mesite
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    Other. (Please comment)
    I would say it would make sense if the creatures that wardens can summon were neutral towards the warden, such as netches, bears and strange big beetles. I'm not sure anyone can tame fetcherflies.

    Maybe frost atronachs too. One skill mentions storms, so storm atronachs?

    And Azandar will let you eat mushrooms.
  • NoticeMeArkay
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    Other. (Please comment)
    Cave_Canem wrote: »
    Wardens (which I like) are animal mass murderers, they are summoning animals and then sending then into their death.

    They may be the wardens of good minded people, but their stench of animal death should trigger fight or flight in animals.

    They should be in the wilderness and have small animals attack them! :D

    ...oh and like vampires and werewolves, the stablemasters not sell them horses!

    They summon memories of said animals actually, not the animals themselves. It's bound to their affinity for ice magic as water plays the role in regards of nirns memories and the frozen aspect adds the touch of "conservation" of such. So yeah, no animals are harmed in your adventures, unless you target your spells at them, lol.
  • HalfDragoness
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    Other. (Please comment)
    I always wished this existed in the game but as a skill line tha has no purpose other than roleplaying. Like it wont work in World boss zones, dungeons, trials, or pvp zones. But for you adventuring by yourself or with a friend I wish that rather than having all animals neutral to you you could pick a group of animals i.e. canines, reptiles, insectoids...

    I just love the idea of my characters having an affinity with a certain group of animals, like my DK has a back story that means reptiles and snakes wouldn't be hostile to her.
  • Billium813
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    Other. (Please comment)
    No.

    1) You're "Yes/No" answers are really biased.
    2) A Skill that pacifies a very specific sub-section of mobs is far too narrow in design.

    If you want to not be hassled by mobs while gathering, I suggest Nightblade for invisibility and the Shadow Rider passive from Dark Brotherhood.
  • Tryxus
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    Other. (Please comment)
    Only bears :p








    ...maybe Ursauks too :D
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  • Hapexamendios
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    Other. (Please comment)
    No, but not for the reason you listed. Everyone should have be the same when it comes enemies' aggro. If you don't want to kill the little forest creatures, run away.
  • TaSheen
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    Other. (Please comment)
    I don't kill "mundane wild animals". I just go out of my way generally to avoid them. The only ones I do kill are the wolves who run with harpies and so on....
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  • SickleCider
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    I always thought there should be a high cost CP passive that puts overland animals collectively into the neutral faction. Then everyone would have access to it and it wouldn't be so easy to just equip to a bot.

    I want something like this because killing animals (especially the ones with babies) gives me a feelbad.

    In the meantime, yes, Shadow Rider perk helps a little.
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  • Marto
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    Yes. I would like to be able to co-exist with animals as a Warden.
    You know, that actually sounds really cool. Not too sure how you could balance it or make it fit, but it's a neat idea.

    Last time ZOS did some adjustments to racial passives, they emphasized wanting every race to have some non-combat benefits. Swimming speed for Argonians, reduced fall damage for Bosmer, improved pickpocketing for Khajiit. Stuff like that.

    What if we were to apply that same idea to classes, too? Just to make everyday exploration feel a bit more unique.

    Templar: Low-tier undead ignore you? Maybe?
    Nightblade: Your agro range is reduced, on food and on mounts. (Maybe have a dark shadowy effect surround you when it triggers)
    Sorcerer: I dunno. Maybe something related to movement or travel?
    Dragonknight: Reduced damage from lava, if not straight up nullified.
    Warden: Low-tier animals ignore you.
    Necromancer: Nothing (I think their skills being criminal activities is already a good example of this)
    Arcanist:
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  • HalfDragoness
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    Other. (Please comment)
    Billium813 wrote: »
    No.

    1) You're "Yes/No" answers are really biased.
    2) A Skill that pacifies a very specific sub-section of mobs is far too narrow in design.

    If you want to not be hassled by mobs while gathering, I suggest Nightblade for invisibility and the Shadow Rider passive from Dark Brotherhood.

    It's less about ' not wanting to be hassled' and more about the roleplaying experience. You are a character who is a friend to animals and the animals recognise this in you.

    The tricky part is how you would impliment it in a way that is satisfying for roleplayers but not game-breaking for those who are not.
  • ArchMikem
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    Khajiit characters should not aggro all Senche variants as they are all feline.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
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  • Grizzbeorn
    Grizzbeorn
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    Yes. I would like to be able to co-exist with animals as a Warden.
    Everyone should have be the same when it comes enemies' aggro.

    Yeahbut, the game already doesn't work like that.

    You can be grouped with someone who has completed certain quests that affect enemy npc aggro, making them friendlies upon completion of the quest (the vampires in Coldharbour are just one example of multiple quests like this.)

    If you have not completed the same quest, those npcs are still hostile to you, while they are not toward your group-mate (as long as you, yourself, don't attack or trigger them, which would turn them hostile toward your group.)
      PC/NA Warden Main
    • Hapexamendios
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      Other. (Please comment)
      Grizzbeorn wrote: »
      Everyone should have be the same when it comes enemies' aggro.

      Yeahbut, the game already doesn't work like that.

      You can be grouped with someone who has completed certain quests that affect enemy npc aggro, making them friendlies upon completion of the quest (the vampires in Coldharbour are just one example of multiple quests like this.)

      If you have not completed the same quest, those npcs are still hostile to you, while they are not toward your group-mate (as long as you, yourself, don't attack or trigger them, which would turn them hostile toward your group.)

      That is a very specific set of circumstances. I don't feel it's even relevant to the majority of play time.
    • Amottica
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      I answered no, not for the reason the poll suggests as that creates a clear bias to the poll, but that it would be meaningless. Every character has the means to reduce aggro when traveling and the category of animals being discussed are not exactly a threat. I do not fear mundane animals and do not find them interfering with my gameplay.

    • TaSheen
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      Other. (Please comment)
      Amottica wrote: »
      I answered no, not for the reason the poll suggests as that creates a clear bias to the poll, but that it would be meaningless. Every character has the means to reduce aggro when traveling and the category of animals being discussed are not exactly a threat. I do not fear mundane animals and do not find them interfering with my gameplay.

      I find them interfering with my gameplay when I have to stop to kill them because they're too close to a chest, a node, or a digsite.
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    • Amottica
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      TaSheen wrote: »
      Amottica wrote: »
      I answered no, not for the reason the poll suggests as that creates a clear bias to the poll, but that it would be meaningless. Every character has the means to reduce aggro when traveling and the category of animals being discussed are not exactly a threat. I do not fear mundane animals and do not find them interfering with my gameplay.

      I find them interfering with my gameplay when I have to stop to kill them because they're too close to a chest, a node, or a digsite.

      Fair point but it means players would be forced to run around on a Warden to get such a benefit. Even then I would not see much benefit in taking a second to use a skill to make them neutral vs the same second to kill a small group of these pesky things.

      After all, we are talking about mundane creatures. Nothing that poses a real threat or challenge to any player.



    • TaSheen
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      Other. (Please comment)
      For me, that's NOT the point. The point for me is I absolutely HATE having to kill stuff in a game - especially stuff that doesn't really need killing, except to sweep it out of my way.

      I don't expect most people to understand that.... seems that most people who play games like this love the wholesale killing. I don't. I want quests which do NOT key on killing. And I want mundane animals to not insist on making me kill them.
      ______________________________________________________

      "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

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    • Grizzbeorn
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      Yes. I would like to be able to co-exist with animals as a Warden.
      Grizzbeorn wrote: »
      Everyone should have be the same when it comes enemies' aggro.

      Yeahbut, the game already doesn't work like that.

      You can be grouped with someone who has completed certain quests that affect enemy npc aggro, making them friendlies upon completion of the quest (the vampires in Coldharbour are just one example of multiple quests like this.)

      If you have not completed the same quest, those npcs are still hostile to you, while they are not toward your group-mate (as long as you, yourself, don't attack or trigger them, which would turn them hostile toward your group.)

      That is a very specific set of circumstances. I don't feel it's even relevant to the majority of play time.

      The point was that the circumstance/mechanic of different states of aggro toward characters in the same space already exists in the game.
      It doesn't have to happen in the majority of the game in order to be relevant to this topic; the fact that such a state can already occur is the relevant part.

      Edit: typo
      Edited by Grizzbeorn on December 4, 2023 7:45AM
        PC/NA Warden Main
      • Braffin
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        Other. (Please comment)
        No, wardens shouldn't be able to do so. Really doesn't fit the lore (private headcanon excluded of course).

        https://en.m.uesp.net/wiki/Lore:Wardens

        Don't harass mundane animals and respect their territory. Then they won't attack. A warden should know that. ;)
        Edited by Braffin on December 4, 2023 8:03AM
        Never get between a cat and it's candy!
        ---
        Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
      • spartaxoxo
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        Yes. I would like to be able to co-exist with animals as a Warden.
        Braffin wrote: »
        No, wardens shouldn't be able to do so. Really doesn't fit the lore (private headcanon excluded of course).

        https://en.m.uesp.net/wiki/Lore:Wardens

        Don't harass mundane animals and respect their territory. Then they won't attack. A warden should know that. ;)

        I don't see how it doesn't fit the lore. Wardens already effect animals' temperament by making animals attack for the aide of the warden. And if a warden needed to be in animals' territory for some reason, it's better they calm them than kill them.
      • Braffin
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        Other. (Please comment)
        spartaxoxo wrote: »
        Braffin wrote: »
        No, wardens shouldn't be able to do so. Really doesn't fit the lore (private headcanon excluded of course).

        https://en.m.uesp.net/wiki/Lore:Wardens

        Don't harass mundane animals and respect their territory. Then they won't attack. A warden should know that. ;)

        I don't see how it doesn't fit the lore. Wardens already effect animals' temperament by making animals attack for the aide of the warden. And if a warden needed to be in animals' territory for some reason, it's better they calm them than kill them.

        Bring lore examples then.

        Sure, it may be possible, that some animals aren't aggressive towards a warden, like his bear already does.

        But all wildlife, all over tamriel? That's not reasonable lore-wise. They attack Wyrdesses, they attack druids and of course they also attack wardens.

        It's part of these animals very nature to be predators. Wardens should respect and defend that instead of trying to change it.

        What's next? Lesser undead not attacking necromancers because the latter want to farm in peace? Lol, really.
        Never get between a cat and it's candy!
        ---
        Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
      • amig186
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        Yes. I would like to be able to co-exist with animals as a Warden.
        Braffin wrote: »
        spartaxoxo wrote: »
        Braffin wrote: »
        No, wardens shouldn't be able to do so. Really doesn't fit the lore (private headcanon excluded of course).

        https://en.m.uesp.net/wiki/Lore:Wardens

        Don't harass mundane animals and respect their territory. Then they won't attack. A warden should know that. ;)

        I don't see how it doesn't fit the lore. Wardens already effect animals' temperament by making animals attack for the aide of the warden. And if a warden needed to be in animals' territory for some reason, it's better they calm them than kill them.

        Bring lore examples then.

        Sure, it may be possible, that some animals aren't aggressive towards a warden, like his bear already does.

        But all wildlife, all over tamriel? That's not reasonable lore-wise. They attack Wyrdesses, they attack druids and of course they also attack wardens.

        It's part of these animals very nature to be predators. Wardens should respect and defend that instead of trying to change it.

        What's next? Lesser undead not attacking necromancers because the latter want to farm in peace? Lol, really.

        I thought the subject in question was a skill that makes animals passive, not them being automatically passive just because you're a warden. Surely some kind of magical animal pacification field wouldn't be too implausible for the warden to be able to use. Preferably as a passive for the animal tree, like it's a spell, but one that requires so little upkeep that the warden can do it in their sleep.

        Speaking of undead, it would be awesome if necros had an active skill to control various undead monsters, since they can barely summon anything by themselves. Situational, but what's a necromancer without undead servants?
        PC EU
      • Anifaas
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        From an RP point of view I can see how an ability like this would make sense for wardens. Skipping 'mundane' enemies is already possible with shadowy disguise, unnatural movement, Faun's Lark Cladding and to an extent shadow rider. I don't see how adding another such ability would be that big of a deal.

        Wearing Faun's Lark Cladding would seem to be the go to solution for a Warden though.

        People who keep writing that such an ability would be too powerful for just one class or race apparently forgot about Shadowy Disguise. This one never leaves home without it.
      • spartaxoxo
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        Yes. I would like to be able to co-exist with animals as a Warden.
        Braffin wrote: »
        spartaxoxo wrote: »
        Braffin wrote: »
        No, wardens shouldn't be able to do so. Really doesn't fit the lore (private headcanon excluded of course).

        https://en.m.uesp.net/wiki/Lore:Wardens

        Don't harass mundane animals and respect their territory. Then they won't attack. A warden should know that. ;)

        I don't see how it doesn't fit the lore. Wardens already effect animals' temperament by making animals attack for the aide of the warden. And if a warden needed to be in animals' territory for some reason, it's better they calm them than kill them.

        Bring lore examples then.

        Sure, it may be possible, that some animals aren't aggressive towards a warden, like his bear already does.

        But all wildlife, all over tamriel? That's not reasonable lore-wise. They attack Wyrdesses, they attack druids and of course they also attack wardens.

        It's part of these animals very nature to be predators. Wardens should respect and defend that instead of trying to change it.

        What's next? Lesser undead not attacking necromancers because the latter want to farm in peace? Lol, really.

        Using calm or command animal on random animals has been a part of the Elder Scrolls franchise for a long time? So, I don't really see why Wardens wouldn't be a good fit for a calm themed spell.

        Like the single player games, they could make it a single target spell, I suppose.

        Sure, Necromancers would be a decent fit for a turn undead themed spell.
        Edited by spartaxoxo on December 4, 2023 10:56AM
      • LouisaB75
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        Other. (Please comment)
        I would like it not limited to wardens too.

        Actually I would like it if, say, my non combat pet is a wolf it makes wolves passive in the wild. Same for other pets. Or if you wear a certain skin it makes those monsters in the wild with the same look passive. It would definitely encourage me to switch out my pets and actually use some skins once in a while.
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