Hello.
I know there has been a lot written about this topic, and I don't assume my ideas are any good. But DK was my first class and when I hopped back on that early character recently I was surprised at the difference. I would prefer to add my thoughts to
a Dev Discussion forum topic like I did for
the thread on Templars, but there isn't one for DKs (yet).
After getting a bit of a feel for where DKs are at present for PvE and PvP, I don't think they are lame, weak, or hopeless, but some changes over the past year and a half seem to have been slight over-reactions and some unchanged things haven't kept up with the state of the game. For each skill line, I make note of what is changed or added through colored text. To make it simpler to write the tooltips, I am using information from
the versions posted here. Only active skills, morphs, or passives with proposed changes are included.
I am using spoiler tags for each skill line to make things easier to read. And I do appreciate you reading this, and even moreso your thoughtful comments.
Revised/Feedback VersionARDENT FLAME
The "DPS" skill line, how fun!
Head below to see the tweaks proposed for the aspiring pyromage...
Dragonknight Standard (Ultimate Ability)
250 Ultimate | Instant cast | 15s duration | 8 meter radius of effect (centered on caster)
Call down a flaming battle standard that deals (x) Flame Damage each second to nearby enemies and afflicts them with Major Defile, which reduces the effectiveness of healing on them by 30%. Enemies in the area of effect have movement speed reduced by 60%. While the standard is up, an ally can activate Shackle to deal (x) Flame Damage and immobilize enemies in a 2.5m radius
Explanation of the changes: With the increased cost that has been added to this ability over time, from 200 to 250 ultimate, and the removal of its ability to be tossed at range (up to 15 meters in the original version), making sure enemies can't easily run out of this ultimate before an ally can hit the synergy is a no-brainer.
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Extended Chains (Morph of Fiery Chains)
3351 Magicka | Instant cast | 22 meter range | Target = single enemy
Launch a fiery chain to grasp and pull an enemy to you, dealing (x) Flame Damage and setting the enemy off balance. If the target cannot be moved, the chain pulls you to the target and knocks them down.
Lava Whip (Active Ability)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds.
Molten Whip (Morph of Lava Whip)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds. While slotted, the damage of Ardent Flame Abilities is increased by [7/8/9/10%].
Flame Lash (Morph of Lava Whip)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds. When targeting an off balance enemy, this becomes Power Lash, which deals (x) Flame Damage and stuns the target for 2 seconds. It also heals you for (x).
Inferno (Active Abilty)
1500 magicka per second | Toggle | 15 meter radius of effect (centered on caster)
Activate an aura of flames, dealing [x] Fire Damage to nearby enemies every 1 second. There is a [2/3/4/5%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Flames of Oblivion (Morph of Inferno)
1000 stamina per second | Toggle | 6 meter radius (centered on caster)
Activate an aura of flames, dealing [x - 15%] Fire Damage to nearby enemies every 1 second and granting you Major Savagery, which increases your Weapon Critical by 10%. There is a [5/6/7/8%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Sea of Flames (Morph of Inferno)
1500 magicka per second | Toggle | 15 meter radius (centered on caster)
Activate an aura of flames, dealing [x] Fire Damage to nearby enemies every 1 second and inflicting Minor Breach on foes caught your fiery waves, decreasing their resistance to Magic Damage. Enemies who die in the Sea of Flames restore 1000 health and magicka to you and to allies within the fire. There is a [2/3/4/5%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Explanation of the changes: Extended Chains can't be used to pull people off of keep walls anymore, but it you are yanking people that far and fast, why not add collision-based status effects? Especially ones that can set up other abilities (being off-balance, for example, to set up the Power Lash hit from the Flame Lash ability). But as others have noted any version of chains would require a fix to the Z-axis settings to be useful in places like Cyrodiil. Lava Whip is altered to become the DK execute. I know some folks want Molten Whip to be a stamina morph but the official response was a "no". As for Inferno and it's morphs, it's time to put away to glow ball and return the ability and its morphs to its roots, but in a manner updated for the game as it is today. (And if you really want to keep that little ball for some baffling reason, at least have it give Major Force, for +40% crit damage, so it can be paired with the Major Prophecy boost from a potion or the ability Magelight.)
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Warmth (Passive Ability)
Rank I: Damaging enemies with Ardent Flame abilities also reduces their movement speed by 15% for 2 3 seconds.
Rank II: Damaging enemies with Ardent Flame abilities also reduces their movement speed by 30% for 4 6 seconds.
Searing Heat (Passive)
Causes an enemy to take the full impact of the damage over time portion of Fiery Breath or Searing Strike in a single burst if it is cleansed.
Explanation of the changes: Warmth could use a small boost, doesn't need a major change, and the amped up version works nicely with the revised Flames of Oblivion ability. Searing Heat was never a bad passive, but with so many people cleansing or purging DoTs, the new version makes sure that enemies afflicted with Fiery Breath or Searing Strike feel the burn. The alternative I considered is just as fun: make it the DK version of Sorc's Disintegrate passive, wherein there is a 6% chance at Rank II for any fire spell to incinerate low health targets for [x] flame damage and reduce them to a pile of ash. I would rather have that kind of effect be part of the renewed Inferno skill however.
DRACONIC POWER
This skill line has some of the most iconic DK abilities in the game. Let's restore just a *tiny* bit of that former glory.
Dark Talons (Active Ability)
3591 Magicka | Instant cast | 6 8 meter radius (centered on caster)
Call forth talons from the ground to deal (x) Physical Damage and immobilize nearby enemies for 3.5 seconds. Targets are slowed by 40% for 3 seconds after the ability ends. While enemies are held, an ally can activate the Impale synergy, dealing (x) Physical Damage to enemies held within talons.
[Applies to both morphs as well.]
Dragon Blood (Active Ability)
3830 Magicka | Instant cast | Target = self
Draw on your draconic blood to heal 30% of missing Health and gain Major Fortitude, increasing Health Regeneration by 20% for 20 seconds. Heal is not affected by Battle Spirit.
[Applies to both morphs as well.]
Explanation of the changes: It is so easy to roll-dodge, roll-dodge, roll-dodge out of DarkTalons now, or to purge them away, so why not a brief un-purgeable slowing effect to let the talons have at least a bit of stopping power. As for Dragon Blood, the changes to Battle Spirit make the heal fairly worthless in PvP zones. You get better heals from a Restoration staff.
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Elder Dragon (Passive Ability)
Rank I: While using Draconic Power abilities: Increases Health and Stamina Recovery by 2% for each Draconic Power ability slotted.
Rank II: While using Draconic Power abilities: Increases Health and Stamina Recovery by 4%for each Draconic Power ability slotted.
Scaled Armor (Passive Ability)
Rank I: Increases Spell and Physical Resistance by (1000)
Rank II: Increases Spell and Physical Resistance by (2500)
Explanation of the changes: The passives have always been nice, but they need a small upgrade to fit the times.
EARTHEN HEART
Soooo, yeah. This skill line could use some attention, too.
Obsidian Shard (Morph of Stonefist)
3951 Magicka | Instant cast | 20 meter range | Target = single enemy)
Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. The projectile shatters on impact, embedding sharp fragments in the target and causing [y] bleed damage for the duration of the knockdown. An ally within 8 meters of the target is healed for the bleed damage.
Stone Giant (Morph of Stonefist)
2873 Stamina | Instant cast | 12 meter range | Target = single enemy
Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. Enemies within 4 meters of the target take [y] Damage from the blast and are Concussed.
Molten Weapons (Active Ability)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 8% for [8/12/16/20] seconds. Bonus is increased by 100% on caster.
Igneous Weapons (Morph of Molten Weapons)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 10% for [8/12/16/20] seconds. Bonus is increased by 100% on caster. Heavy attacks have a [2/4/6/8%] chance to cause the target to burst into flame, taking an initial [x] Flame Damage and an additional [y] damage per second for 6 seconds.
Molten Armaments (Morph of Molten Weapons)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 10% for [8/12/16/20] seconds. Bonus is increased by 100% on caster. Caster and allies also gain Minor Sorcery and Minor Force for the duration of the spell, increasing Spell Damage by 5% and Critical Damage by 15%.
Ash Cloud (Active Ability)
4069 Magicka | Instant cast | 22m range/5m radius
Summon a scorching cloud of ash at the target location, dealing (x) Flame Damage to enemies every 0.5 seconds for 15 seconds. Also reduces enemy Movement Speed by 70% and grants allies within the cloud Major Evasion, increasing their Dodge chance by 20%.
[Applies to both morphs as well.]
Explanation of the changes: The base damage of Obsidian Shard was previously reduced, and that is kept here or reduced even more depending on the amount of the damage from the DoT/HoT, which would tick once per second for three seconds. With the CC effect in place with the Knockdown, the initial hit could deal far less damage and easily make up for it with the bleed effect added. Obsidian blades are very sharp, and scalpels made from such volcanic glass cut better than metal ones. There is already a planned revamp of the bleed effect, so why not take advantage and have it make just a little more sense how the projectile might extract health from the target? It kind of echoes Blood Craze from the Dual Wield skill line. If you want to go with reducing the initial impact/upping the bleed, you could also have the heal affect two allies rather than one.
The small increase to Physical Resistance from the current version of Stone Giant is nice, and can help buff a DK's mitigation, but the splash damage to enemies close to the target and a 10% reduction in the damage they do from being concussed offers a little more "pow" and is consistent with the name "Stone Giant". As in, you just got smashed. This makes it a semi-AoE attack. It could keep the current range or have it reduced in exchange for higher base/splash damage, making it a quasi-PBAoE attack.
The old version of Molten Weapons was a favorite of mine. Buff yourself and your allies so that all weapon attacks were stronger. Woot! I tried the current version on a lower level character, doing basic Alliance zone quests and exploration, from the mid-20s to early 30s level range. It is obnoxious. It only lasts 8 seconds (it used to last 60 seconds) and only works with fully charged heavy attacks, which means if you want to use it you hit the keybind for the ability, hold the button for a basic weapon attack for 8 seconds, and watch two whole buff attacks go off. No defense, mind you, just holding the one button waiting for the weapon to finish charging. Even if people loved waiting around for fully charged heavy attacks to go off, or might want to toss them in now and again (I'm thinking healers with Restoration staffs might fit the bill), the duration would be better at 20 seconds or more. But, if it works that poorly in low-level Alliances zones, who would want it for vet or end-game content. I guess you could stack basic weapon attack damage with Champion Points, roll a Dunmer DK, and get an Inferno staff with full skill points into the Tri Focus passive, then wait in stealth to ambush someone in PvP. Yup. Cool. So it is one of the abilities with proposed changes here to get it back to being, you know, useful.
Ash Cloud used to inflict a 30% miss chance to enemies inside of it. Adding Major Evasion for a 20% chance to dodge enemy attacks within the cloud restores that utility.
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Original VersionARDENT FLAME
The "DPS" skill line, how fun!
Head below to see the tweaks proposed for the aspiring pyromage...
Dragonknight Standard (Ultimate Ability)
250 Ultimate | Instant cast | 15s duration | 8 meter radius of effect (centered on caster)
Call down a flaming battle standard that deals (x) Flame Damage each second to nearby enemies and afflicts them with Major Defile, which reduces the effectiveness of healing on them by 30%. Enemies in the area of effect have movement speed reduced by 60%. While the standard is up, an ally can activate Shackle to deal (x) Flame Damage and immobilize enemies in a 2.5m radius
Explanation of the changes: With the increased cost that has been added to this ability over time, from 200 to 250 ultimate, and the removal of its ability to be tossed at range (up to 15 meters in the original version), making sure enemies can't easily run out of this ultimate before an ally can hit the synergy is a no-brainer.
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Extended Chains (Morph of Fiery Chains)
3351 Magicka | Instant cast | 22 meter range | Target = single enemy
Launch a fiery chain to grasp and pull an enemy to you, dealing (x) Flame Damage and setting the enemy off balance. If the target cannot be moved, the chain pulls you to the target and knocks them down.
Lava Whip (Active Ability)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds.
Molten Whip (Morph of Lava Whip)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds. While slotted, the damage of Ardent Flame Abilities is increased by [7/8/9/10%].
Flame Lash (Morph of Lava Whip)
2394 Magicka | Instant | 8m range | Target = single enemy
Lash an enemy with flame for (x) Flame Damage plus up to 150% more versus targets below 40% health. Immobile or stunned enemies are set off balance. You can only set an enemy off balance once every 5 seconds. When targeting an off balance enemy, this becomes Power Lash, which deals (x) Flame Damage and stuns the target for 2 seconds. It also heals you for (x).
Inferno (Active Abilty)
1500 magicka per second | Toggle | 15 meter radius of effect (centered on caster)
Activate an aura of flames, dealing [x] Fire Damage to nearby enemies every 1 second. There is a [2/3/4/5%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Flames of Oblivion (Morph of Inferno)
1500 magicka per second | Toggle | 15 meter radius (centered on caster)
Activate an aura of flames, dealing [x] Fire Damage to nearby enemies every 1 second and granting you Minor Prophecy, which increases your Spell Critical by 3%, as well as Minor Force, which increases your Critical Damage by 15%. There is a [5/6/7/8%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Sea of Flames (Morph of Inferno)
1500 magicka per second | Toggle | 15 meter radius (centered on caster)
Activate an aura of flames, dealing [x] Fire Damage to nearby enemies every 1 second and inflicting Minor Breach on foes caught your fiery waves, decreasing their resistance to Magic Damage. Enemies who die in the Sea of Flames restore 1000 health and magicka to you and to allies within the fire. There is a [2/3/4/5%] chance that very low health targets will take an additional [y] flame damage, instantly incinerating them.
Explanation of the changes: Extended Chains can't be used to pull people off of keep walls anymore, but it you are yanking people that far and fast, why not add collision-based status effects? Especially ones that can set up other abilities (being off-balance, for example, to set up the Power Lash hit from the Flame Lash ability). But as others have noted any version of chains would require a fix to the Z-axis settings to be useful in places like Cyrodiil. Lava Whip is altered to become the DK execute. I know some folks want Molten Whip to be a stamina morph but the official response was a "no". As for Inferno and it's morphs, it's time to put away to glow ball and return the ability and its morphs to its roots, but in a manner updated for the game as it is today. (And if you really want to keep that little ball for some baffling reason, at least have it give Major Force, for +40% crit damage, so it can be paired with the Major Prophecy boost from a potion or the ability Magelight.)
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Warmth (Passive Ability)
Rank I: Damaging enemies with Ardent Flame abilities also reduces their movement speed by 15% for 2 3 seconds.
Rank II: Damaging enemies with Ardent Flame abilities also reduces their movement speed by 30% for 4 6 seconds.
Searing Heat (Passive)
Causes an enemy to take the full impact of the damage over time portion of Fiery Breath or Searing Strike in a single burst if it is cleansed.
Explanation of the changes: Warmth could use a small boost, doesn't need a major change, and the amped up version works nicely with the revised Flames of Oblivion ability. Searing Heat was never a bad passive, but with so many people cleansing or purging DoTs, the new version makes sure that enemies afflicted with Fiery Breath or Searing Strike feel the burn. The alternative I considered is just as fun: make it the DK version of Sorc's Disintegrate passive, wherein there is a 6% chance at Rank II for any fire spell to incinerate low health targets for [x] flame damage and reduce them to a pile of ash. I would rather have that kind of effect be part of the renewed Inferno skill however.
DRACONIC POWER
This skill line has some of the most iconic DK abilities in the game. Let's restore just a *tiny* bit of that former glory.
Dark Talons (Active Ability)
3591 Magicka | Instant cast | 6 8 meter radius (centered on caster)
Call forth talons from the ground to deal (x) Physical Damage and immobilize nearby enemies for 3.5 seconds. Targets are slowed by 40% for 3 seconds after the ability ends. While enemies are held, an ally can activate the Impale synergy, dealing (x) Physical Damage to enemies held within talons.
[Applies to both morphs as well.]
Dragon Blood (Active Ability)
3830 Magicka | Instant cast | Target = self
Draw on your draconic blood to heal 30% of missing Health and gain Major Fortitude, increasing Health Regeneration by 20% for 20 seconds. Heal is not affected by Battle Spirit.
[Applies to both morphs as well.]
Explanation of the changes: It is so easy to roll-dodge, roll-dodge, roll-dodge out of DarkTalons now, or to purge them away, so why not a brief un-purgeable slowing effect to let the talons have at least a bit of stopping power. As for Dragon Blood, the changes to Battle Spirit make the heal fairly worthless in PvP zones. You get better heals from a Restoration staff.
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Elder Dragon (Passive Ability)
Rank I: While using Draconic Power abilities: Increases Health Recovery by 2% 3% and Stamina Recovery by 1% for each Draconic Power ability slotted.
Rank II: While using Draconic Power abilities: Increases Health Recovery by 4% 6% and Stamina Recovery by 1% for each Draconic Power ability slotted.
Scaled Armor (Passive Ability)
Rank I: Increases Spell and Physical Resistance by (1000)
Rank II: Increases Spell and Physical Resistance by (2500)
Explanation of the changes: The passives have always been nice, but they need a small upgrade to fit the times.
EARTHEN HEART
Soooo, yeah. This skill line could use some attention, too.
Obsidian Shard (Morph of Stonefist)
3951 Magicka | Instant cast | 20 meter range | Target = single enemy)
Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. The projectile shatters on impact, embedding sharp fragments in the target and causing [y] bleed damage for the duration of the knockdown. An ally within 8 meters of the target is healed for the bleed damage.
Stone Giant (Morph of Stonefist)
2873 Magicka | Instant cast | 20 meter range | Target = single enemy
Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. Enemies within 4 meters of the target take [y] Damage from the blast and are Concussed. [Concussion would be added for very weak splash damage, not needed for sufficient splash damage.]
Molten Weapons (Active Ability)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 8% for [8/12/16/20] seconds. Bonus is increased by 100% on caster.
Igneous Weapons (Morph of Molten Weapons)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 10% for [8/12/16/20] seconds. Bonus is increased by 100% on caster. Heavy attacks have a [2/4/6/8%] chance to cause the target to burst into flame, taking an initial [x] Flame Damage and an additional [y] damage per second for 6 seconds.
Molten Armaments (Morph of Molten Weapons)
3830 Magicka | Instant cast | 20 meter radius (centered on caster)
Charge your weapons with volcanic power to temporarily increase the damage of your allies' light and heavy weapon attacks by 10% for [8/12/16/20] seconds. Bonus is increased by 100% on caster. Caster and allies also gain Minor Sorcery and Minor Force for the duration of the spell, increasing Spell Damage by 5% and Critical Damage by 15%.
Ash Cloud (Active Ability)
4069 Magicka | Instant cast | 22m range/5m radius
Summon a scorching cloud of ash at the target location, dealing (x) Flame Damage to enemies every 0.5 seconds for 15 seconds. Also reduces enemy Movement Speed by 70% and grants allies within the cloud Major Evasion, increasing their Dodge chance by 20%.
[Applies to both morphs as well.]
Explanation of the changes: The base damage of Obsidian Shard was previously reduced, and that is kept here or reduced even more depending on the amount of the damage from the DoT/HoT, which would tick once per second for three seconds. With the CC effect in place with the Knockdown, the initial hit could deal far less damage and easily make up for it with the bleed effect added. Obsidian blades are very sharp, and scalpels made from such volcanic glass cut better than metal ones. There is already a planned revamp of the bleed effect, so why not take advantage and have it make just a little more sense how the projectile might extract health from the target? It kind of echoes Blood Craze from the Dual Wield skill line. If you want to go with reducing the initial impact/upping the bleed, you could also have the heal affect two allies rather than one.
The small increase to Physical Resistance from the current version of Stone Giant is nice, and can help buff a DK's mitigation, but the splash damage to enemies close to the target and a 10% reduction in the damage they do from being concussed offers a little more "pow" and is consistent with the name "Stone Giant". As in, you just got smashed. This makes it a semi-AoE attack. It could keep the current range or have it reduced in exchange for higher base/splash damage, making it a quasi-PBAoE attack.
The old version of Molten Weapons was a favorite of mine. Buff yourself and your allies so that all weapon attacks were stronger. Woot! I tried the current version on a lower level character, doing basic Alliance zone quests and exploration, from the mid-20s to early 30s level range. It is obnoxious. It only lasts 8 seconds (it used to last 60 seconds) and only works with fully charged heavy attacks, which means if you want to use it you hit the keybind for the ability, hold the button for a basic weapon attack for 8 seconds, and watch two whole buff attacks go off. No defense, mind you, just holding the one button waiting for the weapon to finish charging. Even if people loved waiting around for fully charged heavy attacks to go off, or might want to toss them in now and again (I'm thinking healers with Restoration staffs might fit the bill), the duration would be better at 20 seconds or more. But, if it works that poorly in low-level Alliances zones, who would want it for vet or end-game content. I guess you could stack basic weapon attack damage with Champion Points, roll a Dunmer DK, and get an Inferno staff with full skill points into the Tri Focus passive, then wait in stealth to ambush someone in PvP. Yup. Cool. So it is one of the abilities with proposed changes here to get it back to being, you know, useful.
Ash Cloud used to inflict a 30% miss chance to enemies inside of it. Adding Major Evasion for a 20% chance to dodge enemy attacks within the cloud restores that utility.
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