Would love a wolf skin. It’s kind of crazy this game doesn’t have a traditional pet class like hunters or rangers.
LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Pixiepumpkin wrote: »LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Ya, Dwemer Artificer (engineer archtype) would have been a better fit for Morrowind. I always thought Warden in its design was odd fitting.
On the topic of Morrowind. Balmora should have been a player housing hub. So many aparment type homes to choose from.
ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Ya, Dwemer Artificer (engineer archtype) would have been a better fit for Morrowind. I always thought Warden in its design was odd fitting.
On the topic of Morrowind. Balmora should have been a player housing hub. So many aparment type homes to choose from.
A dwemer artificer skill line (or class) would have been a phenomenal release with Morrowind - bring it with a crossbow skill line too...
Fair, though the TES universe only has one mention of cannons outright iirc on a ship.Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Ya, Dwemer Artificer (engineer archtype) would have been a better fit for Morrowind. I always thought Warden in its design was odd fitting.
On the topic of Morrowind. Balmora should have been a player housing hub. So many aparment type homes to choose from.
A dwemer artificer skill line (or class) would have been a phenomenal release with Morrowind - bring it with a crossbow skill line too...
I'd prefer hand cannons. Arrows already exist witih the bow. Gunpowder would be more expansive of an idea imo.
Erickson9610 wrote: »I think we should get entirely new pet abilities if we wanted other animals. Feral Guardian is a bear — but we could have new pet abilities added to other skill lines.
Also, if we were to get a new pet ability that summons a wolf, it would have to look different from the two direwolves summoned by the Pack Leader ability.
ragnarok6644b14_ESO wrote: »Fair, though the TES universe only has one mention of cannons outright iirc on a ship.Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Ya, Dwemer Artificer (engineer archtype) would have been a better fit for Morrowind. I always thought Warden in its design was odd fitting.
On the topic of Morrowind. Balmora should have been a player housing hub. So many aparment type homes to choose from.
A dwemer artificer skill line (or class) would have been a phenomenal release with Morrowind - bring it with a crossbow skill line too...
I'd prefer hand cannons. Arrows already exist witih the bow. Gunpowder would be more expansive of an idea imo.
Most kersplodey on the battlefield is handled through mages, or kindlepitch in the absence of the latter (probably the closest thing to gunpowder).
I am not sure how comfortable I would be with handcannons in TES though; certainly not relative to the timeline (unless there is a good reason why they disappeared in a few hundred years).
Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Fair, though the TES universe only has one mention of cannons outright iirc on a ship.Pixiepumpkin wrote: »ragnarok6644b14_ESO wrote: »Pixiepumpkin wrote: »LukosCreyden wrote: »I'll never understand why they made Warden as they did. Vvardenfell animals and frost magic. Subclassing kinda fixes this weird combination, but still, the Morrowind-specific animals is a bizarre choice. More generic animals would've been a far superior choice. It doesn't even work from a "remember Morrowind??" nostalgia-bating perspective; when I think if TES III, I don't exactly think of nature magic. I think of alien environments, weird lore and the Tribunal. Dagoth. Dwemer. Nature mages don't even cross my mind.
Ice magic doesn't cross my mind.
Warden is a weird class
Ya, Dwemer Artificer (engineer archtype) would have been a better fit for Morrowind. I always thought Warden in its design was odd fitting.
On the topic of Morrowind. Balmora should have been a player housing hub. So many aparment type homes to choose from.
A dwemer artificer skill line (or class) would have been a phenomenal release with Morrowind - bring it with a crossbow skill line too...
I'd prefer hand cannons. Arrows already exist witih the bow. Gunpowder would be more expansive of an idea imo.
Most kersplodey on the battlefield is handled through mages, or kindlepitch in the absence of the latter (probably the closest thing to gunpowder).
I am not sure how comfortable I would be with handcannons in TES though; certainly not relative to the timeline (unless there is a good reason why they disappeared in a few hundred years).
Gunpowder exists in the Elder Scolls lore. Cannons exist in the lore. Hand ranged weapons exist in lore. Dwemer bipod machines with bilateral symmetry shoot hand cannons in lore.
Its not a stretch, even a mild one to consider that at some point someone, possibly a navy military commander has wondered if they could make use of a hand weapon that outputs the same devestation as a ship cannon.
The only reason this would never make it to game is becasue ZOS does not want to put it into the game.
But it would be a HUGE opportunity missed.
Cooperharley wrote: »My biggest gripe with this is I feel like this should've been done long ago and the only way I see them putting development time into this is if they sell it versus giving us cool gameplay elements to earn it. We're sorely lacking in the gameplay earnable rewards department relative to cash shop items.