The Elder Scrolls Online

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Vitality

HUSTLE
5,808
30
If were being reminiscent, ESO really struck a Thundercats chord for me.

I felt like panthro in my Balista.
We had a Lion-O in the group, who just always fking charged into the hugest enemy team yelling "HOOOOOOOOOOO"
And a snarf, who couldn't figure out how to leave Cyrodil for like an hour.

Wish we had a cheetara this weekend *sadface*.
 

Rescorla_sl

shitlord
2,233
0
The Elder Scrolls Online v0.181 features many fixes and improvements to existing content. Here's a brief overview of what awaits you in this test:
Streamlined and made modifications to the tutorial. It should now be faster to complete and have more interesting encounters.
Many adjustments to overall gameplay and combat.
Numerous fixes for quest issues and blockers.
Several UI fixes and improvements.

FIXES & IMPROVEMENTS

Alliance War
General
Mender and Honor Guards at keeps and resources now cast Negate Magic as part of their abilities.

Art & Animations
General
Updated and improved several character animations for the start of the game.
Fixed an issue where the animation would stutter while riding your horse.
Fixed an issue where the animation would stutter while in stealth.
Fixed a rare issue where art would be missing in some areas.
Polished many animations and effects in the Main Quest 6 boss battle.
Fixed an issue that was resulting in some quest scenes having incorrect or missing effects.

Audio
General
More final orchestral music has been added to the game (this is an ongoing effort).
Fixed a number of issues with audio from UI and monsters.
The game audio balance has been improved (this is an ongoing effort).

Combat & Gameplay
General
You can now skip the tutorial with new characters if any of your characters have completed it already. When you click "Create" on the character creation screen, you will be presented with a pop-up which will ask you if you wish to skip the tutorial or not.
NOTE: Pre-existing characters before this patch do not qualify; you must complete the tutorial one more time before you are able to skip.
We are aware of the issues brought up by some of you regarding magicka and stamina regeneration. We are continuing to look into this issue, and a number of fixes included in this patch may address this problem. Please keep us posted on whether this patch fixes, improves, or does not change anything for those of you experiencing it.
Fixed an issue that was causing some players to become permanently invisible. This may still occur in very rare cases, so be sure to keep an eye out and /bug anything you come across.
Health enchants are now 50% more effective than before.
Health picks grant less health than before.
Marginally reduced base magicka and stamina regeneration at higher levels. The change of base regeneration is exponentially less with lower level players.
This change was included in the last patch, but was accidentally omitted from the notes.
Reworked the re-spec cost to 100 gold per skill point. This results in a very similar cost as the old formula for the first 60 skill points, and a significant reduction in the cost beyond that.
Reduced the veteran points gained from completing over world content; instanced dungeons and Cyrodiil are unaffected by this change.
Fixed several issues with the vampire skill line that was causing it to progress much more slowly than intended.
Fixed an issue where if you were cured of Lycanthropy after becoming a full werewolf, you would no longer be able to sprint, block, or bash.
Fixed an issue that was preventing battle leveled characters from getting critical strikes.
Made some modifications to the XP sharing system to fix an issue with power leveling.
Fixed an issue when the reticle would flash red, confirming a hit, even though the target dodged the attack.

Collision updates
You will no longer collide with other player's pets or followers.
You will no longer experience collision with NPCs while you are stationary and viewing a UI screen (such as your inventory).
Reduced the size of the mudcrab's collision area.

Nightblade
Fixed an issue with Path of Darkness that could sometimes cause the damage to end earlier than intended.

Sorcerer
Bolt Escape now decreases out-of-combat magicka recovery for 4 seconds, instead of stopping all magicka recovery
This change was include in the last patch, but was accidentally omitted from the notes.

Templar
Fixed an issue where Restoring Spirit was adding a percentage to all costs, rather than subtracting it.
This originally-intended change was included in the previous patch notes, but was not correctly implemented.

1h + Shield
Properly removed the cast time from the Power Bash ability.
This change was included in the previous patch notes, but was not implemented.

Destruction Staff
Fixed an issue with Wall of Elements that could sometimes cause the damage to end earlier than intended.
Decreased the cost of Wall of Elements.
Increased the range of Destructive Reach.

Dual Wield
Increased the duration of the Twin Slashes damage-over-time, resulting in an increase of damage per cast.
Increased the overall damage from Flurry, though the final hit damage remains unchanged.

Crafting and Economy
General
Fixed an issue that was causing some jewelry enchantments to temporarily stop functioning after you were killed.
Fixed an issue with the Bash Damage enchant that was causing it to have half the intended effect.

Dungeons/Group Content
General
Speed Run and Undaunted Achievements in Veteran Instances have had their VP rewards temporarily removed.
Fixed several quest-blocking issues in Veteran Instances.
Summoned Stone Atronach monsters in Tempest Island no longer grant Fighters Guild rep.
Fixed several instances of missing icons for enemy abilities used in dungeons.
Fixed an issue where the effects around Dark Anchors would only appear for players who were nearby when the anchors were triggered. You should now be able to see them from a greater distance.
Iterated on Dark Fissures to make them soloable.

Exploration & Itemization
General
Decreased the sell values of raw and refined materials.
Updated the sell values of potions and trash items so they sell for at least 1 gold at low levels.
Increased and standardized the sell value of weapons and armor. The old values were a bit inconsistent, so the amount of increase varies depending on the item.
Decreased the cost to buy items from vendors. The old values were a bit inconsistent, so the amount of decrease varies depending on the item.
Treasure chests in veteran zones will now have veteran-ranked items inside.

Inventory & Bank
General
Increased the starting bank size by 30. We removed 3 potential bank upgrades, and increased the cost of the later bank upgrades to account for this.
Increased the starting inventory size by 10. We removed 1 potential inventory upgrade, and increased the cost of the later inventory upgrades to account for this.

Mac Client
General
Fixed an issue where copying one character out of a block of text would instead copy the entire block of text.
Fixed an issue where copy/paste keyboard commands were causing the game to occasionally freeze.
Fixed an issue where players with Iris Pro GPUs were seeing many copies of every NPC on-screen.
Fixed an issue where only the first letter of a copied text block would paste when attempting to paste text into the chat window in-game.

Miscellaneous
General
Fixed an issue that could cause the game to crash when using a crystal shard, jumping into water, using social jumps, or traveling via wayshrines.
Fixed an issue that could cause the game to crash when a quest portal teleported you to a location below the world.
Fixed an issue where the game could crash if you had an effect on you while you had a food buff or held item.

Quests
General
Fixed an issue where ship doors caused you to go to an incorrect location.
Many voice-over mismatches and typos have been fixed.
Known Issue: If you have not completed the quest Soul Shiven in Coldharbour, you will be moved back to the beginning of the quest.

Guilds
Fixed an issue in the Fighters Guild quest The Prismatic Core that prevented you from joining your group members in the instance.
Adjusted the level on the Prismatic Sword that you receive from the Fighters Guild quest The Prismatic Core.
Fixed an issue that was preventing Mages Guild achievements from properly granting upon completion.
Map compass pins were added for the Mages Guild quest The Mad God's Bargain.
Gutsripper is no longer quite as fearsome as his name, and his difficulty has been adjusted.
Fixed an issue with the quest Glade of the Divine.

Main Quest
Adjusted the difficulty for a skeleton in the tutorial so he can now be killed.
Segments of the tutorial have been removed to improve pacing.
Weapon racks were removed from the tutorial and replaced with a table full of swords.
Fixed an issue in the tutorial where Cadwell's song was no longer being played when you approached him.
Fixed several issues with skeleton animations in the tutorial to stop pops and stutters.
Interactable objects were added to iron maidens, wheelbarrows, buckets, and skull piles in the tutorial.
Lyris Titanborn now respawns reliably when you log out on any step of the tutorial.
The Harvester at the end of the tutorial was replaced with multiple skeletons, followed by a Bone Colossus.
Molag Bal's appearance at the end of the tutorial was re-worked with new effects and VO.
Adjusted the difficulty for The Duchess of Anguish in Castle of the Worm.
Fixed an issue where you were incorrectly allowed to keep the powers granted by the Amulet of Kings in God of Schemes.
Adjusted the ritual scene in God of Schemes to prevent the lines from stomping all over each other.
Fixed several issues that could break the battle in God of Schemes.

Starter Islands
Fixed an issue where Razum-dar did not go to the proper location once you spoke to him in the quest Storm on the Horizon.
Compass pins were added for both the Bosun and Razum-dar for the quest Storm on the Horizon.
Malareth's compass pin has been updated to her new location.
Holgunn has been moved to a more conspicuous location in Davon's Watch.
Niima now gives an appropriate response if you have not come from Bal Foyen.
Fixed an issue to increase the reliability of refugees spawning in the quest Last Rest on Bleakrock.
Fixed an issue to increase the reliability of Deathclaw spawning when there are many players in Bleakrock.
Fixed an issue in Carzog's Demise where the spirit would not follow you when it should, blocking the quest.
Quartermaster Oblan should now appear, which will unblock the quest Cast Adrift.
Fixed an issue in the quest Tormented Souls where Drusilla Nerva would not spawn.

Alik'r Desert
Fixed an issue with the quest Left at the Altar in Bergama where thugs would not turn hostile.

Auridon
Fixed an issue where Tancano was not spawning in the Phaer Catacombs.
Fixed an issue in the objective Silsailen to make the quest more group friendly.
Fixed a blocker in Vulkhel Guard where the marines in front of the door prevented you from entering the Manor.
Fixed an issue in the quest The Unveiling where Malanie would not appear.
Fixed an issue in the quest Harsh Lesson where you could not spar with the proctors.

Bangkorai
Fixed an issue where you would be unable to complete the quest Destroying the Dark Witnesses if you had already completed the quest Heart of Evil.
Fixed an issue where logging out at a certain point prevented you from completing the quest Beyond the Call.

Coldharbour
Fixed an issue that caused a harvester boss battle to despawn prematurely.

Eastmarch
Fixed an issue where you could not complete the quest Victory at Morvunskar if you had already completed the quest The War Council.
Fixed an issue in the quest Giant Problems where logging out on a certain step prevented you from completing the quest.
Fixed an issue that prevented you from entering Ragnthar, blocking the Fighters Guild quest line.

Glenumbra
Fixed an issue at the Beldama Wyrd Tree in the quest Reclaiming the Elements which prevented you from talking to the Guardian of Air and completing the quest.
Fixed an issue in the quest Champion of the Guardians where you were unable to interact with Wyress Ashtah.
Foulwing in the Shrieking Scar should now spawn correctly.

Grahtwood
Fixed an issue in the quest Rare Imports where you could not interact with the cooking fire to advance the quest.

Greenshade
Fixed an issue in the quest Retaking the Pass where Indaenir would disappear if you wandered too far away from his scene, blocking the quest.
The quest Pelidil's End has been heavily reworked.

Reapers March
Fixed an issue in Arenthia where you could destroy an earring that blocked the quest The Colovian Occupation.
Fixed an issue where there was no interact prompt on the crates in the quest Down the Skeever Hole.
Fixed an issue in Fort Grimwatch which caused Shazah to follow you indefinitely once the quest was abandoned.

Stonefalls
Adjusted the monster difficulty in the Cave of Memories so the boss is now more difficult than the mobs before him.
Fixed an issue in Fort Virak where you could become stuck as a spirit outside of the Ruined Corridors.
Fixed an issue in Fort Arand where Ahknara would fail to appear.

Stormhaven
Adjusted the level of the monsters in the Supernal Dreamers camp.
Moved a ship door to its proper place in Koeglin Village.

The Rift
Fixed a blocker in Ivarstead where you could not turn in the quest if you left a certain conversation.
Adjusted the difficulty of Kevinne Blightheart to be soloable.
Fixed an issue with the compass settings in Northwind Mine so you are properly pointed toward the goal.
Fixed an issue with the compass that would mislead you on the quest Drink, Drink, and be Merry.

User Interface
General
Veteran Rank water now displays as level 50 in the Alchemy UI.
Fixed an issue where an error would appear when using Rings of Mara with another player.
Fixed an issue where French and German words occasionally would not be properly capitalized at the beginning of the sentence.
Fixed an issue with the Customer Support window not loading properly.
Fixed an issue where the cursor would become active during lockpicking and prevent you from interacting with the tumblers.

Alliance War
Polished some French and German sentences in the Alliance War overview window.

Audio
Fixed an issue where Enchanting sounds were missing for Runes.
Fixed an issue where sounds would not play while Provisioning.
Fixed an issue where sound would occasionally stop playing while Enchanting.
Fixed an issue where sounds would play when choosing dialogue options; you should now not hear a sound at all.

Chat
Fixed an issue where /chatlog did not function. This is now saved to a file upon exiting the game. You can find this in \Documents\Elder Scrolls Online\Logs\ChatLog.log
Added an option under the Game Menu in Social/Settings that lets you disable the default behavior of the cursor being brought up when hitting Enter or typing into chat.

Guilds
Fixed an issue where guilds would reorder upon login, causing you to have your slash commands for chat not map to the same guilds.

HUD
Fixed an issue where turning off quest giver indicators would not persist after closing the client.

Keybinds
Added back the "." keybind to enable cursor mode.

Maps
Several maps have been updated to include more detailed information.

Tool Tips
Improved the messaging on the Rings of Mara and how they work.
Added a message when an item is deconstructed but no materials are obtained in the process.
 

Cinge

Ahn'Qiraj Raider
7,280
2,305
I like the inventory stuff, because jesus do you fill space fast.

Did I miss a fix for Cyro? Don't see it there.

Also I hope that isn't it for Auridon(the only place I played). They have 2 of the things I encountered(malanie and the protractors) but I had a lot more with spawning issues. Also no note about the main story bugging out on the starter island(the Trap lever was not able to be interacted with).

Sure hope they are not relying on players having to use /reloadui and relogging over and over to fix problems.

Sucks about the gutsripper mage guild quest. I thought the difficulty for that was spot on(ie you could die fast if you were not careful).
 

Vitality

HUSTLE
5,808
30
Huge fan of how much work they did to the tutorial, and the only touch Alliance war got was a european language pass and an NPC Dispel.

Good to know where their priorities are.
 

Draegan_sl

2 Minutes Hate
10,034
3
JTheRuler isn't very eloquent, but there's really no reason why a player can't skip the tutorial, spawn in their newbie farm and just immediately port to Cyrodiil.
I b have no idea if this is true might it Knight have something to do with level 1s have no skills essentially and no gear after the tutorial and that might give new players a very bad first impression from zoo's pov.
 

Cinge

Ahn'Qiraj Raider
7,280
2,305
I b have no idea if this is true might it Knight have something to do with level 1s have no skills essentially and no gear after the tutorial and that might give new players a very bad first impression from zoo's pov.
Maybe, but its a conscious choice. I wouldn't mind it and to hell with the people that do it, then whine about limited skills/gear. Join early and know you will be limited at first(skills/gear comes pretty fast) or wait and join later when you are more progressed.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,468
81,133
I b have no idea if this is true might it Knight have something to do with level 1s have no skills essentially and no gear after the tutorial and that might give new players a very bad first impression from zoo's pov.
You really need to turn spellcheck off on your phone.
 

Draegan_sl

2 Minutes Hate
10,034
3
You really need to turn spellcheck off on your phone.
I know, but now I'm done with meetings so I'm on my laptop.

@Cinge: From a power gamer point of view, I agree. However from a developer point of view, you want to limit potential bad gameplay as much as possible and getting railroaded in PVP in your first 10 minutes might be a bad experience for new players. I guess you could do the whole "If you have a character that is level 10 already your level 1's can join."
 

Dahkoht_sl

shitlord
1,658
0
I've bought it , am reading this thread and researching some on my own and am looking forward to playing it at launch with the reservation of will it be a huge clusterfuck.

I don't mean I'm expecting perfect launch no issues , going back to playing EQ at launch on I know better and have an idea of what launches are like , what I mean is have they at all once shown the mega-server can handle the load ? It sounds like so far in every weekend test the answer overall is no it cannot, my concern is what is going to change between now and early access that will make it where abilities are not 5-10 secs behind in massive pvp battles and so on.
 

Crizack_sl

shitlord
43
0
Been watching this thread for a while now and everyone keeps comparing it too DAoC, but not the 8v8 DAoC but the zerg style: slam our faces into doors and and Keep Lords, now I am sure some people might find that fun and all it just wasn't my cup of tea - then or now. What everyone keeps describing here is what GW2 PVP was which for Doors/Keep Lords (minus culling which was fixed down the road but way too late).

What made DAoC interesting was the ability to CC and dissect fights with a small group and being able to over come the odds of 8vZerg which was very doable if you had the right classes, spells and abilities. Early on DAoC was all a big cluster of zerg v zerg which honestly has its moments. People slowly realized that you could run up to a zerg, AEMEZ, AESTUN AOE DMG - goodnight zerg.

I have a few questions about PVP. I was trying to give it a chance this weekend but my char was deleted and I passed out while trying too lvl to 10 again.

- AOE CC (Roots, Stuns, Mez) Are they available?
- Resist and Cleanses (Resist for said CC's, self cleansing or group cleansing spells) Are they available?
- AOE DMG (How many casters would I need to kill 50-100 people after being AE stunned?) Is there a sort of PBAOE mechanic? More dmg from the center, lower the further you are?
- Group speed (Are minstrels, bards, or skald type classes an option this game?) Don't tell me horses are the only thing.


I'm asking this because I watched a few streams this weekened and I was thinking to myself if this game supports some kind of small group coordination where person A cast AE MEZ, person B cast AE STUN, person C and D run up and PBAOE boom (also add in healers, peelers, and clean up)- it would be the second coming of one of the best pvp experiences I have ever had the pleasure of playing.

Everyone who reads this might be thinking this is a silly post but honestly DAoC was a game where ZvZ was a thing until people realized, you know if we all coordinated our abilities correctly we could go up against this 100 person zerg and split this up. Eventually DAoC turned into this amazing game of 8v8 and zergs soon fell down too coordinated teams. (Unless relic raids happened)

I swear Mythic got lucky with the way that game came out there was no way someone could have come up with an intricate system like DAoC had. So many checks and balances...... my wiener is hard just thinking about it.

PS- Drunk.I just want to know if its possible to make a comps (since I dont want to play with a big guild and break doors with zergs) with a few friends and kill zergs?


TLDR: Read whats in bold answer those questions.
 

mrmoneda_sl

shitlord
142
0
Been watching this thread for a while now and everyone keeps comparing it too DAoC, but not the 8v8 DAoC but the zerg style: slam our faces into doors and and Keep Lords, now I am sure some people might find that fun and all it just wasn't my cup of tea - then or now. What everyone keeps describing here is what GW2 PVP was which for Doors/Keep Lords (minus culling which was fixed down the road but way too late).

What made DAoC interesting was the ability to CC and dissect fights with a small group and being able to over come the odds of 8vZerg which was very doable if you had the right classes, spells and abilities. Early on DAoC was all a big cluster of zerg v zerg which honestly has its moments. People slowly realized that you could run up to a zerg, AEMEZ, AESTUN AOE DMG - goodnight zerg.

I have a few questions about PVP. I was trying to give it a chance this weekend but my char was deleted and I passed out while trying too lvl to 10 again.

- AOE CC (Roots, Stuns, Mez) Are they available?
- Resist and Cleanses (Resist for said CC's, self cleansing or group cleansing spells) Are they available?
- AOE DMG (How many casters would I need to kill 50-100 people after being AE stunned?) Is there a sort of PBAOE mechanic? More dmg from the center, lower the further you are?
- Group speed (Are minstrels, bards, or skald type classes an option this game?) Don't tell me horses are the only thing.


I'm asking this because I watched a few streams this weekened and I was thinking to myself if this game supports some kind of small group coordination where person A cast AE MEZ, person B cast AE STUN, person C and D run up and PBAOE boom (also add in healers, peelers, and clean up)- it would be the second coming of one of the best pvp experiences I have ever had the pleasure of playing.

Everyone who reads this might be thinking this is a silly post but honestly DAoC was a game where ZvZ was a thing until people realized, you know if we all coordinated our abilities correctly we could go up against this 100 person zerg and split this up. Eventually DAoC turned into this amazing game of 8v8 and zergs soon fell down too coordinated teams. (Unless relic raids happened)

I swear Mythic got lucky with the way that game came out there was no way someone could have come up with an intricate system like DAoC had. So many checks and balances...... my wiener is hard just thinking about it.

PS- Drunk.I just want to know if its possible to make a comps (since I dont want to play with a big guild and break doors with zergs) with a few friends and kill zergs?


TLDR: Read whats in bold answer those questions.
AoE CC is in, as is cleansing/purging debuffs. I haven't noticed any resist spells or abilities aside from Immovable, which makes you immune to CC for some amount of time I can't recall exactly. AoE damage is readily available and there are group and individual speed increasing buffs/abilities.

This videoand others by that same uploader may be of interest to you.
 

Cinge

Ahn'Qiraj Raider
7,280
2,305
I don't think you will get the daoc experience quite like you want. That game had very long mez durations, that were instant cast, ranged with no CD(iirc) and spammable AE 10s stuns. So you could mez a huge zerg and then burn them down in a matter of seconds or pick one off one by one with mez.

Most I've seen here is a single target mez, some 4 second stuns, a few AE stuns etc . A coordinated group can still take out a larger group, but I can't see any situation where 8 vs 50-100 where the small group wins. Also group sizes are 4 people.

I've seen one speed buff, that is from the AvA skills and its only like 15% for 20 seconds or something, otherwise its horses or sprinting.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,468
81,133
Who is ready to win some wars again?

It seems that every MMO that comes out this forum creates an upstart 'forum guild' for it that invariably fizzles out in a few months due to a lack of structure and recruitment. The serious players join serious guilds and the bored players move on. This is a travesty because these forums host the words of some of the most experienced and hardcore players in the world. This was different in GW2 where we combined the raw potential this forum has with the most rock steady guild in MMO history.

In GW2 over 200 people from Rerolled joined PRX and made history in that game. Together with the Titan Alliance we landed on the Henge of Denravi server and won the first 30 matches in a row and became the undisputed champions of the entire game. After Titan Alliance split up due to boredom we jumped to a lower tier server, Sea of Sorrows, that had a strong oceanic presence and was requesting some NA forces. After joining we went undefeated until we regained the #1 server position. We spent some time as champions and then traveled across the ocean to see what the European servers were like. The European scene had been dominated by Vizunah Square and we chose the goal of taking them out. We joined a second-tier server, Seafarer's Rest and after 5 hard weeks of fighting we knocked off Vizunah Square and became the best. However, due to connection issues we were forced back to a NA server. Our previous home, the Sea of Sorrows, was in first place so we chose a server that was losing a lot of matches, Jade Quarry. Once again we dethroned the champions and then made the choice to retire. After months of hard fighting we retired with a record of 72 wins and 4 losses. 55 of those wins were in tier 1 and we never came in third. A more verbose history can be read atPRX History. The legend can be hard to believe, but the hundreds of people here that were with us in GW2 know the truth of our victory.

Here's a group screenshot we took during GW2.
LBenL8V.jpg


Not only did we achieve glory but we had an incredibly fun time. I've had many people ask me if we're repeating this in TESO and the answer is most assuredly yes. TESO has its issues to be sure, but its PVP is high quality and there's glory to be won in it. The Rerolled community proved to be massive force in the GW2 war effort and I'd love if everyone here who wants to fight wars stands at my shoulder. However, PRX is not for everyone. If you don't want to be in a professional environment, it's not for you. If you don't enjoy being part of a constant war effort, it's not for you. If you want to talk your shit on forums instead of ingame, it's is not for you. But if you want to personally fight in the most epic and notable battles in GW2, then PRX is where you want to go.

If this sounds great and you want to really enjoy Cyrodiil for all its worth, then you'll need to go through our recruitment process. Going through the application process is a little antiquated but it's critical that you get access to our forums to see our plans and it's also useful for us to get to know you. If you're ready to win a war in an organized force,follow this processto post an application. Note that you are from Rerolled and if your desired name in GW2 differs from your forum name, please post it. I will respond to it vouching for you.

Also note that people from PRX, including me, are strictly forbidden from engaging in drama shit-talking on public forums like this one. There's going to be some very salty tears from some very sore losers come release, but we will only address them ingame. If you have any questions about PRX, please PM Tuco.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,468
81,133
Oh, we also chose a faction today. The Aldmeri Dominion.

This was chosen for three reasons:
1. While most general polls show a pretty even split amongst the factions, we've been keeping a close watch on which factions the big PVP guilds have announced for. The Aldmeri Dominion is clearly the least populated from that standpoint.
2. The Khajiit and Altmer have arguably the strongest racial traits.
3. The PVE areas for the Aldmeri Dominion is, in our opinion the best. While we're a PVP guild, having a decent PVE area to start with and get running with is advantageous.

elder_scrolls_online___aldmeri_dominion_wallpaper_by_niinjaagfx-d5x9lbm.png
 

Caliane

Avatar of War Slayer
15,349
11,649
Really? when I looked at the server pops, aldmeri WAY out populated the other two on every single server.
 

Cinge

Ahn'Qiraj Raider
7,280
2,305
Really? when I looked at the server pops, aldmeri WAY out populated the other two on every single server.
He said from big PVP guilds, not general population.

I would assume also the big guilds will try to all get on the same campaign.
 

khalid

Unelected Mod
14,071
6,775
Tuco just wants to be a kitty, is that so wrong Caliane?

Also, pvping with PRX is hella fun, do it!