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!
...oh and like vampires and werewolves, the stablemasters not sell them horses!
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.
Hapexamendios wrote: »Everyone should have be the same when it comes enemies' aggro.
Grizzbeorn wrote: »Hapexamendios 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.)
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 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.
Hapexamendios wrote: »Grizzbeorn wrote: »Hapexamendios 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.
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.
spartaxoxo 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.
spartaxoxo 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.
spartaxoxo 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.