Changes made because people can't read and want to split hairs in accordance with "MMO common law"
Post bugs, tooltip errors, and major balance problems only now.
General Problems
Weapon Power/Spell Power and Crit: In general, most weapon skills scale with weapon power, stamina, and weapon crit. In general, most class abilities scale with spell power, magicka, and spell crit. However, several melee class abilities scale with magicka and spell power but use weapon crit. Is this intended? On the flip side, some weapon abilities (I'm looking at you puncture) scale with magicka and spell power. This needs to be uniform, there needs to be an indicator for what an ability scales with. Also some of the magicka scaling melee abilities are resisted by armor and some by spell resistance. WHAT? That's awful design that keeps the player clueless.
Attack speed and what it affects should be clarified. Some things benefit from it, some do not. Needs uniformity.
While awesome, animation cancelling with Block really shouldn't be a thing.
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.
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.
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.
Bolstering often reduces armor and other stats if you are not yet 50 especially bonus stats granted from abilities.
Stats that actually affect healing would be pretty cool.
Skill EXP bugs Skill lines sometimes become bugged and unable to gain any skill line experience.
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.
ALL STEALTH PASSIVES STOP WORKING IF YOU DIE AND YOU HAVE TO TRIGGER A LOADING SCREEN TO MAKE THEM WORK
Templar
Numerous visual bugs with abilities.
Aedric Spear
Focused Charge: Puts you as close to the enemy as possible rather than at the edge of their hit box.
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.
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.
Restoring Light
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.
Breath of Life: 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.
Restoring Aura: Because of soft caps, the activate will never give 80% or even 50%. If this ability could cause health regen to bypass the soft cap for the duration, it would significantly improve the ability. Or if it just placed a flat hot like many other similar abilities.
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.
Nightblade
Assassination
Teleport Strike: Animation will play but ability will fail.
Mark Target: Lots of reports of the penetration not working. Some say it has been fixed and works now but not as it should. Just needs some investigation and maybe a dev comment on its status.
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 bow.
Shadow
Shadow Cloak: Fails constantly.
Veiled Strike: Reports of it not activating. Even if it activates, the stun often doesn't fire.
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.
Siphoning
Siphoning Strikes: Seems to be returning less healing that the tooltip indicates.
Cripple: Reports of it not properly leeching speed.
Dragonknight
Several abilities scale based on health rather than magicka or stamina however nothing in the tooltip would indicate this.
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: "The Dragonknight skill Sea of Flames in Ardent Flame says "Enemies who die in Sea of Flames restore x Magicka to player." Killing enemies in sea of flames or by sea of flames restores no magicka." (Reported by Grithok) -Works some times but often doesn't.
Sorcerer
Ball Lightning: Does not absorb projectiles properly.
Two Handed
One Hand and Shield
Puncture: On several mobs, the "This mob is too powerful for that effect" message pops up when using puncture. Generally, this means the debuff doesn't work on them. This isn't very clear because of the terrible state of buff/debuff tracking. Additionally, there doesn't seem to be a lot of uniformity on what the debuff does and doesn't work on. Some bosses can be debuffed, some can't.
Low Slash: See above comment about debuffs.
Battlefield Mobility: Seems to no increase movement speed or at least not on all character.
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
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 50% larger than the reticle and graphic.
Cycle of Life: Really unclear tooltip. Should say "Increases damage by 1%" instead of "Deals 1% Damage"
Light Armor
Medium 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 Armor
Soul Magic
Vampire
Vampire Ult cost reduction from stages doesn't seem to last through zoning and various other situations.
Dark Stalker: Passive removed by death. Must trigger a loading screen or relog to fix.
Werewolf
Werewolf Transformation: Takes a ridiculous amount of ultimate for a lastluster gimmick transform that doesn't do that much and lasts a really short period of time. Increase the duration, make it a toggle, make it give a passive buff when just on bar, really anything to make it less garbage.
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.
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.
Ring of Protection: 25% health regen is pretty poor because of the soft cap. If this (and regeneration for other skills) bypassed the softcap, they would be much more viable choices.
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 upon death 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.
Undaunted
Racials
Imperial
Red Diamond: Seems to activate way more than 10%.
Enchanting
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.
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 Vet content.
Speaking of Vet content, Vet zones usually drop the provisioning mats that the non-vet version would drop.
Mundus Stones
General problems with all Mundus stones. I'll go into details later. Also the divine trait doesnt' work properly with all stones
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.
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.
Edited by Gunavar on 21 April 2014 00:47