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Class Refreshes and Its Interaction With a Long-standing Bug: Boss Resetting

Soarora
Soarora
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Much like the Castle Thorn circle, the invisible blood pools during Falgravn and invisible port locations during DSR Twins, and the hulks on the final boss of SWR HM, bosses resetting shortly after being engaged has been a longstanding issue with no developer comment. In 2024, I made a post following a bugfix for werewolf pack leader. But to this day, temporary summon abilities still reset bosses such as the Cadaverous Menagerie in Fang Lair and Cernunnon in Falkreath Hold (my understanding is that this can happen to any encounter that has an assortment of bosses at the beginning of combat. It's clearly fine with 2 (this doesn't happen in Oathsworn Pit) but 3 or more might be the problem). Warden, nightblade, and necromancer all have abilities that trigger this: betty netch and its morphs, dark shade, skeletal mage and its morphs, and spirit mender and its morphs. I'm not sure if blastbones and bear affect this but the ones I've listed continue to trigger this bug consistently. The bosses will not stay unless the summon is not used until after combat starts.

With warden coming up on the refresh, can this please be fixed alongside any changes to netch?
Edited by Soarora on 20 February 2026 23:16
[PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Finisherofwar
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    Yes please. This is a pervasive bug that can be found on many bosses throughout the game in both Dungeons and Trials.

    It seems to mainly affect bosses that are more than just 1 boss in the encounter like the first boss in Lucent Citadel and the Skeleton Dogs boss in Fang Lair are both affected by this.
  • virtus753
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    The reset of Cernunnon mid-fight also seems to be caused by this. Our tank was using the Necro mender, and the fight kept resetting when Cernunnon disappeared halfway through so the three minis could come back. When the tank used the mender for the first half of the fight, but let the mender expire ahead of time and did not recast it until the three bosses were back, the fight progressed just fine. It doesn’t seem to be just at the beginning for that one due to the way the three bosses resurrect.

    I’m really curious why these fights work this way (or malfunction, as the case may be), but I’d be even happier with a fix than an explanation.

    ETA: Lucent Citadel (as mentioned above) and Cloudrest also have an issue with bosses disappearing at the start, even when there are only two visible bosses. Is it that there’s a third entity somewhere we don’t see? Or can it happen with just two but only on specific fights?
    Edited by virtus753 on 21 February 2026 16:55
  • Soarora
    Soarora
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    virtus753 wrote: »

    ETA: Lucent Citadel (as mentioned above) and Cloudrest also have an issue with bosses disappearing at the start, even when there are only two visible bosses. Is it that there’s a third entity somewhere we don’t see? Or can it happen with just two but only on specific fights?

    Ahh I’ve never has it happen in lucent personally, so maybe it is every time there’s multiple bosses and I just haven’t triggered it in oathsworn pit? Not sure.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • virtus753
    virtus753
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    Soarora wrote: »
    virtus753 wrote: »

    ETA: Lucent Citadel (as mentioned above) and Cloudrest also have an issue with bosses disappearing at the start, even when there are only two visible bosses. Is it that there’s a third entity somewhere we don’t see? Or can it happen with just two but only on specific fights?

    Ahh I’ve never has it happen in lucent personally, so maybe it is every time there’s multiple bosses and I just haven’t triggered it in oathsworn pit? Not sure.

    We noticed it at the beginning of the first boss at the beginning of our prog about a year ago. Once we mentioned pets/summons might cause it, the person running a necro pet stopped precasting it and the fight seemed to be much more reliable after that.

    But sometimes there are entities behind the scenes, so to speak, that operate as NPCs and cast things in the fight, even when you can’t see them or attack them. That’s why I’m wondering if that’s the case here.
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