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 itThe_Titan_Tim wrote: »places that you would think Necromancy would be more accepted, like in Morrowind
RisenEclipse wrote: »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 itThe_Titan_Tim wrote: »places that you would think Necromancy would be more accepted, like in Morrowind
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.
tomofhyrule wrote: »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.
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.The_Titan_Tim wrote: »places that you would think Necromancy would be more accepted, like in Morrowindhttps://www.youtube.com/watch?v=Oyvbdacj7gw
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.RisenEclipse wrote: »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.
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.The_Titan_Tim wrote: »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.
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.
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 really wanted to play a necromancer, you would have to deal with the fallout. Which is what you ARE dealing with, ain't?
The_Titan_Tim 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?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 wrote: »I chose to play my whole game by supporting ZOS, buying the class.
Grizzbeorn wrote: »The_Titan_Tim 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.
The_Titan_Tim wrote: »Grizzbeorn wrote: »The_Titan_Tim 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.
The_Titan_Tim wrote: »Grizzbeorn wrote: »The_Titan_Tim 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 wrote: »The_Titan_Tim wrote: »Grizzbeorn wrote: »The_Titan_Tim 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.
The_Titan_Tim wrote: »The_Titan_Tim wrote: »Grizzbeorn wrote: »The_Titan_Tim 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 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.
Grizzbeorn wrote: »The_Titan_Tim 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.
The_Titan_Tim 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.
The_Titan_Tim 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.
The_Titan_Tim wrote: »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.
Darkmage1337 wrote: »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.
The_Titan_Tim wrote: »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.