For anyone with Drop issues, please place a ticket with customer service. We will help get you the pet. Twitch has been having issues with drops.
DenverRalphy wrote: »katanagirl1 wrote: »Mathius_Mordred wrote: »If you have an RTX GPU make sure to enable DLSS in the video settings.
These fps issues and complains are across all platforms, all system types, all areas of the game. There is something very deep going on. These complains are far to loud to be an isolated thing. @ZOS_Kevin
Yes, please don’t forget those of us on console. I have the Performance option on PS5 which is supposed to guarantee 60 fps and I often get far less than that.
There aren’t any more options that I know of that we can use to address this problem.
I also have seen severe performance degradation in the same timeframe as you have on PC.
Yeah. On PS5 I find that in IA all will be fine, until towards the end of Arc 2 the FPS starts to degrade and by the end of Arc 3 it's pretty bad. Step in to Arc 4, and it's bordering on unplayable.
Dunno when this behavior started as I had recently stopped going into IA regularly and even then rarely beyond the Arc 2 Marauder. But the symptoms are definitely similar to the effects of a memory leak issue. Dynamic objects not completely removed from memory after they're no longer used. Then once I end my IA session (by timing out after leaving or by spinning the hourglass), the problem goes away (mostly, not entirely).
As well, outside of IA the same degradation happens. Just much more slowly. So much so that you don't notice it until it's too late.
@ZOS_Kevin ever since the most recent maintenance I have to use a VPN to connect. Without a VPN my ping is now 2k-5k. (day 1 is it was 10k, but it got slightly better after they "fixed" it.) With a VPN it's around 300ish (I'm in Asia), but I have been playing on NA servers since beta, most of that time has been in Asia. This only started w/ the most recent maintenance.
YandereGirlfriend wrote: »CameraBeardThePirate wrote: »dark_hunterxmg wrote: »For those who don't know, the "heavy attack bug" is actually few different things.
1. Heavy attacks will auto cancel. This means that if a player is trying to continuously heavy attack, they can stop for no reason with the command still held. The command has to be released before starting again.
2. Heavy attacks may not start when the command is held. The player will just stand there doing nothing.
3. The heavy attack may miss the enemy who is directly in front of the player, or do no damage on the hit, while still applying a status effect.
Here is the thread on the topic. I have submitted roughly 50 bug reports over the last 10 months and sent multiple clips of the problems occurring.
https://forums.elderscrollsonline.com/en/discussion/668394/heavy-attacks-auto-canceling#latest
Don't forget
4. Dual Wield heavy attacks are bugged and deal significantly less damage than they should (less damage than a single Dual Wield light attack).
WHAT?!
That is both hilarious and sad.
CameraBeardThePirate wrote: »randconfig wrote: »DanteTheDeviant wrote: »CameraBeardThePirate wrote: »A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.
Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.
If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.
Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.
I missed the very beginning of subclasses and didn't see this issue. However, BB is currently functioning properly. In the past month, I haven't noticed this problem in the vast majority of PvP engagements on BG. However, I only have BB as my pet, and I don't have many corpses.
BB generally works if you're not around a bunch of corpses/using only it as a summon, but when you use your full Necromancer abilities as the class was designed, BB or one of your summons, or even your ultimate summons, will fail to spawn and show the error text in the top right of the screen.
It's especially annoying in PVP, and the devs said the pet limit for PVP would be 5, but that means Necromancer fundamentally cannot use Animate Blastbones with their other summons because it would be 6 summons in total. Therefore, even after the bug(s) is fixed, the PVP pet limit needs to be raised to a minimum of 6 for the Necromancer class to fully function as intended (and as was advertised to all the people who purchased it).
The limit was raised to 10 shortly after last patch dropped. The issue still seems to persist both in PvP and PvE because it seems that something with how corpses are replaced is not functioning correctly.