emilyhyoyeon wrote: »I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.
LootAllTheStuff wrote: »emilyhyoyeon wrote: »I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.
I suspect most of the people I see in cities with a Flappy or Clammy (or both) in tow already have them double-barred, so I'm not sure how this would help?
emilyhyoyeon wrote: »LootAllTheStuff wrote: »emilyhyoyeon wrote: »I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.
I suspect most of the people I see in cities with a Flappy or Clammy (or both) in tow already have them double-barred, so I'm not sure how this would help?
Help what? I'd just like it reworked like this so that I can run pets on sorcerer for the DPS while not losing out on other skill slots and while also getting the luxury of them automatically visually dropping off after 20sec
Hapexamendios wrote: »Yeah, go for it. I think it would be funny to see the guards pouncing on a necromancer the second the landed in a city.
LootAllTheStuff wrote: »emilyhyoyeon wrote: »LootAllTheStuff wrote: »emilyhyoyeon wrote: »I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.
I suspect most of the people I see in cities with a Flappy or Clammy (or both) in tow already have them double-barred, so I'm not sure how this would help?
Help what? I'd just like it reworked like this so that I can run pets on sorcerer for the DPS while not losing out on other skill slots and while also getting the luxury of them automatically visually dropping off after 20sec
Oh, I see what you were trying to say now. Are you proposing that they'd still be present just invisible after 20 s, or that they would be automatically dismissed after 20 s? (Presumably 20s out of combat rather than a flat 20 s?).
BewareTheSea wrote: »With the plan to tackle class identity and pure class reworks in the near future, it is the right chance to look at necro and do what makes them unique which is give them permanent pets. It is simply not right that warden gets a bear meanwhile, necromancer which arguably fits more in line with summoning only gets temporary pets.
MincMincMinc wrote: »BewareTheSea wrote: »With the plan to tackle class identity and pure class reworks in the near future, it is the right chance to look at necro and do what makes them unique which is give them permanent pets. It is simply not right that warden gets a bear meanwhile, necromancer which arguably fits more in line with summoning only gets temporary pets.
The problem is the game performance cant handle more pets, which is why zos is trying to move away from the corpse system and thin it out.
I was honestly surprised they kept it through development with the release of necro.
I'd rather have permanent pets over what we have now, but honestly I agree with @Wereswan that cheap, disposable pets fits the fantasy more.
Sure, in reality Elder Scrolls necromancers (even novice ones) are more than capable of summoning permanent undead minions, but to keep gameplay in mind the idea of many disposable minions with relatively low timers (e.g., 30s each) works better. Think of it as leaning into the idea of corpses 'decaying' as opposed to daedric creatures which are literally just alive.
emilyhyoyeon wrote: »I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.