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Dev Team Request: A Top 5 List of Bugs and Pain Points You Would Like Addressed

  • SalamanNZ
    SalamanNZ
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    Input lag in PVP is a joke. In open world or dungeons there is no lag, no matter how much is going on screen and AOE explosions everywhere, but in BGs or Cyrodiil or any PVP the input lag removes all fun from the experience. Fix this and you'll have a flood of returning players and a steady stream of revenue. Leave it as it is and lose more players and let the game die a slow death.

    In PVP you cast a skill only to find it hasn't fired and then the internet lag hits you with a full screen of damage instantly but from abilities that have a cast timer and I wonder "how could I get hit by 5 lethal arrow shots in less than half a second from the same player?" Not everyone is exploiting are they? Because I know I'm not standing there counting the shots hit me
  • alanfsweetb14_ESO
    On an average, If I am loged on for a couple hours, I will get booted 3-5 times. Do you ever plan to address?
  • jle30303
    jle30303
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    There are now so many dungeons, that only being able to get a weapon (or jewelry) from the FINAL boss is beyond a joke. Having to do EVERY ONE of them 45 times to sticker everything is ludicrous when there are that many.

    Please. Make weapons start dropping from other bosses once there's nothing else left to sticker. Even if you do it by "killing a major boss adds another weapon to the final boss's drop" to prevent people just farming the first boss and quitting.

    Or make the final bosses drop 2 items from their pool (weapons/jewelry) in veteran, 3 in hard mode veteran.
    Edited by jle30303 on 2 October 2025 01:57
  • EchoesofThunder
    EchoesofThunder
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    Half the quests you and your partner share drops/pickups/kills/etc.
    The other half? You each have to pick up/kill/collect individually. It's nuts. We keep having to go back to finish a quest, because one of us didn't actually do the "picking up" when our partner did. Can you please make them consistent??
  • Mackinsar
    Mackinsar
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    Top Pain Points:

    1. The combat bug needs to be fixed. It lasts too long and continues when when a character is way to far away from any combat to be reasonably considered to be “in combat.”

    2.Transmutation geodes of the exact same size (25, 50) desperately need to stack.

    3. Glyphs of the exact same type and quality desperately need to stack.
  • MorallyBipolar
    MorallyBipolar
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    Lack of respect for the customer base is the biggest pain point for me by far. Second is vengeance and the apparent deception surrounding it's development and future.
  • blktauna
    blktauna
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    SalamanNZ wrote: »
    Input lag in PVP is a joke. In open world or dungeons there is no lag, no matter how much is going on screen and AOE explosions everywhere, but in BGs or Cyrodiil or any PVP the input lag removes all fun from the experience. Fix this and you'll have a flood of returning players and a steady stream of revenue. Leave it as it is and lose more players and let the game die a slow death.

    This is happening now in dungeons. Doing Dread Cellar inputs stop functioning randomly... Same in Elden Hollow... pretty much any 4 man and still but less frequently in trials.
    PCNA
    PCEU
  • Ecgberht_confused
    Ecgberht_confused
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    Ricochet Skull is bugged in PVP. It stops counting towards the third skull which has a 50% increased damage and hits 2 other targets. You'd have to die or relog to get it to work again but it'll break every few minutes anyway.

    I've found this been reported here for over 5 years but never seen a response from Zenimax. Is there'any hope this will be fixed?
    Edited by Ecgberht_confused on 20 October 2025 00:51
  • lostineternity
    lostineternity
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    Is this a joke thread?

    I've been written bug reports for 5 years about 3rd boss in Falkreath Hold and he is still bugged.

    And now you are asking for response? Really?
    Maybe it worth not to ignore players response for years?
  • EchoesofThunder
    EchoesofThunder
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    I think this is my 3rd complaint:
    Why do you have all these commemorative achievements that you can't even brag about?
    I just spent a lot (a lot) of time (and dying, in IC) getting the Commemorative Angler achievement, without realizing that there's no reward but a warm, wet spot on my pants.
    The Master Angler achievement (a pre-requisite for the Commemorative Angler) has a title, but doing something way more advanced has none?!
    Can't your people even dream up titles/skins/dyes/anything for these achievements?
    Friday
  • LunaFlora
    LunaFlora
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    I think this is my 3rd complaint:
    Why do you have all these commemorative achievements that you can't even brag about?
    I just spent a lot (a lot) of time (and dying, in IC) getting the Commemorative Angler achievement, without realizing that there's no reward but a warm, wet spot on my pants.
    The Master Angler achievement (a pre-requisite for the Commemorative Angler) has a title, but doing something way more advanced has none?!
    Can't your people even dream up titles/skins/dyes/anything for these achievements?
    Friday

    with the Commemorative Angler achievement,
    you can purchase the Argonian Houseboat furnishing from the Global Achievement Furnishers in Elden Root, Mournhold, Wayrest, Vivec City, or Alinor.
    https://en.uesp.net/wiki/Online:Argonian_Houseboat
    ON-furnishing-Argonian_Houseboat.jpg


    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • EchoesofThunder
    EchoesofThunder
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    Gripe #5 -->
    When the game doesn't show you where you need to be for a quest or other objective, but instead shows you the path (gate/wayshrine/boat/other) that Zenimax thinks you should take to get there.
  • SilverBride
    SilverBride
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    Gripe #5 -->
    When the game doesn't show you where you need to be for a quest or other objective, but instead shows you the path (gate/wayshrine/boat/other) that Zenimax thinks you should take to get there.

    This has been a HUGE pet peeve of mine for years now. I have made threads about it but nothing has changed.
    PCNA
  • IsharaMeradin
    IsharaMeradin
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    Gripe #5 -->
    When the game doesn't show you where you need to be for a quest or other objective, but instead shows you the path (gate/wayshrine/boat/other) that Zenimax thinks you should take to get there.

    There was a time when quests would show the final destination, even if the user's current location was inside a sub-zone. Getting there via role playing means was troublesome for some players, I guess. Apparently, not many players utilized the caravans and boats. In an effort to make things RP friendly, they changed how the markers are shown. I would have preferred that the markers would show where to go based on the map level and not just the character's current location.

    So... It would be nice if when inside a gated city, and the player looks at the map, the marker points to the city gate, but if the player goes to the map zone level, the marker points to the dungeon, delve, boss location, etc..., or travel method (overland for a connected zone, caravan / boat for a distant zone). If the player goes to the Tamriel level, have a marker point to the final zone where the destination is located.

    It is difficult trying to remember where a given delve or boss location is for specific daily quests. Which is why, when possible I would do the dolmen, harrowstorm, dragon, etc quests first so that I can see the actual locations of the other quests instead of just the city gate.
    PC-NA / PC-EU
    ID @IsharaMeradin
    Characters NA
    Verin Jenet Eshava - Dark Elf Warden (main)
    Nerissa Valin - Imperial Necromancer (secondary)
    Lugsa-Lota-Stuph - Argonian Sorcerer
    Leanne Martin - Breton Templar
    Latash Gra-Ushaba - Orc Dragonknight
    Ishara Merádin - Redguard Nightblade
    Arylina Loreal - High Elf Sorcerer
    Sasha al'Therin - Nord Necromancer
    Paula Roseróbloom - Wood Elf Warden
    Ja'Linga - Khajiit Arcanist

    Characters EU
    Shallan Veil - Wood Elf Warden

    ID @IsharaMeradin-Epic
    Characters NA
    Ja'Sassy-Daro - Khajiit Nightblade
    Natash af-Ishara - Redguard Warden
    Shallan Radiant Veil - Dark Elf Arcanist
  • SilverBride
    SilverBride
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    I tried to follow the quest markers once just to see what would happen. It took me on a tour of Tamriel, going to this place then that place then another place, and it never led me to my destination.
    PCNA
  • MindOfTheSwarm
    MindOfTheSwarm
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    Pain Points:

    1. NB Siphoning Line lacks flavour. The skill line doesn’t feel like it is actually healing through leeching. Malevolent Offering should have one of its morphs deal damage like it used to, but heal for a portion of the damage dealt. Cripple morphs are also a bit dated. Debilitate is fine as is in my opinion, but Crippling Grasp feels clunky. Perhaps turning it into a Disease Morph with some kind of apply Disease Status every second tick or something would help Disease Builds out a bit and give this morph much needed PvE utility.

    2. Disease Builds are lacking due to no weapon skill line providing Disease options. Scribing and Subclassing has opened it up, but no Disease weapon makes it lacklustre. Perhaps a new “Corruption Staff” would work that has Disease and Bleed morphs with its light and heavy attacks dealing split Bleed and Disease Damage. Staff models already exist in game for style which removes any style modelling commitment for a new unique weapon category. It also allows for a Stamina based caster giving Stamina build another ranged option instead of forcing them into a Bow build. This would allow Necromancers use Venom Skull without it feeling weird when paired with a Bow.

    3. Speaking of Necromancers. I would suggest focusing on Disease and Bleed primarily for skills on the Stamina side and ditch Physical and Poison. Plague Skull and Bleed Archer would work. It would give Stamina Necromancers a much better defined flavour without stepping on the toes of the Magicka “elemental” feel. On the Magicka side of things, it is hard to build pure Fire, Shock or Frost Necromancers. I don’t think much needs to change to make it easier. Maybe make Glacial Colossus a Shock Skill instead (Thundering Colossus), and make Bone Totem a ranged skill by default freeing up a morph to pulse for Frost or Fire Damage every 2 seconds. The mixed feel is good, but the option and freedom to focus on one specific element increases creative flexibility. Adding a damage component to Bone Totem is good, because Necromancers need a little extra in the current meta anyway.

    4. Scribing Seems to have stopped. We haven’t had anything with this system in ages. I think a ground DoT or Mist base, an Aura based DoT base, a Pet base (some kind of elemental sprite for modelling ease) and finally an Ultimate. The point is that Scribing seems to have been abandoned and seems half finished. A few more core skills to allow players to double down on certain playstyles would go a long way in breathing some much needed life into the game.

    5. Warden skills require some adjustments. Frozen Gate and its morphs are so niche, that you almost never see them. I think combining the two morphs into one and then having a more active alternative would help the base skill see more use and open up another option. Permafrost is still a problem. On the one hand it is virtually useless in PvE and oppressive in PvP. Maybe a risky option could be tried in a patch. Perhaps remove the snare, Major Protection and guaranteed applications completely. Instead, turn it into a passive morph that automatically triggers on Chilling an enemy without consuming any Ultimate regardless of which bar is active. Example:

    “You can no longer activate this skill. Instead, summon a swirling sleet storm that deals X Frost Damage every second for 4 seconds whenever you Chill an enemy. This effect occurs while slotted on either ability bar and does not consume Ultimate.”

    Its low duration and low damage would incentivise high status chance to keep it up and running. The fact it deals Frost damage itself, would mean it could trigger itself when it applies Chilled… Permafrost lives up to its name. The fact it occurs on either bar means you can use it alongside another Ultimate like Eye of The Storm for perfect synergy, without it being overpowered due to it having no snare or protection and low damage. In stark contrast to its Northern Storm counterpart, which would act as the temporary, high damage alternative that provides protection and a snare.

    The reason behind this thinking is that Permafrost really only gets a duration bonus in its current form… Tanks tend to go for Northern Storm anyway in PvE or more likely Warhorn… so outside of its PvP snare (which is already too much) is its only real appeal. Stamina Warden’s don’t lose much outside of the snare either meaning they will need to go for Northern Storm for a milder snare.

    In short, this suggestion acts as both a nerf, while opening up a unique option for Warden players.


  • dwolfgheist
    dwolfgheist
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    Bugs

    1) For number one I need to say the UI translations of class skills and sets in german. Most are wrong, and some in absurd fashion, I seriously wonder what the process was, it had to fail at several points. Basically, even only with TR and no REV or LQA, the recent skill translations are still way too wrong, if it's MT it's the wonkiest one I've seen. Basically a german player can't know what their skills do passively. They might think they have a great build with what is written in some skills, but in reality it's bad cause the effects are not what is stated. Well I mean it's so bad that any competitive player uses the EN version due to it being so clearly wrong and yes this includes the champion system aswell.

    2) Getting kicked out of the server in dungeons and trials (while my network being completly fine and having specs above the requiremnts)

    3) Not really a bug but I hate that the tethering mechanic makes mobs immortal when running back, couldn't they just switch to ranged attacks at their spawn limit, or look menacingly in case they don't have any, when we end up hitting them during their retreat?

    4) Vamp and Darkbrotherhood skills overlapping, maybe make slots for certain passives?

    5) Break free not working, even without lag in pvp. I can have pressed it 3 times in a row, and I still won't break free at times (with enough stamina). Potions are also not always responsive.

    Pain Points

    1) Weapons disappearing during certain skill animations. Where did my two handed maul go? This is the number one reason I always end up going on hiatus. It's seeing another new skill suffering from this. I mean skills are the bread and butter of the game, how can you keep overlooking this, it completly disrupts the flow of the animations and alienates a lot of new players due to it.

    2) Cluncky mechanics, mainly class skills. I frankly hope that they will make major mechanical changes on most class skills and not just moving around passives, personally I would like to see here more skills with movement or risk vs payoff.

    3) Unnecessary bad visuals. You have most resources at hand and you are certainly able to do it well, like with sorcs sword floating skill, so I don't understand how necro happened and still is in the state he is in for instances (but he is not alone), some skills just look terrible and yes I'm including graveyard, necros conjure the dead, not tombstones. Or DK and Sorc having skills that make them almost invisible for most of the time while also being almost necessary (I don't even get what being invisible with only the heart showing has to do with DKs)

    4) How weapons disappear due to swapping. It bothers me since the start of the game, I would rather only have certain weapon combinations working for swapping, or only allow the same type of weapon to not have the weapons disappearing in exchange (which would also help you a great deal regarding balance)

    5) How aoe is displayed in the game. I hate the red circles. The bright lights of some skills are unnecessary and bad for performance, I would seriously consider changing most to anything else. Both player and enemy skills are meant here. It also makes healing too eazy in my opinion, that should only be the case for matriarch users.
    Edited by dwolfgheist on 12 December 2025 06:41
  • dcrush
    dcrush
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    1) revert this latest animation update. It causes skills to lag, input delays and is an overall disaster.
  • Yudo
    Yudo
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    Yudo wrote: »
    Top Bugs/Issues
    Bug 1: Stuck in combat.
    Bug 2: Light attacks getting suck and not firing, more specifically Overload getting stuck on sorcerers when nearby players use toggle abilities.

    Top Pain Points
    Pain Point 1: Poor performance, especially during peak time in pvp. Lag, rubber banding, skills not firing, disconnects, cannot get through doors, re-enter long queues etc.
    Pain Point 2: Major struggle with identity and fitting archetypes due to hybridisation. Build meta is as narrow as it can get. Why must i go medium armor with melee weapons for best performance on a mage, as an example? At the same time many race/class passives no longer make sense or are unique.
    Pain Point 3: Tank/heal meta in pvp. The concept of stacking heals and building very tanky but yet be able to punish hard is getting out of hand. No matter if if it is solo, small scale or in ball groups.
    Pain Point 4: Sorcerer lightning form ghostly animation. It should not cover outfit and character should not become transparent.
    Pain Point 5: cannot hide guild tabards. It should not cover outfit.

    My top list has changed since 8 months ago:

    Top Bugs/Issues
    Bug 1: Imbue weapon and morphs have animation delays since animation changes. Weave animation out of sync.
    Bug 2: Light attacks getting suck and not firing, more specifically Overload getting stuck on sorcerers when nearby players use toggle abilities.
    Bug 3: Stuck in combat.

    Top Pain Points
    Pain Point 1: Pure class gap VS subclassing, and power gab between certain skill lines resulting in an extreme narrow meta.
    Pain Point 2: Major struggle with identity and fitting archetypes due to hybridisation. Why must i go medium armor with melee weapons for best performance on a mage, as an example? At the same time many race/class passives no longer make sense or are unique.
    Pain Point 3: Poor performance, especially during peak time in pvp. Lag, rubber banding, skills not firing, disconnects, cannot get through doors, re-enter long queues etc.
    Pain Point 4: Tank/heal meta in pvp. The concept of stacking heals and building very tanky but yet be able to punish hard is getting out of hand. No matter if if it is solo, small scale or in ball groups.
  • Gold25Dog
    Gold25Dog
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    I do not want to take away from anyone else's points shared before mine. For me however gifting is the single most important issue - I refuse to actively play the game until this is addressed. Mystery gifting criteria is not an acceptable solution.

    Top Bugs/Issues

    Issue 1: Gifting is not consistently Accessible to all players

    Top Pain Points

    Pain Point 1: Gifting is not consistently Accessible to all players
  • MaurnaFrost
    MaurnaFrost
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    A lot of my pain points have been hit but...

    Nightblade stamina bow build. I love this build and it's currently awful unless you're a vampire set for pvp. It's got great utility and flexibility but the dps and survivability at 2000 cp is worse than a level 50 literally anything else (I have 6 alts of other classes and they all did the writhing wall event for comparison).

    For fragments. If you have completed the fragment and can't repeat it, make it grey out or say complete or some other indicator of done. Card decks, houses, skins, costumes, anything that's account-wide once complete should no longer look active.
  • Cooperharley
    Cooperharley
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    Bugs:

    I think any number of bugs listed above by several players would be fantastic! I do think if i had to list out 5, the stuck in combat bug would be up there.

    Pain Points:

    1) Monetization is absolutely necessary in a live service game. But when we employ a buy to play game, with a not-so-optional subscription, yearly DLC purchases, gambling crates, a cosmetic shop, and a crazily monetized housing system, it comes off as a bit much. I've been supporting the game since 2014 and have spent more than i'd like to disclose, but it's hard to market this to my friends. The other thing is that in order to fill these slots in the store, many things that really should be in-game earnable rewards are instead placed in the shop. There was a youtube video by Azura i believe a couple years ago showing evidence of how over 95% of mounts available in this game are solely purchasable in the store. That's frankly absurd.

    2) PTS. In the nicest way possible, I don't think the PTS serves much of a purpose as a vast majority of players that dedicate hours and hours of time to testing things combat-related are ignored. Not saying that the combat team needs to listen to what players say, but my goodness, what about 20%? What about even 20% of things said? So many things are brought up in PTS consistently warning the dev team that X will not work or X is underpowered or X is broken and it all goes to live. I don't know if we need a larger combat team, more devs dedicated to the testing environment or a longer PTS cycle, but something needs to change.

    3) Long term progression. I made it to 3100CP and got burnt out and frustrated and actually deleted my account a while back. I have since come back seasonally to the game where i enjoy it, but one of the things i always had a gripe with was the CP system. It's only really useful and rewarding for the first ~1500CP or so. The next 2100CP is filler. There is absolutely no purpose, no reward, nothing. Checkpoints could be added at lets say every 300 CP to make it divisible into 3600CP where you get a really cool costume or get to pick out any reward in the crown store for free or you get a funny title or a choice between 5 really cool things. Reward and incentive drives players to keep engaging and chasing this system.

    4) Itemization. We've had the tried and true 5 piece set bonuses for God knows how long. The mythic system was a phenomenal addition! Why not add things like a cape or a class relic or add lots more 3 piece sets, 2 piece sets, 4 piece sets, 6 piece sets, etc. Switch it up!

    5) Friction. I'm not going to say things are designed in a malicious way, but when we look at skill lines like Mages' Guild, Psijic, Excavation/Scrying, etc. and how they're leveled in an EXTREMELY mind-numbing and grindy way rather than FUN and then see that a skip is sold for 3000+ crowns, that seems a bit questionable to me. It's an MMO, there should be an element of grind 100%. We can circumvent things like this though. Once you've done it on one character, why not allow us to purchase an [optional] skip for a large sum of gold that y'all determine? This would enable those that enjoy character progression to continue doing so and those that don't enjoy doing these grinds 5-10 times on alts to enjoy their time playing the game doing something else.

    TLDR: money is not everything. Most friction in this game originates with the financing of most systems IMO.
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