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Bug Reports for Cyrodiil Champions (Vengeance Campaign)

ZOS_Kevin
ZOS_Kevin
Community Manager
Please report any issues you run into while testing the new Cyrodiil Champions (Vengeance Campaign) in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video, and the time the issue occurred, if applicable. Thank you!
Edited by ZOS_Kevin on 24 March 2025 15:04
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • acastanza_ESO
    acastanza_ESO
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    Hard to give exact steps to reproduce but I took a forward camp and ended up in a loading screen that lasted fully a minute+
    When I finally loaded in it was at the camp location but there was no camp present. Presumably what occured was that the camp despanwed mid rez. It did rez me though.
  • Qagh
    Qagh
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    Only ONE (!!!) campaign??? Then wait 10 hours in the queue! No way! 😡😡😡😡😡
    CP 2900+ PC/EU

    Ich habe so viele Khajiit, dass ich eine ganze Kolonie gründen könnte.
  • Salatnitsa
    Salatnitsa
    Soul Shriven
    Bug: only one broken campaign now available in Alliance War menu
    Edited by Salatnitsa on 24 March 2025 16:17
  • M1SHAAN
    M1SHAAN
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    No idea how to reproduce, but at some point I lost the ability to move, jump, go through doors. Could still mount (though mount couldn't move), put down and use siege, use light/heavy attacks and skills, roll dodge. Reloading ui didn't help, nor did disabling all my addons. Relogging fixed it but then I had to requeue, alas.

    Will submit a bug report, hopefully with video.
  • Joy_Division
    Joy_Division
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    The Sorcerer's description of Daedric Mines do not match the description.

    Instead of laying three mines around you, the skill only produces one mine at your position and immediately dissappears.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • React
    React
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    Perhaps not a bug, but certainly an oversight. There is no breakfall cp passive to reduce fall damage since this is a no cp environment. However, fall damage scales on your maximum HP value - and everybody has 70k hp. The combination of these two things means that you take absurd fall damage even when jumping off things like the first floor of a tower. I took 31k fall damage from that, and later took 89k fall damage from dropping off the top of Alessia bridge down to the ramp.

    Also, since there is no assault passives we don't have access to major gallop. Mount speed feels terribly slow.
    @ReactSlower - PC/NA - 2000+ CP ||| @ReactSlower - PC/EU - 1300+ CP ||| React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    React wrote: »
    Perhaps not a bug, but certainly an oversight. There is no breakfall cp passive to reduce fall damage since this is a no cp environment. However, fall damage scales on your maximum HP value - and everybody has 70k hp. The combination of these two things means that you take absurd fall damage even when jumping off things like the first floor of a tower. I took 31k fall damage from that, and later took 89k fall damage from dropping off the top of Alessia bridge down to the ramp.

    Also, since there is no assault passives we don't have access to major gallop. Mount speed feels terribly slow.

    Fairly sure fall damage has always scaled from Max HP, based on your reported height those numbers do seem a bit off, we used to survive barely jumping from the top of sej outpost down to the front of it pre-cp passive, the no alliance war passives thing is annoying though, reach and gallop would have been nice to include as standard (reported it on pts too :<)
    Edited by Izanagi.Xiiib16_ESO on 25 March 2025 13:58
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • acastanza_ESO
    acastanza_ESO
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    I've noticed that some players are unable to bring equipped Guild Tabards into the campaign.
    Some people seem to be able to queue in with them without issue and maintain their equipped tabbard and its respective guildtag, but some people, like me, seem to have the tabbard automatically unequip itself when queueing in. I haven't been able to deduce any specific circumstances that cause this, but it seems to be consistent (e.g. every time I queue in my tabbard is always removed, some other players never have it removed).
    Edited by acastanza_ESO on 25 March 2025 16:45
  • xylena_lazarow
    xylena_lazarow
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    Keep doors are just as unresponsive as they are on live, often taking multiple button presses to get in, with lag causing you to blink inside then immediately back out. My own keep doors are more lethal than an enemy breach.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • xylena_lazarow
    xylena_lazarow
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    Just now noticed inside Sej that even with view distance maxed, enemy players are failing to render. I was standing near the front door, and enemies at the back flag were not visible until I get past the front flag.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • kiwi_tea
    kiwi_tea
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    Keep doors are just as unresponsive as they are on live, often taking multiple button presses to get in, with lag causing you to blink inside then immediately back out. My own keep doors are more lethal than an enemy breach.

    Yes. I assumed this was just my high ping, but either way, I find that no matter how careful I am to try to do a single press on doors, I often zip into a keep then back out into danger immediately.
  • thepandalore
    thepandalore
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    Crashed to desktop during moderate encounter near Faregyl at ~8:05 ET.
  • Soraka
    Soraka
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    Just now noticed inside Sej that even with view distance maxed, enemy players are failing to render. I was standing near the front door, and enemies at the back flag were not visible until I get past the front flag.

    Also experiencing this, yesterday I kept thinking we had cleared the inner but as I walked past the front flag two huge groups of DC materialized in the corners - one on each side just past the door. I thought I had a visual bug, but it happened again today and now I see I'm not the only one.

    I'm also finding the keep doors remain unresponsive and murderous.

    Also my heavy attack with lightning staff is bugging out a lot more frequently than usual.
    Edited by Soraka on 26 March 2025 17:18
  • Thrasher91604
    Thrasher91604
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    The floating damage numbers for flame wall of elements is showing only 1 target getting damaged when it should go up to a max of 3 per the tooltip.
  • MincMincMinc
    MincMincMinc
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    • Regen is double what is on your character sheet. For instance if I have 2k mag regen, my mag bar is showing I get 4k back every 2s. Same goes for stam and health regen. The sustain overall feels good, so these doubled values are fairly good. Balance wise I would only reduce regen if you buff the sustain tools like darkdeal to compensate. This would help the stalemate issue since people will now have to balance healing and sustain instead of just spamming burst heals every gcd.
    • Aoe's appear to be hitting more than the 3 players listed. Grand healing last night was ticking on me an 4 other people. I didnt get to test more, but my guildies were saying soul tether also was stunning and hitting more than 3 enemies. I can't remember if zos said this test would raise aoe caps.(they did) I did not notice any lag even when two factions were pop locked and the third was at 3 bar....... IMO go back to 6 player aoe cap for skills and MAYBE make ults 12players. 6 players is a good middleground where you really cant notice it.......(this is coming from a 12 year 1vX player who is constantly outnumbered) Having damage skills be 12p versus healing skills only do 6 players is also a possibility to help give smaller-mid sized groups a slight efficiency bump. Although I feel healing ults should still do 12p heals for emphasis.
    • Melee heavy attacks fail to fire VERY frequently. Making it near impossible to play stamina based playstyles. It is almost like when fully charged heavies will get confused and reset. So you cant hold until completion. Or the issue has something to do with hitbox aimchecks. Like maybe it wants you to aim at the enemy at the start and at the end of the attack
    Edited by MincMincMinc on 28 April 2026 16:51
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
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