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

  • Grizzbeorn
    Grizzbeorn
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    Yes. I would like to be able to co-exist with animals as a Warden.
    amig186 wrote: »
    I thought the subject in question was a skill that makes animals passive, not them being automatically passive just because you're a warden.

    Yeah, the OP was asking for a skill-line.
    I've always imagined it like Reputation in a Faction system; either way, something you have to work for/exert effort and time toward.
      PC/NA Warden Main
    • TybaltKaine
      TybaltKaine
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      Other. (Please comment)
      Just give everyone access to a Calm spell, as it has been for most of the series history.
      • Tybalt Kaine Khajiit Nightblade Aldmeri Dominion
      • PC/NA
      • Guildmaster- Lucky Raven
      • Knight of Marrow - Blackfeather Academy
      • Adepti- The Witches Goblet
      • "Nightblade healer huh? How does that work?"
      • "I drain the blood of our enemies and fire it into you. It's a lot less messy than it sounds, and yeah I'm basically a Vampire without the whole AGH FIRE BAD"
    • Braffin
      Braffin
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      Other. (Please comment)
      spartaxoxo wrote: »
      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.

      I don't oppose a single-targeted and active calm spell, like they were present in most TES games. Warden still isn't fitting for that tho. Calm spells were always tied to the school of illusion and available for all mages. Putting this spell into the mages skill line and extend it to also affect people therefore would be more fitting imo.

      But I don't want to see this sort of skill as passive. I know, it may be a farmers wet dream, but hasn't any base in lore.
      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.
    • Braffin
      Braffin
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      Other. (Please comment)
      Anifaas wrote: »
      Skipping 'mundane' enemies is already possible with shadowy disguise, unnatural movement, Faun's Lark Cladding and to an extent shadow rider.

      All of the listed possibilities have a common ground tho: It's not possible to loot while using them.

      Any skill invented should of course also follow this rule.

      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.
    • whitecrow
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      Yes. I would like to be able to co-exist with animals as a Warden.
      It would certainly make me more inclined to play my warden.
    • tsaescishoeshiner
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      Food for thought: if you want to make friends with an animal, I wouldn't start by calling it mundane
      PC-NA
      in-game: @tsaescishoeshiner
    • Tryxus
      Tryxus
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      Other. (Please comment)
      Or maybe instead of a passive, it could be a blessing instead? Like the Voice of the Sky blessing from reading the etched tablets on the way to High Hrothgar.
      "Stand strong, stay true and shelter all."
      Tryxus - Guardian of the Green - Warden - PC/EU
    • Jaraal
      Jaraal
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      This was a thing in EverQuest, where druids could mingle with animals that were normally KOS to other classes.
    • nathamarath
      nathamarath
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      Other. (Please comment)
      What a great idea. I usually sneak around animals in general and especially near nodes regardless my chars' races but having an ability to actively charm them would be fun. Until then one maybe could use Fauns Lark Cladding myth item. BTW: There is a goat in Alik'r -yes, that one XD- that will follow you as long as you don't leave Alik'r and don't sacrifice it to a snek.
      give a man a fish and he will be happy for a day. give him a video game and he will be happy for months, maybe even years
    • Necrotech_Master
      Necrotech_Master
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      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
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

      feel free to stop by and use the facilities
    • kargen27
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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.

      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.
      and then the parrot said, "must be the water mines green too."
    • kargen27
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      Other. (Please comment)
      Another concern is this would be one more thing the server has to track and we have been told some really bad changes were made to the game to try and improve performance. We don't need to add more stress to the server.
      and then the parrot said, "must be the water mines green too."
    • spartaxoxo
      spartaxoxo
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      Yes. I would like to be able to co-exist with animals as a Warden.
      kargen27 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.

      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.

      "Wardens weave spells to cause plants and fungi to grow rapidly. They can also call animals to come to their aid, and wield frost spells to combat their foes."

      "Zeht's Tears, that's a question as tall as the seas around Graven Deep. And I'll note, unrelated to dungeons or whatnot, but I couldn't help it. As I myself was curious, I looked into your question. What "everyone knows" about Wardens could fit in a two-page pamphlet. They draw their powers from the Green. They command animals, sling the frost of the north like it's cod at a High Isle fish market, and channel nature to heal wounds both fair and foul."

      Wardens can literally use command animal in the lore. If they can use that, I don't see why they couldn't also use calm on one, theoretically.

      ETA: those are from UESP link from above. The latter is one of the citations.


      Also I'm not saying it would be a good idea necessarily from a balance or performance perspective, those are legit concerns so I'd agree it would need restraints. But from a lore perspective, it fits right in imo.
      Edited by spartaxoxo on December 6, 2023 12:18AM
    • Araneae6537
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      Yes. I would like to be able to co-exist with animals as a Warden.
      I think it should be an optional passive in a world skill line, along with shadowy rider (give DB something else befitting a murderhobo assassin)
    • amig186
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      Yes. I would like to be able to co-exist with animals as a Warden.
      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)
      Edited by amig186 on December 6, 2023 12:08PM
      PC EU
    • Necrotech_Master
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      amig186 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
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

      feel free to stop by and use the facilities
    • spartaxoxo
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      Yes. I would like to be able to co-exist with animals as a Warden.
      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
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      spartaxoxo 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
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

      feel free to stop by and use the facilities
    • amig186
      amig186
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      Yes. I would like to be able to co-exist with animals as a Warden.
      amig186 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

      That already happens all the time, even without stealth. Two players run in, one player gets the aggro, the other gets the loot. But sure, I guess it doesn't have to be class limited, it's just one of them nice-to-haves.
      PC EU
    • spartaxoxo
      spartaxoxo
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      Yes. I would like to be able to co-exist with animals as a Warden.
      spartaxoxo 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
      Edited by spartaxoxo on December 6, 2023 7:38PM
    • Necrotech_Master
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      No. Not being attacked by weak overland creatures would be an unfair advantage.
      spartaxoxo wrote: »
      spartaxoxo 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

      they already kind of have something like that, its the passive i think in the dark brotherhood tree which reduces your aggro radius by 50% when riding a mount

      i dont know why that is in the dark brotherhood skill line honestly, it would make more sense to reduce aggro range by 50% when stealthed, and is something anyone could use
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

      feel free to stop by and use the facilities
    • Billium813
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      Other. (Please comment)
      If Wardens want to burn one of their 12 Passives on an incredibly niche thing like "When you cast an Animal Companions ability while you are in combat, pacify all woodland creatures", then whatever. It sounds great for RP, it sounds ridiculous for the other 99% of the game.
    • Nestor
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      Yes. I would like to be able to co-exist with animals as a Warden.
      Animals do not attack NPCs in the game other than a few specific instances. Why are we picked on?

      We should have a Passive, as part of maybe the World Skill line that allows animals to be passive.
      Edited by Nestor on December 10, 2023 11:55PM
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