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Templar class problems summarized by VR12 Templar

  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    @Poxxerom‌ Great post mate.

    In beta, with the different passives, the Templar was absolutely spot on.
    Now is pants.

    Our simple and only real CC (Binding Javelin), which is single target, doing almost no damage (~200 at VR4) costs 400+ magicka.

    While Shattering Rocks is AOE, doing bit more damage, for LESS magicka with almost three times the duration!!!!!! And Dark Talons is close to it also.


    However, making Dark Flare instant, I believe going to be tad OP.
    Solar Barrage morph makes more sense imho, because exactly is instant.



  • XquixoticalX
    XquixoticalX
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    @Soloeus‌ Was he calling for Sorc or any other class nerf? Maybe I missed that part, I read it a bit fast. To me it seems more like he was just laying out the comparison to demonstrate the large gap there and pleading for some improvements/fixes to the templar build. Not everyone thinks balance equals I get improved and you get nerfed. One side can come up to meet the other.

    Chill.
    ~ Belle Folie

    "I'm here to kick ass and eat sweetrolls. And I'm all out of sweetrolls."
  • Mortosk
    Mortosk
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    AngryNord wrote: »
    anakaki wrote: »
    Don't you think they are aware that sorcs deals 800-900 single dps to our 300-400ish? Ofcourse they do. Otherwise they wouldnt have playtested the game.

    What?? They playtested the game??

    No, they only play tested Nightblades. That road ahead dev is upset cause his character can't pew pew good, so he's going to make sure they buff them up real good, and nerf Templars, DK's, and Sorcs more, cause he doesn't play those, so why should he care? Anyway, then he will pew pew better and win at PVP.

    They have no idea how bad Templars are. If they did, they would have buffed us already. I'd like them to experience what it's like to run out of Magicka constantly, because we have no combat magicka regen and stand there swinging a sword doing 60 damage while stuff shreds through your heavy armor like you are wearing a suit of paper mache. Even between fights, we have to wait for what seems like forever for our OUT OF COMBAT magicka regen to fill our bar. The down time is pretty ridiculous.

    I seriously wish one of them would play a Templar and see that for themselves, since they obviously haven't tested one up until this point.
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • JokazWild
    JokazWild
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    I am also a VR12 templar, and i agree with most of this. I do use the cleanse and honor the dead for a little regen as an oh *** i need to heal for a lot in a pinch. Mostly just use rapid regen, illustrious healing and purifying ritual for massive group health regen. I use The healing Ulti too.

    Templars DPS is a joke, and i really wish they would bring other classes up to the level of sorcs, or what DKs used to be, instead of nerfing everything into complete uselessness.

    It would only take a few tweaks here and there to make it so much better, or even add a little bit of mana regen ANYWHERE so we could at least maintain something of a DPS rotation.
  • Deinokb16_ESO
    Deinokb16_ESO
    Soul Shriven
    Templar VR12 here, completed everything in game as Dps. There is only a single build that let Templars go next to 800-900 dps. But I agree with almost everything you posted there, because I don't like to be attached to one optimal build to be usefull. So my aswer is Unsub, I did, today is my last day, and probably my last post. They lied to us, they said "become the character you want" that was true till Trials, it's not true anymore.
  • Poxxerom
    Poxxerom
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    There is a build that let Templars go next to 800-900 dps.

    Would you care to post your build that can output 800-900 ranged DPS to a single target as a templar, solo and not in a group ? ( basically what a good sorcerer can output now). I would love to see how you achieve anything more than 350 DPS, let alone 900 DPS.

    I call troll, but I'm willing to be proven wrong: A link to esohead with your build and a DPS rotation, then I will test it out in game and let you know the results. also please post a screenshot of the DPS results here.

    Make sure that your DPS is measured as follows:
    - Not in a group and no help from another DPS sorcerer to boost your DPS
    - Ranged DPS, no melee
    - Single target, no AOE

  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Templar VR12 here, completed everything in game as Dps. There is only a single build that let Templars go next to 800-900 dps. But I agree with almost everything you posted there, because I don't like to be attached to one optimal build to be usefull. So my aswer is Unsub, I did, today is my last day, and probably my last post. They lied to us, they said "become the character you want" that was true till Trials, it's not true anymore.

    Dude, that is almost impossible.

    However we would like to see your build, and rotation.

    Assuming you are not a vampire.
  • XquixoticalX
    XquixoticalX
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    Well, conveniently, today was his last day as he mentioned that he just unsubbed. So he won't be able to screen shot that amazing DPS happening. I would still love to see the build though. Even if he was exaggerating the numbers, if he has a good DPS templar build I'm intrigued and want to learn more. So yeah man, please show us how you built!
    ~ Belle Folie

    "I'm here to kick ass and eat sweetrolls. And I'm all out of sweetrolls."
  • Kililin
    Kililin
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    If you just had left out the lengthy comparison to sorc at the bottom of your post would be very good.
    This way it sounds a little like another nerf request, which i dont think it is.

    Your class has problems, it should be fixed. Other classes having or not having these problems does not change it.
  • Deinokb16_ESO
    Deinokb16_ESO
    Soul Shriven
    Yes, I can post you the build + rotation:

    Sets: All Light: 5 Night Mother's Gaze + 3 Willow's Path (All magicka enchanted +Thief mundus + divines trait) + Neck/Rings with weapon dmg enchant. Fire staff (Mothers Gaze + Crit trait).

    Single target spell bar: Power of the Light (Dawn's Wrath) / Elemental drain (Dest staff) / Crushing Shock (Dest staff) / Vampire's Bane ( Dawn's Wrath ) / Inner Light (Mages Guild). Ultimate: Flawless DawnBreaker (Fighter's Guild).

    * I use Weapon dmg on jewellery and Fighter's guild ultimate because my main dmg source is Crushing Shock, it gets more dmg base from weapon dmg and crits with Spell Crit.

    Rotation is: Elemental Drain (17s)-> POL( 3s.cast/7sec) ->Vampire's Bane (Burn 7 sec)-> Crushing Shock x 3 -> Elemental Drain...

    *If another player in raid is using Elemental Drain, you can skip that one, and add one Utility spell on your bar (You will need more magicka pots bacause you won't get magicka back from Elemental Drain's debuff, needs to be casted by you).

    AOE/utility Spell bar: Volcanic Rune (Mages Guild) / Elemental Blockade (Destro Staff)/ Fire Ring (Destro Staff) / Utility (Annulement/Immovable/Siege Shield...)/ Inner Light (Mages Guild). Ultimate: Solar Prison (Dawn's Wrath)

    Rotation is pretty elemental here: Volcanic Rune to disrupt healers/casters, Elemental Blockade ->Fire Ring x2-> Elemental Bloackade...->

    Wish it can help someone.
    Edited by Deinokb16_ESO on June 7, 2014 11:46AM
  • anakaki
    anakaki
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    Yes, I can post you the build + rotation:

    Sets: All Light: 5 Night Mother's Gaze + 3 Willow's Path (All magicka enchanted +Thief mundus + divines trait) + Neck/Rings with weapon dmg enchant. Fire staff (Mothers Gaze + Crit trait).

    Single target spell bar: Power of the Light (Dawn's Wrath) / Elemental drain (Dest staff) / Crushing Shock (Dest staff) / Vampire's Bane ( Dawn's Wrath ) / Inner Light (Mages Guild). Ultimate: Flawless DawnBreaker (Fighter's Guild).

    * I use Weapon dmg on jewellery and Fighter's guild ultimate because my main dmg source is Crushing Shock, it gets more dmg base from weapon dmg and crits with Spell Crit.

    Rotation is: Elemental Drain (17s)-> POL( 3s.cast/7sec) ->Vampire's Bane (Burn 7 sec)-> Crushing Shock x 2 -> Elemental Drain...

    *If another player in raid is using Elemental Drain, you can skip that one, and add one Utility spell on your bar (You will need more magicka pots bacause you won't get magicka back from Elemental Drain's debuff, needs to be casted by you).

    AOE/utility Spell bar: Volcanic Rune (Mages Guild) / Elemental Blockade (Destro Staff)/ Fire Ring (Destro Staff) / Utility (Annulement/Immovable/Siege Shield...)/ Inner Light (Mages Guild). Ultimate: Solar Prison (Dawn's Wrath)

    Rotation is pretty elemental here: Volcanic Rune to disrupt healers/casters, Elemental Blockade ->Fire Ring x2-> Elemental Bloackade...->

    Wish it can help someone.

    Why would you cast vampire bane after PotL? That will cost you dps instead of gaining.
    Edited by anakaki on June 7, 2014 11:13AM
    Death Recap for Templars
    Have you tried rerolling to a Sorcerer or Dragonknight?
    Templars do more dps than DK's.
  • sigsergv
    sigsergv
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    I don't see templar skills there. It's twice frustrating.

    edit Was wrong, found one.

    edit2 And other one. Thank you, looks promising.
    Edited by sigsergv on June 7, 2014 11:34AM
  • anakaki
    anakaki
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    sigsergv wrote: »
    I don't see templar skills there. It's twice frustrating.

    edit Was wrong, found one.

    There's 2. PotL and VB.
    Death Recap for Templars
    Have you tried rerolling to a Sorcerer or Dragonknight?
    Templars do more dps than DK's.
  • sigsergv
    sigsergv
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    I'm using similar rotation for aoe (with frost staff it seems to much lesser chance to power attack for mobs), unfortunately it requires fine timing because if I place rune too early it won't stun them, if too later they will spread and kill me very fast. But for pure melee bobs it's working really good.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Indeed. only 2 spells and 1 ultimate from the Templar lines.
    So it could even be an NB, and do the same (if not) more damage with that spec.
    Or a sorcerer.

    Hardly a "Templar" to be honest.
  • dodgehopper_ESO
    dodgehopper_ESO
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    I'd rather see them do something really cool with our Stamina damage. How cool would it be if Balanced Warrior was actually strong? How cool would it be if the cost reduction on the final Dawn Wrath passive were actually strong. How cool would it be if our comparable skills with other classes were actually comparable (Ie: Sun Shield compared to Dragon Spike armor or Sorc Bound Armor). The biggest problem with Templar is the abilities are slow charging, long animation, situational, high cost and terrible at CC. There are some great Templars out there, but even at first glance its pretty obvious they need some looking over. My first character was a Templar, and when I looked at the abilities compared to the other classes, I went in with my eyes wide open that it wasn't going to be the strongest. I'm likewise hopefully that they'll find a good balance. I'd personally love to see them at least give us some solid Tanking Morphs of abilities, and rethink a lot of the passives.
    Edited by dodgehopper_ESO on June 7, 2014 12:39PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • reggielee
    reggielee
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    and this.. the lack of templar skills in anyones rotation in order to survive and/or be competitive is what is wrong here.

    for weeks now my current toolbar is more and more guild, armor, weapon skills with templar ones being shelved as just not cutting it.

    something wrong with that

    reading the posts on VR healing tho, now that is depressing. am about to go vet and so far was very happy with my templar healing abilities so I have only leveled one restor staff ability. now im hearing that a full templar healing bar in vet is not worthwhile? that was one build I was happy with.................

    :(
    Mama always said the fastest way to a man's heart is through his chest.
  • Wintersage
    Wintersage
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    Lynx7386 wrote: »
    Templar and nightblade didnt come into the mix until beta was nearly over, hence why those two classes are suffering so much - they -werent- playtested like they should have been.
    What? I've been playing Templar since last July. And even then, that was after the famed Bowplar.

    As for me my opinion is that ZOS finds themselves in a "damned if you do, damned if you don't" situation. Right now, light armor stick-carriers reign supreme, and everyone is crying for nerfs. And because of that, they are afraid to buff us. And it might be quite some time before we see any meaningful change occur.

    Which would certainly explain all that quiet.

  • Kililin
    Kililin
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    @Wintersage‌
    They should simply bring Armor and Weapon Skills in line.
    If its done they can start balance class skills lines.
    I dont see the damned if you do part.

    It is problematic that they do not see it, the puncturing strike change is probably welcome, but it also is best used by LA/Staff, at least that would be my first evaluation.
  • Tabbycat
    Tabbycat
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    Templars were originally nerfed because they were able to solo way too much stuff during PTS testing. Sadly, ZOS hit them far too hard with the nerf bat. I remain hopeful that if enough people stop playing Templars, ZOS will realize the class is no longer fun to play.

    I've tried several times to play the Templar. I've tried bowplars and resto staff templars but it just feels like slogging through a bog compared to playing a sorcerer.
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • Dralik
    Dralik
    +1 to the op still waiting some answers from the devs about this problem
  • Mortosk
    Mortosk
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    Dralik wrote: »
    +1 to the op still waiting some answers from the devs about this problem

    I would love to hear something, anything, that the devs understand Templars are in a really bad place and need work no matter how general and how far out the fixes will be. That would give me hope to continue playing this game.

    When you make a last minute change in Beta, it has major ramifications to the class, and when they change something--they do not do subtle at ZOS, they do not understand the word.

    Perhaps there's a chance one of the devs reads this thread, and checks out this reddit article about what effect this change had on the class. This was written 3 months ago, BTW:

    http://www.reddit.com/r/elderscrollsonline/comments/1zwa6u/an_in_depth_look_at_the_restoring_spirit_nerf/
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • noah_Skeennub18_ESO
    noah_Skeennub18_ESO
    Soul Shriven
    The communication from this company takes too long. Progression bugs reported on the customer service forum (see imperial infiltration) take 3 days + to even acknowledge - and then a week to address. I doubt we'll see Templar issues even acknowledged within the next month. The fact that the game is selling for less and less everyday online or in retail stores is very telling.

    They just don't give a damn about their customers. The road ahead mentions NOTHING about Templar issues and NOTHING about Stamina build issues. I think we should all give them a vote of no confidence and walk away with our money. I would LOVE to see someone from Zenimax post in here. I would LOVE to know they're listening. Give us a reason to keep paying you guys.

    Changing a class 2 weeks before launch with 0 play test time is a bit crazy to begin with. Ignoring your customers who are experiencing problems keeping up with every other class for 2+ months is crazy. Showing the new content with a NIGHT BLADE healer instead of a TEMPLAR (when you can have all four classes in a party) is just insulting.

    @ZOS_GinaBruno I would love to know what you guys think about the Templar class. Can you ask your Developers to give us an update? Please?
  • MasterSpatula
    MasterSpatula
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    Great post, but I fear Zenimax will read this and their takeaway will be "nerf Sorcerer" instead of "fix Templar."
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Lynx7386
    Lynx7386
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    Take a look at the proposals in this thread and comment/support it:
    http://forums.elderscrollsonline.com/discussion/108481/suggested-changes-to-templar-abilities#latest

    We dont need a complete overhaul to be on par with other classes, but there are some mechanic changes and number tweaks that are going to have to be made. Get some posts going and maybe ZOS will listen.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Selstad
    Selstad
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    It's strange that they managed to unbalance the game as much as they did during production. Beg the question if they actually did a proof testing while their QA team went through this game.

    In terms of Templars I'd say their solution is buff them up to be on-par with sorcerers, both in terms of mana regain and DPS. Same reason I think that "nerfing" DKs are fine, any class doing less or more damage than what can be deemed fine by the standards the game invokes, needs adjustments.

    Though, I doubt that they will manage a balance or even a semblance of balance in this game, as they've pretty much painted themselves up in a corner, and with no windows close by, there aren't any easy escapes for them other than waddle through the painted area. That is, rework their entire skill setup.

    The biggest problem is that you have so many choices and combinations to choose from, and balancing out something as open as this system is a pain in the bonkers. I think that in a sense, the traditional MMO setup with class specifics only is the best way to go, as you then only have to balance the class and don't have to consider other skills outside of the class' abilities. Yes at basics, the weapon skill messes everything up. What they could do is bake the weapon skill line in on the class trees with what is most normally done by that class (bringing back the class specifics again). 2 Handed and 1H / shield would be specifically be for Dragon Knight and Templar classes and appear as part of the "class skills" on those 2 classes. Dual wield and bows would be for nightblades, while sorcerers get the staff weapons tree. Similar, the armour would be reworked into class skills, designed for what that class normally should be wearing. DKs and templars would have the heavy armour trait, nightblades the medium armour trait and sorcerers the light armour trait. You'd have to tweak the heavy armour a bit, to have a skill set specified for templars with healing spells on their bars, passives to magica and magica regen.

    Similarly, the attributes would be redesigned. DK, Templar and Nightblades would be using Stamina, and stamina would be buffed to be on-par with magica. Magica would be designed for sorcerers only except templar healing builds.

    This way, Zenimax would only have to balance class and not skills. Problem is that they "balance" one skill, and 2 seconds later, someone figures another way to combine skills to make them do the exact same thing they did before the balance.

    There is a reason that MMOs hold to a more "rigid" system in terms of class and doesn't do it as open as RPGs are. The balancing is a nightmare, and I do feel both for templars and their under-performing, and for DKs who unintentionally does better than they should due to how the system is build up. I think that a complete redesign is the only way to actually start a semblance of balance in this game, as right now they're chasing a whole flock of rabbits and they have no idea which rabbit to go after next. It's a complete mess.
  • Tankqull
    Tankqull
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    Hi VR12 Temp here aswell
    ZOS has to do either of two things either bring them in line dps/mitigation/utility wise with the trhee other classes or make them an outstanding supporter that overwhelms any other class in this regard to justify the current values.

    as im a dedicated healing supporter the last 14 years i am a bit biased into that last direction - and that was the sole reason playing the templar...

    my proposed changes:
    1. make the skills atleast do what the tool tip states... e.g, luminous shards(spear shards morph) indicates a magica over time reg wich is not happeneing after synergy activation, honor the dead no explanation needed i guess :P way to much of our abilities are not doing what the tooltip is indicating...
    2. class skill magicka cost needed to be reduced to values the 3 ather classes do have
    3. skillchanges id like to see:
    a)spear shards: luminous shards: synergy grants 25% stamina AND Magicka + 25S/Mper second for 10seconds and the locout timer of the synergy reuse hast to be taken away or at least halfed. blazing spear change the morph to a 6-8 sec ae disorient
    b)solar flare: dark flare: make its DPS and dmg/magicka-ratio atleast match the values of sorcs Crystal /shards Fragments this can be achieved by increasing the dmg or reducing its CT up to making it an instant and severe magicka cost reduction
    c) change backlash to be some kind of finishing ability like mages fury keep it as it is but once the target drops below 50% it explodes when ever the internal dmg softcap has been reached. make multiple backlashes from different casters stack like deadric curse
    d)eclipse change total dark morph to be a selftarget 4sec reflect all spells ability like DKs reflective scale increase unstable chore to 7sec duration
    e) blinding light make it as usefull as DK´s ash cloud 50% for 4sec is far inferior to 30% for 18sec ... especially when the ability costs over 20% more magicka ...
    f) sun shield reduce the magicka reg lockout to a 50% reg reduction
    g) puncturing strikes get completly rid of all 1.1.2+ changes(GCD&magicka cost increasement burning light procs seem to be stealth nerfed aswell with that ability i´m below 15%procs on activation while other abilitys are at 25%...) cope with bots in another way then by destroying the only existing templar melee ability... and actually reduce its former costs instead of increasing it.
    h) restoring light line in general increase all healing values by 15-20%
    i) healing rirual either increase the range to 28m or increase RoR CT reduction to make it casted in 1second increase the lingering tick of LR to 400hp healed
    j) restauring aura: change radiant aura from 80% increased regen to an actual 40point stam/life tick per second, repentance add to its current behaviour a 10sec duration 15point lingering stam/HP regeneration
    k)rune focus change the layout of that ability unmorphed to a toggle ability that grants armor/resistance and 60stam/magicka reg per second change the morphs to be non toggled abilities but runes as they are now but with to 12m increased area off effects make channeld focus generate 120magica per sec but no stam while restoring focus generates 120 stam/s and no magica armor/resi buffs are only applied for both while beeing within the rune circle.

    that would be my
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Baphomet
    Baphomet
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    A good place for Zenimax to start is to look into restoring aura and restoring spirit. Templars can dish out superb burst damage but they lack resource management.

    If restoring aura would restore magicka and stamina and restoring spirit made more efficient, I think a lot of woes would be addressed right there.
    - The Psijic Order
    - TKO
    - Dominant Dominion
    - The Noore
  • XquixoticalX
    XquixoticalX
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    @ZOS_GinaBruno‌ ? Anyone? Someone please get them to at least acknowledge these problems in the next road ahead post...it's discouraging to read through that entire thing and see no mention of what is essentially a game breaking problem (because the build doesn't work as it should and is useless in VR grouping) for 25% of the player base.

    If we were at least told that they ARE AWARE OF THE ISSUE AND INTEND TO ADDRESS IT IN A FUTURE PATCH then it would keep me subbed for a bit longer and I could patiently wait for our turn to be fixed. But I need to know (and soon) that it will happen, or I'm going to unsub. I can't justify putting a year into this game at $240 ($15 a month plus my $60 purchase fee) if it's essentially broken for the type of class I prefer to play. That's a LOT of money to invest in a video game that IS BROKEN. I understand that the skill system in this game is super open and something kinda new and that it will take time to perfect.

    But for the love of GOD, please ACKNOWLEDGE that the devs have these fixes on their to-do list. (Acknowledgement of the broken vampire skill line passives and feeding level issues with it resetting on zone change - and having to relog after you die or you lose your stealth bonus which is really the only reason to be a vamp these days - would be nice too!)

    PRETTY PLEASE WITH MOON SUGAR ON TOP.
    ~ Belle Folie

    "I'm here to kick ass and eat sweetrolls. And I'm all out of sweetrolls."
  • drogon1
    drogon1
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    Wow. Most depressing post I've read this morning. My faith in the ESO devs is strained to say the least (I have already cancelled), but if what the OP posts is even somewhat accurate, then heads should roll at Zeni.
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