I thought the subject in question was a skill that makes animals passive, not them being automatically passive just because you're a warden.
spartaxoxo wrote: »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.
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.
Skipping 'mundane' enemies is already possible with shadowy disguise, unnatural movement, Faun's Lark Cladding and to an extent shadow rider.
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.
As was pointed out earlier in the thread they do not. According to an earlier post they use memories of the aspect of an animal. Hope I got that right didn't scroll back up to look.
Necrotech_Master wrote: »being limited to wardens would be way too unbalanced for one
for 2 if you dont want to kill things...dont, if you run past something and it does aggro well just keep on running, eventually it will tether and deaggro
also not like any overland mob is any kind of threat
if you need a lore reason, well its still a wild animal and your intruding on its territory, it doesnt matter if you are a bosmer, a warden, or even dr. dolittle
Necrotech_Master wrote: »being limited to wardens would be way too unbalanced for one
for 2 if you dont want to kill things...dont, if you run past something and it does aggro well just keep on running, eventually it will tether and deaggro
also not like any overland mob is any kind of threat
if you need a lore reason, well its still a wild animal and your intruding on its territory, it doesnt matter if you are a bosmer, a warden, or even dr. dolittle
If they're not a threat anyway then why is it way too unbalanced? Running past mobs won't work when a bear or wolf pack is hanging around a chest or a node and you need to stand still right in front of them to collect it. Of course, it should be limited to overland animals since the ones in dungeons are usually possessed or controlled by something anyway.
I think every class should have a little something unique and interesting like this to stand out.
(edited for typo)
Necrotech_Master wrote: »it would be entirely unfair if 2 players were running to a chest, but 1 of them couldnt aggro the enemies near the chest, you should be forced to actually deal with those enemies
spartaxoxo wrote: »Necrotech_Master wrote: »it would be entirely unfair if 2 players were running to a chest, but 1 of them couldnt aggro the enemies near the chest, you should be forced to actually deal with those enemies
That already happens with stealth. Also, I don't think classes should be balanced around the occasional incidental competition for chests.
Necrotech_Master wrote: »Necrotech_Master wrote: »being limited to wardens would be way too unbalanced for one
for 2 if you dont want to kill things...dont, if you run past something and it does aggro well just keep on running, eventually it will tether and deaggro
also not like any overland mob is any kind of threat
if you need a lore reason, well its still a wild animal and your intruding on its territory, it doesnt matter if you are a bosmer, a warden, or even dr. dolittle
If they're not a threat anyway then why is it way too unbalanced? Running past mobs won't work when a bear or wolf pack is hanging around a chest or a node and you need to stand still right in front of them to collect it. Of course, it should be limited to overland animals since the ones in dungeons are usually possessed or controlled by something anyway.
I think every class should have a little something unique and interesting like this to stand out.
(edited for typo)
they actually do become passive in some areas after you finish the quests
the grahtwood public dungeon, the area with the atronachs in south reapers march, several areas in greenshade or malabal tor, some areas of stonefalls
and i still completely disagree that something like this should be on a single class
it would be entirely unfair if 2 players were running to a chest, but 1 of them couldnt aggro the enemies near the chest, you should be forced to actually deal with those enemies
Necrotech_Master wrote: »spartaxoxo wrote: »Necrotech_Master wrote: »it would be entirely unfair if 2 players were running to a chest, but 1 of them couldnt aggro the enemies near the chest, you should be forced to actually deal with those enemies
That already happens with stealth. Also, I don't think classes should be balanced around the occasional incidental competition for chests.
i was using chest as an example: could be a node, thieves trove, chest, etc
stealth wont stop an enemy from attacking you while you are interacting with said object, you get pulled out of stealth while using those
spartaxoxo wrote: »Necrotech_Master wrote: »spartaxoxo wrote: »Necrotech_Master wrote: »it would be entirely unfair if 2 players were running to a chest, but 1 of them couldnt aggro the enemies near the chest, you should be forced to actually deal with those enemies
That already happens with stealth. Also, I don't think classes should be balanced around the occasional incidental competition for chests.
i was using chest as an example: could be a node, thieves trove, chest, etc
stealth wont stop an enemy from attacking you while you are interacting with said object, you get pulled out of stealth while using those
I was referring to chest as an example as well. You do, but if you sneak up to them, quite often you can just take it without them detecting you. I have gotten stuff in that manner plenty of times. I have also beat people to chests by stealthing through delves. And then even though I had to fight, others were so far behind they didn't stand a chance of catching up or even noticing I had taken it.
Sometimes I'll get the node and then get hit right after a successful loot.
This is actually one of the flavor things that make exploring on my sneak Khajiit fun, wouldn't care if something similar was on another class as well. I would agree it shouldn't be passive but I'm sure there are ways to add restrictions to produce similar results as stealth