Seraphayel wrote: »One or two minutes? lol
Pretty sure the duration will more be like 10-30 seconds at best. They're temporary and not permanent pets.
If that means that necromancers' pets only appear in combat and not in banks and crafting stations then I'll all for it.
Also, if the fact that necromantic abilities will attract the attention of guards reduces the amount of dueling in towns including places like Vulkhel Guard's wayshrine then I'm all for that too!
Holycannoli wrote: »If that means that necromancers' pets only appear in combat and not in banks and crafting stations then I'll all for it.
Also, if the fact that necromantic abilities will attract the attention of guards reduces the amount of dueling in towns including places like Vulkhel Guard's wayshrine then I'm all for that too!
That's a tricky situation though. Will necromancers be gimped when doing quests if they can't summon pets in towns?
Holycannoli wrote: »If that means that necromancers' pets only appear in combat and not in banks and crafting stations then I'll all for it.
Also, if the fact that necromantic abilities will attract the attention of guards reduces the amount of dueling in towns including places like Vulkhel Guard's wayshrine then I'm all for that too!
That's a tricky situation though. Will necromancers be gimped when doing quests if they can't summon pets in towns?
That's one of the things they take about and the answer is yes, and necro is intended to be a hard class to play and master, I'm guessing also because you can't just necro everything everywhere.
Waffennacht wrote: »Holycannoli wrote: »If that means that necromancers' pets only appear in combat and not in banks and crafting stations then I'll all for it.
Also, if the fact that necromantic abilities will attract the attention of guards reduces the amount of dueling in towns including places like Vulkhel Guard's wayshrine then I'm all for that too!
That's a tricky situation though. Will necromancers be gimped when doing quests if they can't summon pets in towns?
That's one of the things they take about and the answer is yes, and necro is intended to be a hard class to play and master, I'm guessing also because you can't just necro everything everywhere.
We have long mastered the art here on the forums!
Lol, I'm pretty stoked actually. Sounds like a lot of fun
Holycannoli wrote: »Summoning a necro pet that disappears after a minute or two (don't know the time yet) is really just casting a DoT that you get to watch on the screen. Never been a fan of that kind of pet.
If they are targetable though I can see them having good use
Holycannoli wrote: »Summoning a necro pet that disappears after a minute or two (don't know the time yet) is really just casting a DoT that you get to watch on the screen. Never been a fan of that kind of pet.
If they are targetable though I can see them having good use
Tell that to theurgist and animist.
ProbablePaul wrote: »Anyone can marginalize and devalue the meaning of something they don't like, just to make an argument against it. The issue with that approach, though, is that you essentially omit the characteristics that differentiate it from what you're trying to claim it is. In this case, one easily identifiable difference between a pet and a DoT ability is that each attack from the pet is separate from the next, and is not considered by the game to be damage-over-time, even though the damage happens over time. Really, from this perspective, if you wanted to, you could argue that all damage in game is damage over time, because it happens over time.
Holycannoli wrote: »If that means that necromancers' pets only appear in combat and not in banks and crafting stations then I'll all for it.
Also, if the fact that necromantic abilities will attract the attention of guards reduces the amount of dueling in towns including places like Vulkhel Guard's wayshrine then I'm all for that too!
That's a tricky situation though. Will necromancers be gimped when doing quests if they can't summon pets in towns?
Holycannoli wrote: »Whoa flashback! Theurgist was kind of boring with it's pets (they're exactly what I'm talking about) but animist was interesting.Holycannoli wrote: »Summoning a necro pet that disappears after a minute or two (don't know the time yet) is really just casting a DoT that you get to watch on the screen. Never been a fan of that kind of pet.
If they are targetable though I can see them having good use
Tell that to theurgist and animist.
What was even more interesting though was bonedancerSummon multiple skeletons and hey they don't disappear, how about that.
1-2 minutes would make them real pets who would attack an enemy a lot like summons in Oblivion.Seraphayel wrote: »One or two minutes? lol
Pretty sure the duration will more be like 10-30 seconds at best. They're temporary and not permanent pets.
FrancisCrawford wrote: »They changed it to 10 minions with a health debuff on them that consumed a lot of resources to heal through. That was balanced, but not particularly fun.
1-2 minutes would make them real pets who would attack an enemy a lot like summons in Oblivion.Seraphayel wrote: »One or two minutes? lol
Pretty sure the duration will more be like 10-30 seconds at best. They're temporary and not permanent pets.
10 second and they are an DoT.
I prefer it this way. Limited time summons are the norm in TES.
Seraphayel wrote: »No, they are short timed pets and not DoTs. As somebody else said, by that regard everything would be a DoT because everything deals damage over time.