There is a way to unsummon, open char screen and right-click on summoned pet effect. Or just install addon and bind unsummon to any key you like.VocalThought wrote: »Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
Thoughts?
Considering there's no way to put pets away once summoned, this is probably one of the worst ideas I've ever heard.
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https://www.esoui.com/downloads/info1314-PetDismiss.html
Weeeeellll... some of it could follow lore.VocalThought wrote: »After the release of Necromancer, I feel that more skills could be Criminal Acts. I know it might not follow the current lore, but I think there's a way to have more skills be considered illegal.
Agreed.VocalThought wrote: »Werewolf and Vampire Skills: I think being a Werewolf, being a Vampire in Stage 3 or 4, or being caught feeding on people or using Bat Swarm in cities and towns should be a Criminal Act.
...at least without a city council approved license.VocalThought wrote: »Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
Aren't both of those attack skills in their own way anyhow? Attacking innocents is definitely illegal... but practicing combat spells is not, so as long as they don't cast those on some citizen, but onl at a flower pot or something... no harm, no criminal act.VocalThought wrote: »Nightblade Skills: Aspect of Terror and Summon Shade should definitely be illegal.
Same there. Tamriel is a world full of magic, people would not be frightened by someone magicking up wings for a moment - as long as they don't pounce on some innocent bystander that is.VocalThought wrote: »Dragonknight Skills: Dragon Leap and Reflective Scales should cause all towns folks to be scared and frighten, hence, should be illegal.
No, no... don't -disable- it, make it a Criminal Act! Within city limits anyhow, because we know what happens when you duel within the city...Disable dueling in cities.

Actually, it would have been -quite- realistic and legal throughout a lot of the real-life middle ages.Tommy_The_Gun wrote: »No, it should not. If we allow for that, then moment later we will have some one saying:
Wait, isn't it wierd that people run through town with their weapns equiped ? It is immersion breaking and not realistic and would be illegal in RL.
https://www.youtube.com/watch?v=H36aXSdSIS4 VocalThought wrote: »Werewolf and Vampire Skills: I think being a Werewolf, being a Vampire in Stage 3 or 4, or being caught feeding on people or using Bat Swarm in cities and towns should be a Criminal Act.
?
mateosalvaje wrote: »I've mained a sorc since console release, spent a couple years playing pets, and I say yes. Make pet use in towns illegal. Please.
Taleof2Cities wrote: »mateosalvaje wrote: »I've mained a sorc since console release, spent a couple years playing pets, and I say yes. Make pet use in towns illegal. Please.
There’s no way for ZOS to do that, @mateosalvaje ... since pets are sometimes required for quest combat that occurs in town (e.g. Bangkorai; Daggerfall).
VaranisArano wrote: »No, when it comes to Pet skills.
1. There's a huge difference between restricting a class's skills from the beginning vs taking away skills that classes have been able to use everywhere for years. You want to take away abilities that Sorcs and Wardens have been able to use freely for years, ignoring other less intrusive solutions like fixing interactivity or shrinking hitbox size.
2. Daedra in cities is lore-friendly, or at lest completely accurate to the gameplay in other TES games. The good folk of Tamriel didn't GAF when I summoned daedra during the Oblivion Crisis, when daedra were pouring out of the Deadlands. Conjuration of Daedra? Pretty normal for Tamriel mages.
3. There are multiple cities with combat-required quests. The justice system requires combat if you screw up. Dueling is not restricted in cities. See #1 for wanting to take away abilities from classes who have been able to use them freely for years.
I want ZOS to explore other solutions:
Fix pet interactivity
Shrink pet size/hitboxes for PVE
Easier, more obvious pet dismissal commands
I would rather that ZOS actually fix the root of the problem for everyone instead of enacting a blanket ban that pleases the vocal complainers at the expense of players who actually use their pet skills.
VocalThought wrote: »VaranisArano wrote: »No, when it comes to Pet skills.
1. There's a huge difference between restricting a class's skills from the beginning vs taking away skills that classes have been able to use everywhere for years. You want to take away abilities that Sorcs and Wardens have been able to use freely for years, ignoring other less intrusive solutions like fixing interactivity or shrinking hitbox size.
2. Daedra in cities is lore-friendly, or at lest completely accurate to the gameplay in other TES games. The good folk of Tamriel didn't GAF when I summoned daedra during the Oblivion Crisis, when daedra were pouring out of the Deadlands. Conjuration of Daedra? Pretty normal for Tamriel mages.
3. There are multiple cities with combat-required quests. The justice system requires combat if you screw up. Dueling is not restricted in cities. See #1 for wanting to take away abilities from classes who have been able to use them freely for years.
I want ZOS to explore other solutions:
Fix pet interactivity
Shrink pet size/hitboxes for PVE
Easier, more obvious pet dismissal commands
I would rather that ZOS actually fix the root of the problem for everyone instead of enacting a blanket ban that pleases the vocal complainers at the expense of players who actually use their pet skills.
I didn't make this post because I'm against players using pets. I made it because I think the Criminal System adds to the element of role play. I do agree that all use of pets, including the Warden's bear, could be illegal to have in town. Would there be a visual benefit to other players? Yes, but I also think that seeing Demonic or Outworldly creatures, Large non-domistic pets, Vampires, and Werewolves walking through town would alert guards and should be as bad as picking pockets and killing civilians.
I know this would be a hindrance while playing, but what's the point of role-playing. Heck what's the point of having a criminal system. We could make Necromancy legal as well as every Ledgerman, Thieves, and Brotherhood Skill.
VocalThought wrote: »After the release of Necromancer, I feel that more skills could be Criminal Acts. I know it might not follow the current lore, but I think there's a way to have more skills be considered illegal.
Werewolf and Vampire Skills: I think being a Werewolf, being a Vampire in Stage 3 or 4, or being caught feeding on people or using Bat Swarm in cities and towns should be a Criminal Act.
Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
Nightblade Skills: Aspect of Terror and Summon Shade should definitely be illegal.
Dragonknight Skills: Dragon Leap and Reflective Scales should cause all towns folks to be scared and frighten, hence, should be illegal.
I think making these skills Criminal Acts would add more to the role playing experience, like they did with Necromancer skills. It'll also keep down the amount of Daedra running around town.I always felt Daedra being legal was just a way for ESO to explain their initial inability to explain how player having Daedra, but since they now have a criminal system, I think this would be a great use.
Thoughts?
Think they should scrap the illegal skills to be honest, I personally see no benefit to having them.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
3K instant bounty for using Warden Bear or Sorcerer Matriarch & Scamp near bank and crafting stations.