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We'll be able to have a mini Molag Bal following us but I still can't buff myself as a necro in town

  • Alaztor91
    Alaztor91
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    I always wondered if ZOS skipping Necro Companion in favor of Arcanist had something to do with the ''Criminal Act'' skills. Since companion class skills are(in most cases) just an inferior version of the ones the player has access to and they need to have 3 per skill line(+DPS ultimate) it wouldn't really mesh well with the necro kit because afaik companions are not allowed to have skills that summon another entity(no Daedra Summons for Ember/no Bear for Sharp/no Shade for Mirri)

    Necro Companion would miss 1 normal skill and the Ultimate in the DPS tree since they wouldn't be allowed to use variants of Skeletal Mage/Blastbones/Colossus and a variant of Shocking Siphon would be weird without them having access to the corpse mechanic. That leaves only Flame Skull and Boneyard as potential skill variants here.

    The Tank tree would have no problems since they just have to pick between variants of Death Scythe, Bone Armor, Bone Totem or Grave Grasp. Bitter Harvest being the restricted skill variant here.

    Healer tree could maybe work with a variant of Render Flesh, Life amid Death and Expunge(do Companions even get debuffed??), with Spirit Mender and Restoring Tether being the restricted skill variants here.

    Maybe ZOS has plans to release a Necro rework before adding the corresponding Companion, or maybe ZOS just hates Necros.
    Edited by Alaztor91 on January 10, 2024 9:11PM
  • Erickson9610
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    Just for the record, you can perform Criminal Act skills in Fargrave without accruing a bounty:

    yu2ns7rxtq2r.png

    And since dueling is also re-enabled in Fargrave, this makes Fargrave the optimal place to duel with your Necromancer, Werewolf, and Vampire abilities.

    It makes sense why Fargrave allows these otherwise Criminal Acts to be performed. After all, they run on a different set of laws than the rest of Tamriel. So, why not allow these Criminal Act skills to be performed in other realms of Oblivion?

    If we ever get The Hunting Grounds as a zone, I'd be very confused if you still accrued a bounty for transforming into a werewolf and using Werewolf abilities.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Syldras
    Syldras
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    spartaxoxo wrote: »
    The argument isn't whether they'd find it tasteful though. It's whether they'd report it as a crime like with Necromancy. And I don't think that's consistent with the lore to attack over a clear illusion, regardless of taste.

    I won't argue with that. It's nonetheless not a good design decision by ZOS, immersion-wise, to have this pet as the event thing (which dozens of people will have active while running through town, as usual when a new pet drops), in my opinion.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • LunaFlora
    LunaFlora
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    Alaztor91 wrote: »
    I always wondered if ZOS skipping Necro Companion in favor of Arcanist had something to do with the ''Criminal Act'' skills. Since companion class skills are(in most cases) just an inferior version of the ones the player has access to and they need to have 3 per skill line(+DPS ultimate) it wouldn't really mesh well with the necro kit because afaik companions are not allowed to have skills that summon another entity(no Daedra Summons for Ember/no Bear for Sharp/no Shade for Mirri)

    Necro Companion would miss 1 normal skill and the Ultimate in the DPS tree since they wouldn't be allowed to use variants of Skeletal Mage/Blastbones/Colossus and a variant of Shocking Siphon would be weird without them having access to the corpse mechanic. That leaves only Flame Skull and Boneyard as potential skill variants here.

    The Tank tree would have no problems since they just have to pick between variants of Death Scythe, Bone Armor, Bone Totem or Grave Grasp. Bitter Harvest being the restricted skill variant here.

    Healer tree could maybe work with a variant of Render Flesh, Life amid Death and Expunge(do Companions even get debuffed??), with Spirit Mender and Restoring Tether being the restricted skill variants here.

    Maybe ZOS has plans to release a Necro rework before adding the corresponding Companion, or maybe ZOS just hates Necros.

    we almost definitely got an arcanist companion, because it was the new class in Necrom.
    we'll probably get a necromancer companion this year.
    they don't hate necromancers.

    there's enough non criminal necro skills for companions and some companions have unique skills we don't get access to or a skill from another skill line.
    like a Bone Tyrant skill for the companion's damage skill line.
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    PlayStation and PC EU.
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  • Tyrant_Tim
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    Just for the record, you can perform Criminal Act skills in Fargrave without accruing a bounty:

    yu2ns7rxtq2r.png

    And since dueling is also re-enabled in Fargrave, this makes Fargrave the optimal place to duel with your Necromancer, Werewolf, and Vampire abilities.

    It makes sense why Fargrave allows these otherwise Criminal Acts to be performed. After all, they run on a different set of laws than the rest of Tamriel. So, why not allow these Criminal Act skills to be performed in other realms of Oblivion?

    If we ever get The Hunting Grounds as a zone, I'd be very confused if you still accrued a bounty for transforming into a werewolf and using Werewolf abilities.

    Thank you for clarifying, a patch or two ago it was a problem, I must have missed it in the patch notes.

  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    ZOS should just make "Criminal Acts" give you negative reactions from NPCs not give you a bounty, there is already animations for NPCs "Fleeing", just have them say something like "Ahh a Werewolf/Vampire/Necrmoancer" and do the fleeing animation, no need to get guards involved.
  • Tornaad
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    I think that some people might view it as poetic justice the lord of schemes and domination reduced to a pet following around the adventure responsible for thwarting his plans.
  • OsUfi
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    Tornaad wrote: »
    I think that some people might view it as poetic justice the lord of schemes and domination reduced to a pet following around the adventure responsible for thwarting his plans.

    Amusing though that is, it is just an illusion imp playing dress up as Molag Bal.
  • xclassgaming
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    To my understanding, everything in the Collections menu isn't canon or real the way the skill lines and abilities are real.

    OK, then how about the fact that there's a Daedric Invasion, and an entire guild dedicated to fighting Daedra, but Sorcs are allowed to summon them in town?

    There's no consistency at all, and the whole bounty thing amounts to nothing more than a waste of time and inconvenience.

    i mean, that's fair tbh and i am unsure why that hasn't been adressed yet, but still, collectables are in a sense, to be taken with a big grain of salt.
    Give us clannfear mounts!
  • Elvenheart
    Elvenheart
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    Dagoth_Rac wrote: »
    LunaFlora wrote: »
    Dagoth_Rac wrote: »
    Syldras wrote: »
    Dagoth_Rac wrote: »
    Where are you seeing this? The publicity photo looks like a run of the mill imp to me. I think it might be bound in some kind of ghostly chains, perhaps as a reference to dark anchor chains? But it doesn't seem to look like a miniature Molag Bal. Personally, I'd love it if it did! But just looks like an imp to me...

    Look here:
    https://en.uesp.net/wiki/Online:Molag_Bal_Illusion_Imp

    Wow! Love it! It's adorable! Not sure why they have the actual flying imp in the PR photo. Due to that photo, I read the article as showing a Coldharbour-ish imp that is in thrall to Molag Bal, or something like that. Not a mini-me Molag Bal. Cool!

    the official photo is this
    cxtuycu5tmco.jpg

    Yes, and I interpreted that as Molag Bal looking up at his "Illusion Imp" pet, not a miniature Molag Bal looking at an even more miniaturerer imp! :)

    I think with any of the Illusion imps, every so often for a brief second they revert to their true form, and then take on the illusion once more when we have them out in the world.

    At first that slightly irritated me, because I wanted my character to have a real pet miniature dragon, not an imp pretending to be a dragon, so when I first saw it change back into an imp briefly I was bothered, but I’ve learned to live with it 🐉
    Edited by Elvenheart on January 11, 2024 10:08PM
  • Elvenheart
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    Tyrant_Tim wrote: »
    If only i had some cool eyes to use with all this nice cosmetics...

    Eyes of s'rendarr i waited half a year for them and they are glitched :(

    ZOS actually came out and stated that the Eyes of S’rendarr aren’t glitched and are inspired by cats of two different eye colors.

    x7e7am4010w9.jpeg

    Oh, no… they should at least made the differences in color more obvious like the cat and the glow consistently even in both sides, right now it just looks like one side is less glowing than the other 😕
  • Hapexamendios
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    Junior better be good. Hate to have repeat what was done to his daddy.
  • Dark_Lord_Kuro
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    Its just an imp look alike people of tamriel know this isnt the real molag bal. Endcof the story
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