The current system in Cyrodiil is designed to cater to force readiness and punishes small groups.

  • Beardimus
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    kargen27 wrote: »
    Knowledge wrote: »
    Why are people trying to nerf a zerg?

    Yes yes... You're better than everybody at everything excdpt overwhelming odds...sorry the math doesn't work out for you all of the time.

    Bgs has a pop cap go there.

    I'm not trying to nerf a zerg I am arguing for a balance in the game to give everyone a chance. This is a game after all and should be played for fun.

    My argument is primarily focused on one main factor and that is that whoever has the larger and more organized force will always prevail. A side that has less organization (a lot of small scattered groups) is going to lose the campaign against a zerg force that has been organized and is using its sheer size to overcome any opposition in the form of skill or tactical finesse.

    As a lower numbered group, even if organized, you can't even prevail tactically or strategically if your opponent exceeds a certain number of players. Your skill and ability count for nothing and you even lose the capability to quickly defend a keep by being instantly cut off giving further advantage to the massive group that is attacking.

    You think you are presenting something that will help the smaller groups but you are actually proposing something that will hurt the smaller groups. You are proposing to allow a large group to be able to port to any location on the map so long as they own the keep. Makes it easy for a large group to stay in control of any resource they have. Right now it is a perfectly viable strategy to isolate a couple of keeps and have small groups hit each knowing the zerg can't get to both and might be late getting to either keep.

    If you are in a small group there is a way to annoy the zerg beyond isolating a keep and taking it before they can get there. You can pick off those in the group that fall behind causing the group to either go back and rez or press on a bit smaller. You can ambush at choke points. Sure your entire group might get thumped but with a bit of planning you can take a lot more of them with you slowing the entire group down.

    Isolating keeps and other resources is one of the best weapons/strategies small groups have. I've been on both sides of it and know how a small group can really throw a wrench in things with a bit of planning. Doesn't need to be elaborate or precisely coordinated. Your idea would wreck Cyrodiil for the small groups.

    Perfect articulation @kargen27
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
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  • Syncronaut
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    Makes me wonder why there is no alliance rank ability to turn your horse into a weapon:
    https://www.youtube.com/watch?v=FXLcbrD6nsQ

    Trampling the zergs would be hilarious (and there is ability to dismount those players so its posible to counter)
  • VaranisArano
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    I could explain that zerging happens naturally when multiple forces from a faction converge on a certain objective because its the most strategically important objective at the time.

    I could explain that PVDoor happens because most PVP players prefer to fight rather than sit and guard the back keeps.

    I could explain that ZOS is making changes to benefit defenders and is going to take the time to see how those changes impact the game rather than implementing any of the OP's suggestions.

    But I think I'm just going to go with this: Cyrodiil was designed for large scale combat on a level that the servers (probably) can't support anymore thanks to a falling population because of various things. It was designed for large battles, groups of 8 to 24 players, and factions that could field multiple large organized raids.

    Of course Cyrodiil favors the factions who can field organized raids! That's exactly what its designed to do!

    OP's answer (paraphrased): organized raids have it too easy, level the playing field for the rest of us who want real PVP and make it more fair for everyone

    My answer: Oh, you can't compete with an organized raid? How sad. Have you tried getting organized yourselves?

    Because Cyrodiil favors, by design, organized raids of any size. Cyrodiil's objective based campaigns favor, by design, organized raids of any size. Numbers will tell, but more often, superior organization and tactics win out (if we're going to conflate both Cyrodiil and history here).

    Get good - No, more than that - Get Organized. If you want to compete in Raid v Raid - and Cyrodiil is by design a Raid v Raid zone, AvAvA - you'd better get organized or you'll continue to whine about how organized raids have all the unfair advantages. No duh. That's what Cyrodiil was designed for in the first place.
  • Avran_Sylt
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    There is such a thing as Social and Strategic Skill, alongside Combat Skill.

    If you want gameplay that focuses on Combat Skill, BGs is there for you, and all you Call of Duty fanboys.

    Cyrodiil is large to incorporate Strategic Skill on what and where to hit. You push Objectives via your Social Skill and ability to organize and lead others.

    IMO you just want the "Keep Experience", in that you rotate between assaulting a keep and defending a keep utilizing a ticket system similar to Battlefield. That would be best created as a Battlegrounds Feature, and not bastardized into the entirety of Cyrodiil.
  • Narvuntien
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    Now I am going to actually engage with what you think is a problem.

    I think that there should be more advantages objectives for small scalers.

    I like the towns they are easy to capture for a small group.
    But their AP creating little quests but they are PvE quests in PVP... they feel more like you are abandoning your alliances while you are doing these dinky pointless things.

    My idea would be having moving objectives, supply trains, that you could attack as a small scaler. These supply caravans have to move further when you have more keeps and perhaps you could have them as a population balancing mechanic as well now I think about it.

    Large organised groups can go take keeps small scale groups can go attack supply caravans.. small scales could also be defending them.
  • bloodthirstyvampire
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    Big groups get bombed an give me free Ap a lot more then they get from killing me
  • tinythinker
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    Knowledge wrote: »
    kargen27 wrote: »
    I think you are backwards on your cutting off a keep thinking. Cutting off supply lines during war is a viable strategy and cutting off a keep in game is a similar strategy. A small group can use cutting off a keep to their advantage. If you couldn't cut off a keep a large zerg could just have sentries posted at each keep and travel where the trouble is. Cutting off the keep you know you have a little time to get the doors down before the big group can arrive on mounts. Isolating a keep is exactly what lets smaller groups have a chance to influence the map.

    With camps the attacking forces can also revive and return to battle negating the advantage a defending force would have in getting back to the battle.

    Your argument can't really be applied to this game as we can revive people in battle from death (impossible in real life). We can also continually respawn after being mortally wounded if someone can't revive us.

    The main issue I have is force readiness. When an enemy zerg suddenly arrives at a keep in force and cuts that keep off before it can be defended they have a significant advantage over the defender.

    Since we all want to have instant gratification, to an extent, and roam around finding fights we don't usually sit at a keep with a large force waiting for an enemy to strike. Usually we will just be cut off and the enemy will have a 40+ man force hitting the keep with siege.

    We're then forced to move to that location at a snails pace while they attack a nearly empty keep while having the initiative. This rewards the organized zerg and prevents disorganized PVPers from being able to mount a reasonable defense.

    That's why I've suggested things to make multiple objectives worthwhile at the same time and to slow down zergs ad nauseam. No time to link it all or decently summarize it all but some of it includes:

    - make keeps worth more the longer they are held (so that people don't just fight over the same few over and over)
    - make it worthwhile to have defenders/attackers focus resources (somewhat addressed in Summerset); my version is buff the value of level 5 resources for defenders and have degredation of the defense buffs faster the greater the number of attackers who stay at a resource (you still flip it the same but sticking around makes the keep more vulnerable)
    - give valuable targets that are mobile (i.e. mobile flags such as a well-guarded supply/diplomat/prisoner transport) to give bored zergers and those who want small-scale fights something to do
    - make the Imperial City base-game and tie holding districts into the Alliance War; have scrolls, keeps, and districts interact with each other in meaningful ways (which can be tied to attack and defense of keeps through buffs, rapid transit, etc.)
    - other stuff
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  • Avran_Sylt
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    @Narvuntien

    That already exists in some form. Deep-Taking Resources.
  • xxthir13enxx
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    Hmm once again i’ll Bring up the new Catapult system being implemented creating Zone effects. These will be huge counters to Zerg movements and coupled with players wearing VD defending breaches...KaaBooom!
  • Knowledge
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    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.
  • Avran_Sylt
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    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    Are you talking about the constant rubber-banding of solo-pug zergs between Aleswell-Chalman Ash-Roebeck and Alessia-BRK?

    Cause seriously, learn to read the map. Don't cap resources in those path-lines, unless you want the zerg to come find you.

    Hit the back keep resources if you're interested in smaller scale PvP, but don't get in a huff if those few enemies you've been killing over and over call their own buddies to come and wipe you.

    Cap some resource(s), stealth, and see if the recapping group is something/someone you want to fight.
  • Knowledge
    Knowledge
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    Avran_Sylt wrote: »
    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    Are you talking about the constant rubber-banding of solo-pug zergs between Aleswell-Chalman Ash-Roebeck and Alessia-BRK?

    Cause seriously, learn to read the map. Don't cap resources in those path-lines, unless you want the zerg to come find you.

    Hit the back keep resources if you're interested in smaller scale PvP, but don't get in a huff if those few enemies you've been killing over and over call their own buddies to come and wipe you.

    Cap some resource(s), stealth, and see if the recapping group is something/someone you want to fight.

    Do you advocate zerg gameplay?
  • VaranisArano
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    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    I find it interesting that this is how you define zerg gameplay.

    I couldn't care less about this type of "zerg gameplay" because an organized raid will beat this type of zerg play any day.

    Almost like Cyrodiil was designed for and favors organized raids and the factions that field them.
  • TequilaFire
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    I find players that LOS around trees and rocks and jump from tower floor to tower floor avoiding and then calling it 1vX the most boring.
  • Knowledge
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    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    I find it interesting that this is how you define zerg gameplay.

    I couldn't care less about this type of "zerg gameplay" because an organized raid will beat this type of zerg play any day.

    Almost like Cyrodiil was designed for and favors organized raids and the factions that field them.

    Well, perhaps what you and I define as a zerg is different.

    Using this definition a zerg for me is a "large amount of players."
    Edited by Knowledge on April 16, 2018 2:48PM
  • NBrookus
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    Enslaved wrote: »
    Being an Emperor is great, but there should be benefits for some other players as well, if they are ranked good enough.
    Each alliance top ranked player should have some bonuses regardless of being emp or not. These placed in spots 2-5 should have 2nd tier bonuses, and players from 5th till 10th spot should have 3rd tier bonuses. All bonuses should be significantly weaker compared to what emp would have, but still something would be nice. 1-2-3% more resources, 5-10% more resource regen, 3-5% more resistances, nothing major but still nice. Also, secondary titles could be introduced for players that end on 2nd or 3rd spot in each alliance could be added.

    I would like to see a mechanic where if Alliance A has emp, the highest ranked player online in Alliance B and C get a champion who gets buffs that are some fraction of the emp buffs. This wouldn't hurt the busy campaigns, but would help the underpopulated factions on smaller campaigns which go through cycles of nightcap emp farming fight back. Plus, it rewards steady players with something fun who chose to play underdog factions.
  • LonePirate
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    Superior numbers and/or vastly superior weaponry are what win battles. This fanciful belief that every Cyrodiil battle needs to mirror the movie 300 is absurd.
  • Knowledge
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    LonePirate wrote: »
    Superior numbers and/or vastly superior weaponry are what win battles. This fanciful belief that every Cyrodiil battle needs to mirror the movie 300 is absurd.

    Are you saying that wins battles IRL or just in the game? Because I can give tons of examples of outnumbered nations/states defeating their enemy along with specific battles.
  • Avran_Sylt
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    Knowledge wrote: »
    Avran_Sylt wrote: »
    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    Are you talking about the constant rubber-banding of solo-pug zergs between Aleswell-Chalman Ash-Roebeck and Alessia-BRK?

    Cause seriously, learn to read the map. Don't cap resources in those path-lines, unless you want the zerg to come find you.

    Hit the back keep resources if you're interested in smaller scale PvP, but don't get in a huff if those few enemies you've been killing over and over call their own buddies to come and wipe you.

    Cap some resource(s), stealth, and see if the recapping group is something/someone you want to fight.

    Do you advocate zerg gameplay?

    I advocate leveraging your Strategic, Social, and Combat skills in Cyrodiil.

    So, yes. At its base Zerging is Social Skill. Working together.
  • LonePirate
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    Knowledge wrote: »
    LonePirate wrote: »
    Superior numbers and/or vastly superior weaponry are what win battles. This fanciful belief that every Cyrodiil battle needs to mirror the movie 300 is absurd.

    Are you saying that wins battles IRL or just in the game? Because I can give tons of examples of outnumbered nations/states defeating their enemy along with specific battles.

    For every example you give, there are at least ten times as many counter examples. Your exceptions are not the rule.
  • runagate
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    I could explain that zerging happens naturally when multiple forces from a faction converge on a certain objective because its the most strategically important objective at the time.

    I could explain that PVDoor happens because most PVP players prefer to fight rather than sit and guard the back keeps.

    I could explain that ZOS is making changes to benefit defenders and is going to take the time to see how those changes impact the game rather than implementing any of the OP's suggestions.

    But I think I'm just going to go with this: Cyrodiil was designed for large scale combat on a level that the servers (probably) can't support anymore thanks to a falling population because of various things. It was designed for large battles, groups of 8 to 24 players, and factions that could field multiple large organized raids.

    Of course Cyrodiil favors the factions who can field organized raids! That's exactly what its designed to do!

    OP's answer (paraphrased): organized raids have it too easy, level the playing field for the rest of us who want real PVP and make it more fair for everyone

    My answer: Oh, you can't compete with an organized raid? How sad. Have you tried getting organized yourselves?

    Because Cyrodiil favors, by design, organized raids of any size. Cyrodiil's objective based campaigns favor, by design, organized raids of any size. Numbers will tell, but more often, superior organization and tactics win out (if we're going to conflate both Cyrodiil and history here).

    Get good - No, more than that - Get Organized. If you want to compete in Raid v Raid - and Cyrodiil is by design a Raid v Raid zone, AvAvA - you'd better get organized or you'll continue to whine about how organized raids have all the unfair advantages. No duh. That's what Cyrodiil was designed for in the first place.

    I want to thank you for thinking for those who refuse to and typing all that so I didn't have to.

    Course, to those who can't get along with others and who can't think strategically, or ponder what a groupwide theorycrafting could accomplish, let alone preplanned and practiced tactical reactions to situations, you can continue to sit around trees and wonder why life is so unfair that you can't fight 20 people at once.

    The fact is unorganized "zergs" are startlingly easy to destroy. Duels rarely happen in a war. Success generally depends on specialist roles and coordinated outthinking of your opponent. Which I guess actually is actually is unfair to those who fancy themselves intelligent but aren't and can't get along with others.
  • Knowledge
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    LonePirate wrote: »
    Knowledge wrote: »
    LonePirate wrote: »
    Superior numbers and/or vastly superior weaponry are what win battles. This fanciful belief that every Cyrodiil battle needs to mirror the movie 300 is absurd.

    Are you saying that wins battles IRL or just in the game? Because I can give tons of examples of outnumbered nations/states defeating their enemy along with specific battles.

    For every example you give, there are at least ten times as many counter examples. Your exceptions are not the rule.

    How can something so dynamic with so many variables be a "rule"?

    Lets try it, I will list ten examples and you list ten for each one.

    Battle of Longewala
    Battle of Okehazama
    Battle of Galveston
    Battle of Cerami
    Battle of Cannae (Hannibal was massively outnumbered)
    Battle of Pharsalus
    Battle of Agincourt (Changed combat forever in the 15th century)
    Great Siege of Malta
    Battle of Chancellorsville (Decisive confederate victory. 60,000 vs 133,000 union soldiers)
    Battle of Alesia(50,000 Romans defeat 200,000 Gauls)





  • Avran_Sylt
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    @LonePirate @Knowledge

    Battle favors those with the most power. Be that through sheer numbers, manipulation of resources at hand, proper place/timing, or a combination of all of the above and more.

    Power is the deciding factor.
    Edited by Avran_Sylt on April 16, 2018 3:22PM
  • Knowledge
    Knowledge
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    Avran_Sylt wrote: »
    @LonePirate @Knowledge

    Battle favors those with the most power. Be that through sheer numbers, manipulation of resources at hand, proper place/timing, or a combination of all of the above and more.

    Power is the deciding factor.

    That's not true at all. Your argument provides that your adversary, despite being outnumbered, will always fight you in a pitched battle.

    You can have all of the power in the world but if you can't bring it to bear it counts for nothing.

    There are many ways to defeat an adversary that outnumbers you, has more resources, and is in the proper place. The first way is to defeat the enemy in detail. https://en.wikipedia.org/wiki/Defeat_in_detail

    1862: Stonewall Jackson's Shenandoah Valley campaign, in which Jackson defeated three Union commands (a total of 60,000 men) with his own command (of 17,000 men), by fighting each of the enemy columns in turn while the Union commands were separated from each other by impassable terrain or a significant distance.

    1941: Operation Compass, when the British defeated an Italian force more than four times larger in North Africa by exploiting the fact that the Italian defenses could not support each other.

    If your force is cut off from supporting forces or divided by maneuver its "overwhelming power" will be absent in the conflict.

    Sun Tzu writes: In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory.

    Indirect tactics, efficiently applied, are inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away to return once more.

    A common misconception, with Western ideologies, that lead to the defeat of the United States in Vietnam was that power was the deciding factor in war. General Westmoreland looked at the war like a chess board while HoChiMinh played the Chinese game of "Go". This made the US air power, ground power, and superior technology useless resulting in their defeat.

    In contrast, the allies in WWII used deception to draw superior German defenses away from their landing zone (Normandy) and make the Germans believe they would land elsewhere.

    The allies had literally created "Ghost Armies" that consisted of inflatable tanks and boats. This made it appear that they would invade Pas-de-Calais or Norway. This redirected the enemies superior defensive power making it much less potent.

    Power is only a factor if you allow your opponent to utilize it. Sun Tzu teaches us many ways to counter enemy power.
    Edited by Knowledge on April 16, 2018 3:51PM
  • TequilaFire
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    Is this still a video game forum? lmao
  • Knowledge
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    Is this still a video game forum? lmao

    Yes.
  • TequilaFire
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    OK, can't wait till they ad the boats then.
  • Knowledge
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    OK, can't wait till they ad the boats then.

    There is a boat house in Summerset.
  • josiahva
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    Just like real war...numbers matter, but can be overcome with better tactics...I dont see anything wrong with this...its just how it is...rather realistic. They need to add a PvP area though for small scale...enforced by say, maximum group size of six...and you can only engage with a group that is not currently already in combat...enforced small scale PvP
  • Beardimus
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    Knowledge wrote: »
    Avran_Sylt wrote: »
    Knowledge wrote: »
    I have an issue wrapping my head around people advocating zerg gameplay. For me it's very dull and mindless and I wouldn't want to promote it in any capacity. Hordes of people that have no thought out builds just heavy attacking a small group of people and standing on a flag to gain their AP after an extremely slow and lag filled conflict makes me cringe.

    Are you talking about the constant rubber-banding of solo-pug zergs between Aleswell-Chalman Ash-Roebeck and Alessia-BRK?

    Cause seriously, learn to read the map. Don't cap resources in those path-lines, unless you want the zerg to come find you.

    Hit the back keep resources if you're interested in smaller scale PvP, but don't get in a huff if those few enemies you've been killing over and over call their own buddies to come and wipe you.

    Cap some resource(s), stealth, and see if the recapping group is something/someone you want to fight.

    Do you advocate zerg gameplay?

    More to the point @Knowledge - Do you advocate the ability for defenders to zerg defense quickly? as removing keep cut off would lead to exactly that by those with numbers, and those that are organized.

    Please stay on topic, as you are creating a Straw Man argument again.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
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