The PTS is out but I will not be removing any item from these lists until they are fixed on live!
The idea for this post started in the class discussion but when I received more and more messages with suggestions that fell outside of purely classes or skill, I decided it needed to be moved to another place. Unfortunately, there is no general discussion forum, all the specific forums seem to be rarely viewed by devs, and don't have enough traffic. They mostly seem to be echo chambers for arguing the same few issues. Thus, I decided here was the most appropriate place to post this.
The changes I've made for this version are to only include things that are bugged, have a component of them that doesn't function as intended/well, or are so grossly out-balanced that it should be obvious
Let's begin.
Forum Issues
1. As noted above, there is no general discussion forum. While specific threads and forums are nice, sometimes a thread doesn't really fit anywhere and needs to be viewed by a high volume of players. A general discussion forum would fit that really well.
2. The Dev tracker needs an option to filter by language and a working filter by time option. Having to sift through multiple languages and view the time on even the top posts to see if they are really the most recent is pretty frustrating.
Chat issues
The disconnect between
@name and character name is really annoying at times. Let's say you are in a guild. You invite everyone to your group (but not from guild chat because you can't actually do that...yes I realize it's because of multiple factions within a guild or something like that but really, you could code around that) only to not know who anyone is because you now see character names instead of
@names. There needs to be an option to view
@names of guild members while in a group or something like that.
Guilds
Guilds could use more ranks which would allow for more diverse permissions.
Guild permission changes often fail and do nothing. We turned off talk/listen in guild chat at launch so we would know if permissions were ever fixed. So far everyone can still talk/listen so the permission change did nothing.
The Guild Shop is a mess. There's a great mod out there that makes it slightly less trash but that should really be baseline. Gems for crafting seem to show up in no category. You can't really filter Vet only gear or items.
Mail
COD sales are taxed in a additive manner. To CoD one item is a flat 10 gold + 10% tax. Every additional item added is an additional 10% tax for a total of 70% tax. That's incredibly dumb and it should just be a flat tax. Even if as a flat tax it was 20%, it would be really high.
Suggested Interface Improvements
A few of these are in-game as add-ons but they should be core features of the UI.
1. Shift+Click to link items.
2. Ability to natively color chat channels.
3. Dressing Room to preview the look of items.
4. Native gear manager.
5. Ability to copy+paste text from chat window.
6. Ability to make group changes from the main screen without pressing "P". Most games feature the ability to just right click on group member portraits or names to make group changes. That would be a really nice feature.
7. Togglable audio notification for tells.
8. Toggable chat fading.
9. Some sort of improved targeting/interface for group encounters. Assisting, marking, threat indications, really just anything to make group fights less of a mess, especially with trials coming in Craglorn.
Ability and Stat Problems
1. There is no uniform scaling of abilities. The core theory seems to be that weapon skills should scale with stamina, weapon power, and melee crit while spells scale with spell power, magicka, and spell crit. This is not the case. Some class abilities scale with melee crit or stamina. Or even in the case of some Dragonknight abilities, health. The scaling should be uniform by type and/or listed on the tooltip so people know what actually improves their ability.
*This strange scaling is apparently intended based on the comments of some recent thread. Still dumb though*
2. The same is true for armor and spell resistance. Some class abilities go against armor, some against resist. Same with some weapon skills. This is something that needs to be made clear.
3. Attack speed and what it affects should be clarified. Some things benefit from it, some do not. Needs uniformity.
4. Specific resistances (fire, poison, etc.) should be displayed on the character sheet. While we're on the subject what is disease resistance and why is it different than every other resist in values.
5. Bolstering often reduces armor and other stats if you are not yet 50 especially bonus stats granted from abilities.
*FIXED ON PTS*
6. It should be clarified what stats actually affect healing (if any). There are several heals that can't crit or don't improve with stat improvements (at least not in an obvious way). That needs to be addressed.
7. Skill lines can become bugged and unable to gain any more skill line experience. It is unclear what causes this.
8. Because of soft caps, some passives and skills are near useless. A good example is the circle of protection morphs. One fears undead, the other increases health regen by 25%. Because of the softcap, that 25% is really 12.5%. That's a pretty big decrease in effectiveness. Maybe if they gave some flat amount not affected by the softcap they would be less terrible.
Combat Problems
1. While useful, animation cancelling really shouldn't be a thing.
2. Characters will somtimes break and be unable to execute any abilities. Pressing ESC several times often fixes the problem. Occasionally, the problem is only fixed through relogging.
3. Heal targetting can be a nightmare especially in encounters where you have npcs or companion pets. Heals will often hit companion pets or npcs instead of players. If you don't have a player perfectly targetted, the heal often won't hit them. Removing the ability of heals to hit companion pets, npcs, or adding a defensive target would fix many of these issues.
4. On several mobs, the "This mob is too powerful for that effect" message pops up when using debuffs. This is supposed to mean that the debuff doesn't work on them. However, some abilities have multiple debuffs with some working and some not working. It's unclear what does and doesn't work. Additionally with some DoTs that also have a debuff component, if the debuff fails, so does the DoT.
5. Several projectile based abilities will randomly move extremely slowly and not deal damage until they heal.
6. AoE, Line, and Cone attacks seem to have very small verticality and will often not hit mobs or players standing up a ramp from you.
*PARTIALLY FIXED ON PTS*
7. After a seemingly random period of time, characters will lose all of their ultimate they have built up. Not sure the criteria for this because I can log without losing it and can travel around without losing it most of the time. It just drains out sometimes. Is there intended decay? And if so, what is it?
8. Weapon swapping will frequently bug out in a number of ways included but not limited to: Giving you one bar's weapon and the skills of another bar (which are often usable even if you don't have the right weapon equipped), failing entirely and locking up so that you cannot swap weapons at all, preventing you from swapping to some weapon sets (often dual wield), randomly unequipping your weapon, or flat out not working at all.
Inventory and Interface Issues
1. Items frequently don't stack in your inventory, banks, or guild banks.
2. Not being able to see accurate buff and debuff tracking causes lots of issues. It's difficult to tell if abilities are working properly. Additionally, there are several boss fights that are dependent on a debuff being cleansed. If you design encounters around debuffs, you need to let us see them. If you don't want them on the default UI, at least unlock the API in that regard.
Respecs
Upon a respec, a skill may not be refunded. If this happens, the skill point is still invested in the skill but the skill becomes unusable and no points may be put into the skill. This means that the skill may not be used, advanced, or morphed.
Leveling and Progression Issues
Dungeon XP: It's understandable that ZOS didn't want people mass grinding dungeons to quickly hit 50 but the dungeon xp change went far too much in the other direction. Now dungeons while leveling are worth next to no experience and are really only to be done once for the skill point. They should be a viable xp option.
PvP XP: Similar to dungeon XP, leveling by PvP should be a viable option but right now the experience is minuscule. Yes, people abusing the kill player's quest may have been a problem but instead of just totally killing PvP leveling, you need to come up with a better system. *PARTIALLY FIXED ON PTS*
General Skill Problems
Many passives, especially stealth passives, fall off upon death and require a relog or rezone to fix. *MANY PASSIVES ON DEATH FAILING FIXED ON PTS*
Templar
Numerous visual bugs with abilities.
Aedric Spear
Spear Shards: AoE targeted but disorients a single enemy in the AoE. Unless there is one enemy in the AoE, you aren't going to be able to pick your disorient target. It's just a roll of the dice. It would be better as a group snare, or knockdown, or even make it disorient your current target if that target is in the AoE. Will sometimes graphically bug and appear horizontal or not at all.
*Graphical bugged fixed on PTS*Dawn's Wrath
Solar Barrage: Visual bug where it creates a border of light around your screen. (Reported by aaron)
Backlash (and all morphs): Some general weirdness with the damage storing effect. Some sources seem to count to it and some don't. Seems to store up less than the listed amount.
Enduring Rays: Increases the duration of Sunfire but does not actually increase the damage. Because of this they do the same amount of damage just over a longer period of time, effectively nerfing it.
Restoring Light
Breath of Life: 1. Reports of it being unable to crit. 2. The smart heal component isn't so smart. It often heals full hp targets, companion pets, or npcs in the area over players. It shouldn't ever hit npcs or companion pets over low health players. *Inability to crit fixed on PTS*
Honor the Dead: Only restores mana if the target is under 50% at the end of the hot. The tooltip makes it sound like it should restore this mana at the first of the heal not the end. Restoring at the end of the ticks is pretty bad design and largely useless.
Repentence: Beams of light similar to those when will frequently randomly hit the player from miles away even when the ability isn't activated. They don't seem to restore anything.
Healing Ritual: As with all AoE heals, the healing component is often broken by slight height differences (ramps), small objects, and lots of things between the healer and the target. This should always heal anyone within the area of effect.
Cleansing Ritual (and all morphs): Only the first tick of the healing area actually works. The other ticks do not activate unless you run out of the aoe and run back in. Some people report very different behavior with this ability. Not sure what's going on.
NightbladeAssassination
Death Stroke: The animation will play but the ability will sometimes fail.
Teleport Strike: Sometimes, animation will play but ability will fail. Might be miss related.
Mark Target: So many reports of it working and not working. There is something screwy going on here than makes it fail or not work properly but not all of them time or with all characters.
Pressure Points: Appears to be nonfunctional or only giving small amounts of crit regardless of number of abilities slotted. Or doesn't affect tooltip.
Haste: Doesn't seem to work with any weapon.
Shadow
Shadow Cloak: Fails constantly. Often won't be visibly invisible even though you are invisible to mobs.
Dark Cloak: Does not remove several bleeds or debuffs.
Veiled Strike: Reports of it not activating. Even if it activates, the stun often doesn't fire. Movement speed is lost upon death and requires relog.
Concealed Weapon: Some weirdness about the stealth increase. Reports of it not working. Reports of the speed being based on if you had it slotted when you stealth. Deserves a look either way.
Aspect of Terror: Fear doesn't always last 4 seconds even against npcs.
Summon Shade: Stops attacking when its initial target dies.
Shadow Barrier: Often (maybe always) doesn't increase armor when popping out of stealth.
Siphoning
Strife: Lots of buggy behavior. Sometimes doesn't heal at all, sometimes doesn't heal enough, sometimes heals too much.
Siphoning Strikes: Seems to be returning less healing that the tooltip indicates.
Cripple: Reports of it not properly leeching speed. DoT does not work on mobs that can't be snared.
Sap Essence: Can't crit. Seems to not trigger frequently. *FIXED ON PTS*
Magicka Flood: Doesn't properly scale for each ability slotted.
Dragonknight
Several abilities scale based on health rather than magicka or stamina however nothing in the tooltip would indicate this.
Take Flight: Can fail to execute and leave your character in flight mode unable to do anything.
Ardent Flames
Molten Whip: The slotted passive has no way of telling it really work other than comparing damage before and after because it doesn't affect the character sheet. Even when charting out the numbers, it seems to not work.
Sea of Flames: Only restores mana if the mob dies to Sea of Flames itself.
Sorcerer
Ball Lightning: Does not absorb projectiles properly.
Pets are a huge mess. Bad AI, poor damage, no health bars, frequently despawn upon zoning or other actions, impossible to tell whose pet is whose in a group dungeon, and so, so, so many other problems. Pets from MMOS made a decade ago worked better than these. They just need complete overhauls. And better tools to control them so that you can actually direct what they do. How are we playing an MMO in 2014 without pet controls?
Two HandedOne Hand and Shield
Puncture: Doesn't work on most boss mobs which is exactly the type of mobs you would expect and want a debuff like this for.
Low Slash: See above comment about debuffs.
Battlefield Mobility: Seems to not increase movement speed or at least not on all characters.
Invasion: The tooltip should indicate the maximum and minimum duration based on range.
Dual Wield
Twin Blade and Blunt: Doesn't seem to affect weapon critical when using daggers. Or if it does, does not affect critical tooltip. Either way, needs some clarification
Bow
Bows seem to generally have issues with attack speed affecting them as well as other stats.
Scattershot: Sometimes doesn't hit targets while moving.
Restoration Staff
Something on this skill tree should tell people that heavy attacks restore mana because that's very unclear.
Grand Healing: The AoE is about 50% larger than the reticle and graphic.
Regeneration: The smart heal can and often does hit npcs and pets.
Cycle of Life: Really unclear tooltip. Should say "Increases damage by 1%" instead of "Deals 1% Damage"
Light ArmorMedium Armor
Athletics: "Increases sprint move speed by 2% and the stamina cost of roll dodge by 2% per piece of medium armor equipped. Current bonus : X%" Does this increase the cost of dodge roll or decrease it and is just really badly worded? (Reported by Grithok)
Heavy ArmorSoul MagicVampire
Vampire ability cost reduction from stages doesn't seem to last through zoning and various other situations. There are even weirder bugs with this as well. Sometimes the cost reduction works but doesn't display on the tooltip and often won't let you cast the spell at the actual cost because the tooltip doesn't update.
Example: The cost of Elusive Mist is 140ish for me at Stage IV. The tooltip says 500. I can't cast it unless I have 500 mana because the game thinks that is is the cost however when I cast the ability it only costs 140.
Clouding Swarm: Doesn't seem to work against NPCs.
Devouring Swarm: Heals the player even during Elusive Mist
Poison Mist: Tooltip indicates it ticks every 0.5 secs for 4 seconds. This should be 8 ticks. It's currently only ticking 3 times.
Dark Stalker: Passive removed by death. Must trigger a loading screen or relog to fix.
*FIXED ON PTS*Werewolf
Leader of the Pack: Any action can bug it and cause you to shift out of form prematurely.
Pounce: If a target dies while you are pouncing it, you can become stuck in the pounce animation and unable to do anything until you shift out.
The cooldown on the ability to bite other players will sometimes break and require far took long to cooldown (reports of it 43 days on the cooldown).
Being cured of werewolf does not reset your skill points spent in werewolf.
Fighter's Guild
Silver Lash: Takes two activations to do the pull with a high stamina cost. Activating the pull should be cheaper or free to make it a viable choice.
*Cost significantly lowered on PTS*
Expert Hunter: Doesn't work with other abilities that have similar damage procs like Lightning Form and Lightning Pool. Also, really needs an indication where it refreshes because it's impossible to know if it's still up unless you see the procs.
Bounty Hunter: The quests are boring and have really poor rewards. Should be reworked.
Mage's Guild
Meteor: Doesn't count as a slotted ability for Magicka Controller.
Mage Light: The crit sometimes fades and must be recast to fix.
Degeneration: Doesn't seem to be tracked in such a way that the heal from it can be properly parsed so it's difficult to tell how useful it is.
Equilibrium: The player will often be unable to receive healing from any source for a few seconds after casting Equilibrium.
Everlasting Magic: Increases the duration of Scalding Rune and Degeneration but does not actually increase the damage. Because of this they do the same amount of damage just over a longer period of time, effectively nerfing them.
UndauntedRacialsImperial
Red Diamond: Seems to activate way more than 10%.
Orc
Brawny: Reports of the Stamina Component not functioning.
Trade Skills
Sometimes a character will become bugged and unable to refine any materials or a specific material type. Link to thread describing issue:
http://forums.elderscrollsonline.com/discussion/85874/can-not-refine-any-raw-materials
When are we getting Jewelry making back?
Alchemy
Snakeblood: Has no effect on potions consumed or crafted.
Enchanting*Lots of Fixes on PTS. However, the exp curve is still miserable.
Enchanting leveling is the worst grind imaginable. Rune discovery grants a decent amount of experience but actually crafting a run often grants less than half a % even if it's the highest tier you can make. The only way to level enchanting is to disassemble dropped glyphs or glyphs made by others. However after a certain point (around 30) these gives so little experience that it takes 100 or more to level. The exp values for this skill really need to be examined.
Glyphs should show both the bonus they give to a large piece of gear and a small piece of gear.
Potion cooldown reduction glyphs are non-functional.
*FIXED ON PTS*Fishing
Really needs some love. I get why you removed it providing material for provisioning but right now it is really useless except for achievements.
Provisioning
Item drops by tiers are a bit screwy. The fourth zone of each faction (Alik'r for DC) drops level 40 provisioning materials despite that zone being largely level 30 content. The final zone drops level 50 provisioning mats despite being pre-50 content. 50 materials drop in all subsequent content as well. The fifth zones should probably drop level 40 mats and 50 mats should be reserved for Cryodil, Coldharbor, and early Vet content.
Speaking of Vet content, Vet zones usually drop the provisioning mats that the non-vet version would drop.
Vet 5 food is only Cyrodil or grocer. Which is really dumb.
There are two versions of Jazby Grape. One is a core crafting item. The other is an improvement material. One of these needs their name changed.
Some rare food ingredients aren't just rare but are neigh impossible to find. Tomatoes and Oats are the worst offenders but Pepper is pretty bad too. This would be less of a problem if there was some sort of viable trading mechanic other than trade guilds. *Apparently Oats and Tomatoes are supposed to be hireling only according to ZOS (though this isn't really the case). Guess Honey Brittle is the only food anyone is ever going to eat!
Mundus Stones*LOTS OF MUNDUS FIXES ON PTS*
General problems with all Mundus stones. I'll go into details later. Also the divine trait doesn't' work properly with all stones. Even some that work do not update character sheet. Even working stones will sometimes stop working. Picking up a new buff fixes this sometimes, sometimes nothing fixes it.
The Apprentice: Not working
The Lady: Not working.
The Lord: Works and displays properly.
The Lover: Not working.
The Mage: Works and displays properly.
The Ritual: Seems to work. Needs a display in character sheet.
The Shadow: Gives 1% increased crit damage. That's a really small number.
The Steed: Divine trait actually reduces the bonus from the Steed stone. Sometimes the Steed stone sticks even after you change stones and zone.
The Thief: Not working.
The Tower: Works and displays properly.
The Warrior: Not working.
Delves and Solo DungeonsCrow's Wood
Bosses are only giving kill credit for the champion achievement if you get the last hit.
Dungeons
Vet Dungeon epic sets (Ebony, Savior, etc) often don't have traits on them which greatly decreases their usefulness. Also the 4 set bonus is "Add 10 Healing Taken." That's either a typo or the worst set bonus ever. The set bonuses are generally terrible (99 stam, 100 health to all group members, etc.) because of softcaps except for the cloth set whose bonus %cost reduction for your group is amazing and way better than all the others.
Most bosses don't have proper leashes and can be kited or pulled out of their area which often breaks key mechanics of the fight.
Veteran Spindleclutch
The second boss often bugs after a wipe and the falling rocks do not despawn. Sometimes this even blocks the doorway. There is no way to fix this and the instance must be reset.
Veteran Banished Cells
The crystal to spawn the final boss can fail if someone in the instance is one the quest. This can only be fixed by everyone dropping the quest.
Veteran Darkshade
*FIXED ON PTS*
The door after the second boss is often (almost always) unable to be opened so the instance cannot progress.
The scribs on the second boss each have their own loot table identical to the bosses and will respawn if they are killed but the boss doesn't die. This leads to groups heavily farming just them and resetting the boss. They should only drop loot upon completion of the entire boss fight.
Group Challenges
The following group challenges do not correctly award skillpoints:
Crimson Cove
Lost City
Rulanyil's Fall
The Toothmaul Gulley Group challenge can currently not be completed because the required mobs are not spawning.
Eidetic Memory
Skill Books are not saved by Eidetic Memory. Nor are motifs or dozens of other books.
Final Thoughts
This is a work in progress and will be updated regularly. I have some players writing up problems for every section that is currently missing and will be fleshing them out soon.
Feel free to post any other bugs you know and I'll add them to the list.
@ZOS_JessicaFolsom,
@ZOS_GinaBruno , any comment on these issues, even just mere recognition of them would be great.