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Necromancy: A Criminal Act

  • RisenEclipse
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    K9002 wrote: »
    places that you would think Necromancy would be more accepted, like in Morrowind
    In TES 4 necromancy was punished more harshly in Morrowind than in Cyrodiil because one of the cornerstones of Dunmer culture is ancestral worship. The ghosts and skeletons that could be seen in the many family tombs in TES 3 were not raised by necromancers, those were the ancestors guiding their resting places. Necromancy was such a taboo that not even the Telvanni dared to openly practice it

    This is only half true. This is from the lore book Ancestors and the Dunmer:

    The Dark Elves would never think of practicing sorcerous necromancy upon any Dark Elf or upon the remains of any Elf. However, Dark Elves consider the human and orcish races to be little more than animals. There is no injunction against necromancy upon such remains, or on the remains of any animal, bird, or insect.

    So it is horrible to do it on another mer, but although frowned on, it's okay to do it to anyone else. In fact some Telvanni wizards were pretty renowned necromancers.

    The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of Dark Elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of Humans, Orcs, and Argonians -- who are technically no more than animals in Morrowind.

    It was only until in the third era that this started changing and it started to become outlawed.
    Edited by RisenEclipse on December 22, 2022 8:39PM
  • DMuehlhausen
    DMuehlhausen
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    K9002 wrote: »
    places that you would think Necromancy would be more accepted, like in Morrowind
    In TES 4 necromancy was punished more harshly in Morrowind than in Cyrodiil because one of the cornerstones of Dunmer culture is ancestral worship. The ghosts and skeletons that could be seen in the many family tombs in TES 3 were not raised by necromancers, those were the ancestors guiding their resting places. Necromancy was such a taboo that not even the Telvanni dared to openly practice it

    This is only half true. This is from the lore book Ancestors and the Dunmer:

    The Dark Elves would never think of practicing sorcerous necromancy upon any Dark Elf or upon the remains of any Elf. However, Dark Elves consider the human and orcish races to be little more than animals. There is no injunction against necromancy upon such remains, or on the remains of any animal, bird, or insect.

    So it is horrible to do it on another mer, but although frowned on, it's okay to do it to anyone else. In fact some Telvanni wizards were pretty renowned necromancers.

    The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of Dark Elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of Humans, Orcs, and Argonians -- who are technically no more than animals in Morrowind.

    It was only until in the third era that this started changing and it started to become outlawed.

    Gotta keep them Argonians working. Death is no excuse to call in sick...
  • The_Titan_Tim
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    Again, what they should do is make a 'Ranked Duels' thing so people who are just trying to get through town don't have to be subjected to that, and people who want to duel can get the matchmaking for it.

    Ranked duels would completely solve this problem, I agree, I just don’t see it happening.
  • The_Titan_Tim
    The_Titan_Tim
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    K9002 wrote: »
    places that you would think Necromancy would be more accepted, like in Morrowind
    In TES 4 necromancy was punished more harshly in Morrowind than in Cyrodiil because one of the cornerstones of Dunmer culture is ancestral worship. The ghosts and skeletons that could be seen in the many family tombs in TES 3 were not raised by necromancers, those were the ancestors guiding their resting places. Necromancy was such a taboo that not even the Telvanni dared to openly practice it.

    https://www.youtube.com/watch?v=Oyvbdacj7gw

    I concede that I mistook the ancestor spirits as Necromancy summons, after doing some of my own research into Necromancy in Elder Scrolls lore, I had found that the craft was made illegal at the end of the First Era by Reman II, where ESO takes place in the Second Era, so I understand the lore arguments, but I have also found in prior games, that when you have the favor of a city or providence, that guards would give you warnings before they start coming after you for committing any crime besides murder.

    The system currently in place does not provide warnings, but bounties immediately, and Necromancy is treated as attack-on-sight in the current game, creating an incredibly annoying experience for anyone playing the class, even casually running through the town, because your heal is tied to the ghost, which after taking fall damage is every Necromancer’s go to.

    At the very least, give players the ability to double cast the ability to cancel it, or add the option in the character screen to un-summon them.
  • K9002
    K9002
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    This is only half true. This is from the lore book Ancestors and the Dunmer:

    The Dark Elves would never think of practicing sorcerous necromancy upon any Dark Elf or upon the remains of any Elf. However, Dark Elves consider the human and orcish races to be little more than animals. There is no injunction against necromancy upon such remains, or on the remains of any animal, bird, or insect.

    So it is horrible to do it on another mer, but although frowned on, it's okay to do it to anyone else. In fact some Telvanni wizards were pretty renowned necromancers.

    The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of Dark Elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of Humans, Orcs, and Argonians -- who are technically no more than animals in Morrowind.

    It was only until in the third era that this started changing and it started to become outlawed.
    Right. If the necromancer kit featured raised animals I think most cultures wouldn't take much issue with that. I think non-criminal animal morphs would be a valid direction for this class.
    Humanoid shamblers that decayed beyond recognition and distorted wraiths are bound to raise suspicion and anger though. Doubly so in towns and considering how the necro kit sources the dead on site. Even the Telvanni are rather reclusive and practice many forms of magic away from the common rabble.
    The system currently in place does not provide warnings, but bounties immediately, and Necromancy is treated as attack-on-sight in the current game, creating an incredibly annoying experience for anyone playing the class, even casually running through the town, because your heal is tied to the ghost, which after taking fall damage is every Necromancer’s go to.
    After hybridization, I'd say Vigor or counting on natural health regen is the way to go. This class is as much of a choice as vampire and werewolf. The townsfolk in human provinces have priests of Arkay consecrate the deceased precisely to prevent necromancers from being able to exploit them, so maybe such skills should be outright impossible to use in towns.
    Pulling bodies and spirits out of the ground for the sake of entertainment such as duels and brawls would be widely regarded as sacrilege. Then there are multiple alliance and DLC questlines which feature the Worm Cult or daedric cults and their rampant abuse of necromancy. Multiple dungeons are all about trouble with various necromancers. The level of suspicion and ire is justified under such circumstances. It's a conflict between player convenience and player immersion in the world as presented by storytellers.
  • The_Titan_Tim
    The_Titan_Tim
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    K9002 wrote: »
    The townsfolk in human provinces have priests of Arkay consecrate the deceased precisely to prevent necromancers from being able to exploit them, so maybe such skills should be outright impossible to use in towns.

    If the team were adamant about people not using Necromancy in towns, or completely shutting down the idea of a heroic quest chain of some sort to acquire enough reknown to grant immunity for your casting, then I would prefer having a toggle option in the settings akin to the current prevention of attacking innocents or stealing options.
  • TaSheen
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    My impression was that "the team" didn't really want to implement the class at all - but the outcry was loud enough that they chose to do so.... but in a way that meant that if you really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Sheridan
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    The duels themselves should be considered a crime in cities. I am tired of people killing each other on the streets.
  • The_Titan_Tim
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    TaSheen wrote: »
    My impression was that "the team" didn't really want to implement the class at all - but the outcry was loud enough that they chose to do so.... but in a way that meant that if you really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?

    If you’ve got an “all players that chose to play a Necromancer need to suffer” or chose to suffer mindset, why are you on this post?
    TaSheen wrote: »
    if you really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?

    Your comment offered nothing constructive whatsoever, other than an attempted bait because you know I’m playing a Necromancer and that I did NOT make an active choice to suffer. I chose to play my whole game by supporting ZOS, buying the class. If you want to have a conversation feel free, that is what the forums are for after all, but that comment was highly toxic.
  • opalcity
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    TaSheen wrote: »
    My impression was that "the team" didn't really want to implement the class at all - but the outcry was loud enough that they chose to do so.... but in a way that meant that if you really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?

    If you’ve got an “all players that chose to play a Necromancer need to suffer” or chose to suffer mindset, why are you on this post?
    TaSheen wrote: »
    if you really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?

    Your comment offered nothing constructive whatsoever, other than an attempted bait because you know I’m playing a Necromancer and that I did NOT make an active choice to suffer. I chose to play my whole game by supporting ZOS, buying the class. If you want to have a conversation feel free, that is what the forums are for after all, but that comment was highly toxic.

    When you choose to play necro, you're given a warning that certain features come with a price. You chose to accept that, knowing the consequences.
  • The_Titan_Tim
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    opalcity wrote: »
    When you choose to play necro, you're given a warning that certain features come with a price. You chose to accept that, knowing the consequences.

    When you chose to press A on a stolen Item in front of NPCs or to light attack one of them, the same argument can be made. Yet there are options to turn off those kinds of accident. There are even passives to lighten the punishment of them, Necro gets nothing.
    Edited by The_Titan_Tim on December 23, 2022 7:34AM
  • Grizzbeorn
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    I chose to play my whole game by supporting ZOS, buying the class.

    But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
    Yet you bought the class anyway.
      PC/NA Warden Main
    • The_Titan_Tim
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      Grizzbeorn wrote: »
      I chose to play my whole game by supporting ZOS, buying the class.

      But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
      Yet you bought the class anyway.

      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      But I digress, you knew before buying ESO that the Thieves Guild were a major part of Elder Scrolls lore and yet still have to have a toggle to prevent you from accidentally stealing things.

      These arguments against having a toggle for preventing Necro abilities in town are made of air.
      It’s like any give gets opposition, no wonder the class is such a mess.
    • opalcity
      opalcity
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      Grizzbeorn wrote: »
      I chose to play my whole game by supporting ZOS, buying the class.

      But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
      Yet you bought the class anyway.

      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      But I digress, you knew before buying ESO that the Thieves Guild were a major part of Elder Scrolls lore and yet still have to have a toggle to prevent you from accidentally stealing things.

      These arguments against having a toggle for preventing Necro abilities in town are made of air.
      It’s like any give gets opposition, no wonder the class is such a mess.

      Accidentally stealing things has nothing to do with the Thieves' Guild. It's an option for EVERYONE, regardless of class or alignment.

      There's no toggle that helps you if you get caught pickpocketing, or spotted using the Dark Brotherhood's BoW - it's a risk you accept when you choose those activities. Just like how you accept that using necro abilities in town is a criminal act.

      Its right there in the character creation page "WARNING: Using certain Necromancer abilities in town is a criminal act. Citizens and guards will react accordingly." so you can't say you weren't warned.
    • The_Titan_Tim
      The_Titan_Tim
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      opalcity wrote: »
      Grizzbeorn wrote: »
      I chose to play my whole game by supporting ZOS, buying the class.

      But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
      Yet you bought the class anyway.

      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      But I digress, you knew before buying ESO that the Thieves Guild were a major part of Elder Scrolls lore and yet still have to have a toggle to prevent you from accidentally stealing things.

      These arguments against having a toggle for preventing Necro abilities in town are made of air.
      It’s like any give gets opposition, no wonder the class is such a mess.

      Accidentally stealing things has nothing to do with the Thieves' Guild. It's an option for EVERYONE, regardless of class or alignment.

      There's no toggle that helps you if you get caught pickpocketing, or spotted using the Dark Brotherhood's BoW - it's a risk you accept when you choose those activities. Just like how you accept that using necro abilities in town is a criminal act.

      Its right there in the character creation page "WARNING: Using certain Necromancer abilities in town is a criminal act. Citizens and guards will react accordingly." so you can't say you weren't warned.

      The idea that the Thieves Guild will be in ESO insinuates the fact that theft will be possible within the game, the current toggles available are to inherently prevent you from making an accident.

      Pickpocketing and use of the Blade of Woe are two-step processes on console, you have to crouch, then hit two buttons simultaneously, you have to try, to accidentally do them, whereas hitting one button then accidentally grabbing an item off of a guild trader stall, or accidently hitting an NPC with a light attack while practicing your weaving, could be accidental.

      Who purposely activates their ghost in a crowd of NPCs outside of a duel? Unless you’re roleplaying of course, in which case, you would leave the toggle alone.
      Edited by The_Titan_Tim on December 23, 2022 10:35AM
    • opalcity
      opalcity
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      opalcity wrote: »
      Grizzbeorn wrote: »
      I chose to play my whole game by supporting ZOS, buying the class.

      But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
      Yet you bought the class anyway.

      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      But I digress, you knew before buying ESO that the Thieves Guild were a major part of Elder Scrolls lore and yet still have to have a toggle to prevent you from accidentally stealing things.

      These arguments against having a toggle for preventing Necro abilities in town are made of air.
      It’s like any give gets opposition, no wonder the class is such a mess.

      Accidentally stealing things has nothing to do with the Thieves' Guild. It's an option for EVERYONE, regardless of class or alignment.

      There's no toggle that helps you if you get caught pickpocketing, or spotted using the Dark Brotherhood's BoW - it's a risk you accept when you choose those activities. Just like how you accept that using necro abilities in town is a criminal act.

      Its right there in the character creation page "WARNING: Using certain Necromancer abilities in town is a criminal act. Citizens and guards will react accordingly." so you can't say you weren't warned.

      The idea that the Thieves Guild will be in ESO insinuates the fact that theft will be possible within the game, the current toggles available are to inherently prevent you from making an accident. Who purposely activates their ghost in a crowd of NPCs outside of a duel? Unless you’re roleplaying of course, in which case, you would leave the toggle alone.

      Someone earlier in this thread mentioned they used their ghost to recover from fall damage whilst in a town?

      You can choose not to be a thief. You can choose not to join the Dark Brotherhood. You chose to be a necromancer, so you have to accept that this class comes with its downsides.
    • The_Titan_Tim
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      opalcity wrote: »
      opalcity wrote: »
      Grizzbeorn wrote: »
      I chose to play my whole game by supporting ZOS, buying the class.

      But you knew before buying, because they told us before the class was released, that you were going to be faced with the situation that you are facing.
      Yet you bought the class anyway.

      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      But I digress, you knew before buying ESO that the Thieves Guild were a major part of Elder Scrolls lore and yet still have to have a toggle to prevent you from accidentally stealing things.

      These arguments against having a toggle for preventing Necro abilities in town are made of air.
      It’s like any give gets opposition, no wonder the class is such a mess.

      Accidentally stealing things has nothing to do with the Thieves' Guild. It's an option for EVERYONE, regardless of class or alignment.

      There's no toggle that helps you if you get caught pickpocketing, or spotted using the Dark Brotherhood's BoW - it's a risk you accept when you choose those activities. Just like how you accept that using necro abilities in town is a criminal act.

      Its right there in the character creation page "WARNING: Using certain Necromancer abilities in town is a criminal act. Citizens and guards will react accordingly." so you can't say you weren't warned.

      The idea that the Thieves Guild will be in ESO insinuates the fact that theft will be possible within the game, the current toggles available are to inherently prevent you from making an accident. Who purposely activates their ghost in a crowd of NPCs outside of a duel? Unless you’re roleplaying of course, in which case, you would leave the toggle alone.

      Someone earlier in this thread mentioned they used their ghost to recover from fall damage whilst in a town?

      You can choose not to be a thief. You can choose not to join the Dark Brotherhood. You chose to be a necromancer, so you have to accept that this class comes with its downsides.

      Given the introduction of a toggle, the instinctual one button accidental press, could be avoided.
    • Grizzbeorn
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      I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

      THAT is on you, then, for not making an informed purchase.

      I mean, I get it, but only to a degree... the necromancer is a popular class in other games, so when you saw it had come to this game after being away for so long, you got excited. Understandable.

      But they explained up-front, in great detail, that the Criminal Act system was being introduced along with the necro; that if you chose to play that class, then you were going to be bound to lore-driven restrictions.
      And so that the necro wasn't singled-out by those kinds of restrictions, they followed-up afterward with bringing Werewolf and Vampire under that umbrella.


        PC/NA Warden Main
      • The_Titan_Tim
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        Grizzbeorn wrote: »
        I actually didn’t have a clue, I missed 4 years of the game, I left from the Morrowind expansion and came back at Waking Flame, noticed a new class and immediately had to have it.

        THAT is on you, then, for not making an informed purchase.

        I mean, I get it, but only to a degree... the necromancer is a popular class in other games, so when you saw it had come to this game after being away for so long, you got excited. Understandable.

        But they explained up-front, in great detail, that the Criminal Act system was being introduced along with the necro; that if you chose to play that class, then you were going to be bound to lore-driven restrictions.
        And so that the necro wasn't singled-out by those kinds of restrictions, they followed-up afterward with bringing Werewolf and Vampire under that umbrella.

        That would explain the heavy opposition to the idea, it was marketed with the class. Thank you.
      • heaven13
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        heaven13 wrote: »
        The few dueling areas they’ve added (Stormhaven and Artaeum) are inconvenient to get to and not heavily visited. Make them more attractive, more accessible, and more of them and perhaps dueling will move to these places that are better for both these situations and moving people out of more highly trafficked quest/town areas.

        Artaeum’s dueling arena has NPCs that give you a bounty aswell.

        Just want to update that they don't. I didn't remember them giving a bounty here but, just to be sure, my partner and I just went there and dueled down at the bottom where the 4 NPCs are and, even with spirit mender and blastbones (both criminal acts), no bounty was acquired.

        That, of course, doesn't solve the issue of it being unpopulated and out of the way but is at least a place to duel, especially if you're looking for the achievement(s) that you can do so safely.
        PC/NA
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        vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
        Meet my characters :
        IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
      • The_Titan_Tim
        The_Titan_Tim
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        heaven13 wrote: »
        heaven13 wrote: »
        The few dueling areas they’ve added (Stormhaven and Artaeum) are inconvenient to get to and not heavily visited. Make them more attractive, more accessible, and more of them and perhaps dueling will move to these places that are better for both these situations and moving people out of more highly trafficked quest/town areas.

        Artaeum’s dueling arena has NPCs that give you a bounty aswell.

        Just want to update that they don't. I didn't remember them giving a bounty here but, just to be sure, my partner and I just went there and dueled down at the bottom where the 4 NPCs are and, even with spirit mender and blastbones (both criminal acts), no bounty was acquired.

        That, of course, doesn't solve the issue of it being unpopulated and out of the way but is at least a place to duel, especially if you're looking for the achievement(s) that you can do so safely.

        Thank you for testing that! I saw the NPCs and assumed they would grant a bounty.
      • Auldwulfe
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        The necromancy thing is annoying, especially when my Sorc can summon a daedra right in the middle of a bank, in town.... while there is a Daedric invasion going on, and somehow, I am not considered a cultist.... even if I am dressed as one, when I do it.

        On top of that, I WANT access to the internet that the guards have ... I can take my Breton Necro, and go summon too close to some random person I never hurt, in the Dominion, and the guards in my homeland are waiting for me, just to punish me for a "crime" in an enemy faction's area..... seriously, if summoning something is a crime, why am I not getting prosecuted for killing people there? Would not killing enemy soldiers, who I presume, are also citizens not upset them, and cause their guards to put me up on the internet system??

        Auldwulfe
      • Carcamongus
        Carcamongus
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        Fargrave has more tolerant guards who don't beat you up for raising your dead grandma for some tea.

        My second toon is a necro and I have no problem whatsoever with the criminal act system. I understood the limitations before creating the character and adapted accordingly: I can't remember having had a problem with guards, though the fact my necro happens to be a skeleton who can wander at will in any cities amuses me to no end. The problem here for duelers isn't the criminal act system, but their being excluded by those who choose to fight near witnesses. Making change happen in this game can be pretty hard, but I'd say it's less hard to argue for people to duel far from cities than for devs to step in.
        Imperial DK and Necro tank. PC/NA
        "Nothing is so bad that it can't get any worse." (Brazilian saying)
      • wolfie1.0.
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        I’m unaware if this has been discussed before, but there are quite a few major issues plaguing the class of Necromancer right now, one of which that I would like to bring attention to, is the issue of acquiring bounties in towns for using your abilities in duels.

        There is a massive dueling community on this game, while there are very few Necromancers at these popular spots, and only ever, off away from the main areas.

        The idea that my Necromancer, the known Hero of Tamriel, Saviour of Nirn, defeater of Mannimarco and Molag Baal, would be persecuted by townspeople and guards for defending himself in a duel, is outrageous.

        I understand why an unknown character using their Necromancy would scare people lore-wise, but when you’ve completed the main storyline, there should be an exception made.

        Thieves Guild has a passive called
        Veil of Shadows that decreases your detection radius of criminal acts and it helps a little bit, but it is nowhere near enough.

        This same problem plagues Werewolves and Vampires, and if it could be removed conditionally, it would be an incredible change.

        Not and issue.

        In fact dueling in towns should be a criminal act.

      • Molydeus
        Molydeus
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        Don't duel in towns. Problem solved. Nobody enjoys the inconvenience of having multiple players jumping around and slinging spells all over the place while next to a wayshrine or inside a bank when the place is crowded and lag is already bad. It's as inconsiderate as people who mount up on merchants and quest givers to prevent people from clicking on them. Your dueling is just annoying, and it annoys the guards too.
      • Darkmage1337
        Darkmage1337
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        Any outstanding bounties should be paused while in an active duel with another player.
        The Thieves Guild's Clemency passive allows players with bounties to escape guards for up to an entire minute or so.
        Starting a duel should pause any and all bounties; and, upon the conclusion of a duel, bounties should also be paused for up to one minute and resumed thereafter, just like Clemency.
        This should be a default player-logic feature, or a passive simply added to Clemency or The Dark Brotherhood.
        ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
        GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,999.
      • The_Titan_Tim
        The_Titan_Tim
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        Any outstanding bounties should be paused while in an active duel with another player.
        The Thieves Guild's Clemency passive allows players with bounties to escape guards for up to an entire minute or so.
        Starting a duel should pause any and all bounties; and, upon the conclusion of a duel, bounties should also be paused for up to one minute and resumed thereafter, just like Clemency.
        This should be a default player-logic feature, or a passive simply added to Clemency or The Dark Brotherhood.

        This would definitely work and is along the lines of what I was thinking could be an easy fix to the user unfriendly act of dueling on the Necromancer class.
      • TX12001rwb17_ESO
        TX12001rwb17_ESO
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        You can have NPC reactions, no reason it has to be considered a criminal, maybe just have NPCs say something in disgust and flee the scene.
      • Tornaad
        Tornaad
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        I am actually disappointed that there are not more skills marked as criminal acts. I was hoping to to make a character with all skills being criminal acts. However, now that I stop to think about it, with the Oake soul ring I might be able to build a completely illegal build.
        And on that note, there is only a small number of skills that you can't use in town.
      • Stefirex
        Stefirex
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        I’m unaware if this has been discussed before, but there are quite a few major issues plaguing the class of Necromancer right now, one of which that I would like to bring attention to, is the issue of acquiring bounties in towns for using your abilities in duels.

        There is a massive dueling community on this game, while there are very few Necromancers at these popular spots, and only ever, off away from the main areas.

        The idea that my Necromancer, the known Hero of Tamriel, Saviour of Nirn, defeater of Mannimarco and Molag Baal, would be persecuted by townspeople and guards for defending himself in a duel, is outrageous.

        I understand why an unknown character using their Necromancy would scare people lore-wise, but when you’ve completed the main storyline, there should be an exception made.

        Thieves Guild has a passive called
        Veil of Shadows that decreases your detection radius of criminal acts and it helps a little bit, but it is nowhere near enough.

        This same problem plagues Werewolves and Vampires, and if it could be removed conditionally, it would be an incredible change.

        As far as I'm concerned, Dueling in towns should always have been a criminal act in this game, regardless of the skill tree being used. You're killing players in towns right in front of guards, and they ignore it?!? Dumb!
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