Update 50 PTS – Week 2 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our Update 50 PTS summary for week 2. Like our Week 1 summary, this post compiles a high-level summary of the Update 50 PTS – Week 2 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. Of note, due to the issues we ran into Monday with the PTS Week 2 update and not opening until Tuesday, we did lose some time for PTS bug reports and feedback. As such, this week’s summary is a little lighter in some areas.

Please continue to share your thoughts with us on these summaries. We’ll evolve and optimize them over time with considerations given to team bandwidth, contents, and the right level of detail. Thanks!


Challenge Difficulty
  • Challenge Difficulty in Player Houses [Bug]: Challenge Difficulty modifiers were incorrectly allowed in player housing, including when interacting with target dummies. This was not intended, and player housing will no longer allow Challenge Difficulty modifiers. This will be fixed in PTS Week 3.
  • Vestige Difficulty – Unusually High-Damage Critical Strike from Light Attack [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue that was resulting in some light attacks hitting unusually high damage numbers while on Vestige Difficulty. We identified that the underlying cause of this is related to calculations in the code. This will be fixed in PTS Week 3. (Related discussion.)
  • Unusual Behavior with Certain Item Sets & Challenge Difficulty [Bug]: This is a carry-over from last week’s PTS Summary. We observed unusual behavior with how some item sets interact with Challenge Difficulty. This ended up being due to the same underlying cause as the above issue. This will be fixed in PTS Week 3. (Related discussion.)
Separating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
  • Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
  • Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.

Class Mastery
  • Conservation of Energy [Bug]: This passive was not applying healing via Bolt Escape and its morphs, as it should. This will be fixed in PTS Week 3.
General Feedback and Suggestions [Feedback]: This is a carry-over from last week’s PTS Summary. We are currently reading through all your feedback and suggestions for Class Mastery. We're aware that certain classes are lagging a little behind, some are too far ahead, and that some passives related to support and tank roles feel too low in comparison to DPS roles.

In PTS Week 3, we’ll be taking a pass on class mastery values and effects, largely focused on bringing up the effects of the classes near the bottom (Necromancer and Nightblade) while gently toning down the power of the high end (Sorcerer). The main focus is on adding new effects or power increases to support and tank class masteries. For example, Arcanist’s Ink-Scribe's Verve will trigger a group wide source of Major Force after activating, while Necromancer’s Veil’s Forfeit will extend the duration of any source of Major Vulnerability you apply. Thank you for the ongoing feedback and data!

Combat
  • Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

Dynamic Encounters
  • Farm Aflame [Bug]: This is a carry-over from last week’s PTS Summary. Completing the Teldur's End quest in Auridon currently prevents participation in the Flowervine Farm Dynamic Encounter. This will be fixed in PTS Week 3.

Favors
  • Rewards [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback that the rewards for Favors don’t feel substantial enough. We are finalizing some options, and you will see them in a later PTS Week.

Item Sets
Aerie’s Cry [Bug]: We are tracking an issue where if multiple players have Aerie's Cry equipped and attack the same target only one player will have the set bonus applied properly. We have a fix going in with PTS Week 3 so that this set's damage over time can now stack between multiple wearers of the set.

For added context, we did this to remedy a design conflict with the set that stated you dealt bonus damage to targets with Aerie's Cry, but only after applying the DoT, while also stating a target could not have more than 1 instance of the DoT. This created a case where the tooltip explained something that was not possible. This stipulation has been removed entirely, not only fixing that issue, but also greatly improving the usability with multiple wearers. This does mean the recipient could have multiple sets of eagles dive-bombing them, so we will be keeping an eye on feedback around both balance, performance, and the amount of VFX/SFX.

Player Experience Improvements
  • Motif Sourcing: We fixed some typos for Motif Sourcing. These fixes will be in PTS Week 3.
  • Path to Adventure [Bug]: We made some improvements to Path to Adventure clarity and flow. These fixes will be in PTS Week 3.

Sheogorath Questline
  • Animation and Voice-Over improvements [Feedback]: We have gotten some feedback on missing voice-over lines (VO) and some regarding animations quality. We are going back to add in more intricate animations, and some missing VO lines to improve the questing experience. This will be fixed in PTS Week 3.
  • Sheogorath Questline Ending [Bug]: We have worked to resolve some issues with Sheogorath ending up in some odd places toward the end of the quest. What can we say, he likes to throw a little madness wherever he goes! This will be fixed in PTS Week 3.

Tamriel Tomes
  • End-of-Season Experience [Patch Notes Error]: This is a carry-over from last week’s PTS Summary. It was mentioned in the initial Update 50 PTS patch notes that the end of Season experience would be available for testing on the PTS. While that is true, it’s not on the PTS quite yet. It will be available in PTS Week 3, starting on April 30 when the U50 PTS Season ends. (Related post.)
  • Swapping Between Owned Tomes [Bug]: This is a carry-over from last week’s PTS Summary. This bug is caused by how we use character copy on PTS. The intention is that everyone on the PTS has both the Update 49 and Update 50 PTS specific Premium Tomes owned and should be able to swap between them using the top left button on the Tome screen (the little book with an arrow icon). However, due to how we use character copies, the characters are not recognizing the U49 Tome. This will continue to happen for the remainer of PTS. However, this will not be an issue on the live server when Update 50 launches. (Related post.)
  • Weekly Challenge Rerolls for Gold [Patch Notes Error]: This is a carry-over from last week’s PTS Summary. Currently you cannot reroll Weekly Challenges for gold, despite being mentioned in the initial Update 50 PTS patch notes. This option will be available in PTS Week 3. (Related post.)

Thieves Guild
  • Codex Caper Quest [Bug]: When doing this quest, it was difficult to sneak through the estate, especially for players without Thieves Guild skills or Champion Skills. This will be fixed in PTS Week 3.
  • NPC Appearances – Lion Guard and More [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve seen your feedback related to the appearance of NPCs you’ve encountered during the Thieves Guild content (and beyond.) For example, wishing the Lion Guard NPCs used the new Lion Guard Captain uniform. We are working on some outfit updates for key NPCs and a few factions based on your feedback. We have also seen the related request for broader NPC makeovers across the game. While our main focus right now remains on Season One content, we hear you and will keep this request and your suggestions in mind! (Related post.)
  • Quests – General [Bugs/Feedback]: We have updated several instances of Thieves Guild quests to fix issues where clicking through the quest dialogue too quickly would result in the quest NPC not moving to the next part of the quest, and updated quest assists to help better guide players to quest NPCs. These fixes and improvements will be in PTS Week 3.
  • Racing Into Nowhere Quest [Bug]: This is a carry-over from last week’s PTS Summary. Interacting with an incorrect item in the Relic Gallery during the staff puzzle presents a portal to another area. Taking the portal currently blocks quest completion. This will be fixed in PTS Week 3. (Related post.)

Vengeance Campaign (Cyrodiil)
  • Campaign Options for Live Servers [Feedback]: This is a carry-over from last week’s PTS Summary. We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We also acknowledge the concerns related to Blackreach and desires from some players to retain a non-Vengeance campaign option that is not faction locked. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.

Veterancy
  • General UI Feedback and Suggestions [Feedback]: This is a carry-over from last week’s PTS Summary. We are continuing to read your general feedback and suggestions about the Veterancy UI. Thank you and keep it coming!
  • Rewards – Vengeance Perks [Feedback]: We have been reading your feedback about the Veterancy rewards, including a desire to have less Vengeance-specific rewards or alternate options for those who do not wish to play in the Vengeance campaign. We’ve also seen some confusion about whether the Veterancy system is only for those who play in the Vengeance Cyrodiil campaign. To clarify, the Veterancy rewards are things you can earn by participating in any PvP mode, be it Cyrodiil, Imperial City, or Battlegrounds. The only Veterancy reward that is Vengeance-specific is the passive perks. We added those to Vengeance because the available builds there are so paired down compared to the full builds players can use in Gray Host and other “traditional” Cyrodiil campaigns. They’re to give a little more build variety in Vengeance. While we are not making any major changes to the Veterancy rewards at this time, we do welcome feedback and suggestions for future Veterancy seasons.

Werewolf Refresh
  • Animations – General [Bugs/Feedback]: We are polishing up various animations as feedback and bugs are called out. You will see some of these in PTS Week 3. Please continue to let us know your thoughts!
  • Feral Cruelty Passive [Bug]: This is a carry-over from last week’s PTS Summary. We're aware of the issue where Rank 2 of Feral Cruelty fails to grant its Weapon and Spell Damage. This will be fixed in PTS Week 3.
  • Grappling Hook & Werewolf Model [Bug]: There is a bug where the Grappling Hook visual is missing when players interact with a grappling point while in Werewolf form. This will be fixed in a later PTS Week.
  • Werewolf Model Feet Bending/Distorting on Certain Terrain [Bug]: This is a carry-over from last week’s PTS Summary. We are working on a long-term fix for an issue where the new Werewolf model’s feet can bend/distort in an unintended way when traversing across certain uneven terrain while Foot Inverse Kinematics is enabled. In the short-term, we disabled Inverse Kinematics for Werewolves in PTS Week 2. The long-term fix will not be ready for the Update 50 PTS cycle. (Related post.)
Glowing Markings for Ultimate Morphs [Feedback]: The team has some changes coming in PTS Week 3 for the markings on the Werewolf Transformation ability and its morphs. Originally, these markings were intended to provide an obvious differentiation between the Werewolf Transformation morphs, outside of the visual cue of the dire wolves on the Pack Leader. We wanted to make this differentiation between morphs obvious not only for better PvP readability, but because we received a lot of feedback from the Update 49 Dragonknight refresh that stronger visual delineations between morphs is appreciated.
However, we have heard your feedback and we have made the following changes to the Werewolf markings:
  • The markings will now only become visible when Rampage is ready to cast, and they will remain visible for the duration of Rampage being active. Once Rampage is over, the markings disappear.
    • The markings can still be used as a visual aid to differentiate between the base ability and its morphs when they are visible, but they now also serve the purpose of better conveying when the Rampage ability is ready to cast. This will allow you to not have to look at your ability bar and notice the Ultimate icon change-over when Rampage is available to use.
    • For those who wish to keep the markings visible outside of combat, you can build up Fury until Rampage is ready to activate and then leave combat. This will allow the markings to remain visible indefinitely or until you decide to cast Rampage.
  • A blue version of the Pack Leader markings has been added to the base Werewolf Transformation ability. Since we have now tied the markings to providing a visual representation of Rampage’s functionality, we wanted to ensure that the visual messaging remained consistent on all forms of the ability and was not exclusive to the morphs.
  • The intensity of the Berserker morph markings has been decreased.
Please continue to provide us with feedback on the markings, especially after the above changes are implemented in PTS Week 3 – we want to hear what you think!

Whitestrake’s Mayhem
Trade Bars and PvP Rewards [Feedback]: Thank you for your feedback about the removal of Trade Bars from Whitestrake’s Mayhem. While our earlier note in the Update 50 Week 2 Patch Notes was accurate, it didn’t give enough context about our goals and thought process.

Our broader goal is to take different approaches to both new and existing events. Removing Trade Bars from Whitestrake’s is part of that experiment. But this decision wasn’t made in isolation. Instead of having them tied to the event, we worked to incorporate them in a broader approach.

With the rollout of the new Veterancy system, the goal is to have the possible Trade Bars earned in Whitestrake’s and add them to the new reward system. Instead of being locked to a limited‑time event, they’re part of a year‑round system, with fresh Trade Bars available each Veterancy Season. With Veterancy servicing the reward structure for PvP players, we believe Whitestrake’s can take on a new role. Rather than being one of the only PvP‑focused moments on the annual ESO calendar, it will become a time‑limited spotlight. A frenzy of action that draws attention to PvP and ramps up the mayhem for a short burst of carnage and riches!

That's how we see this tradeoff: more frequent Whitestrake’s events, paired with steady, year‑round PvP rewards through Veterancy. As we mentioned previously, the plan is to run Whitestrake’s in August and November this year, and then roughly once every three months starting in 2027. As always, we’ll continue to review feedback, but we hope this gives a bit more clarity on why this change is happening.

Impresario PTS Issue: The way Whitestrake’s appeared on the PTS wasn’t ideal. A data issue prevented the Impresario from going live when the event did. Which meant you didn’t get to see their enormous lineup, including every Whitestrake’s style motif from previous years. This will be fixed in time for when the event returns in August.

Pelinal's Boon Boxes PTS Issue: Another issue kept the updated “glow‑up” versions of Pelinal’s Boon Box rewards from going live with the event on PTS. Because of this error and the Impersario one, you didn’t have the full picture of what we’re planning. That lack of context made it hard to see where we're aiming to land with the updated event.

Here, in its entirety, is the "Boon Box Reward" section straight from the Whitestrake's Mayhem Help entry in our tutorials. These are the rewards you can expect to see from the event in August, and all runs of the event going forward into next year.

Pelinal's Boon Box Rewards*
Every Pelinal's Boon Box contains a number of Tel Var Stones. You may also find within:
  • War Torte Recipe, Dissertation, and Thesis (extremely small chance, more below)
  • Breton Terrier Mammoth Bones, fragments for the Alliance Breton Terrier (small chance)
  • Transmute Crystals
  • Crafting materials, including rarely the ingredients for War Torte recipes
  • PvP consumables such as repair kits, forward camps, and siege weapons
  • Outfit style pages for the Alliance and Akaviri styles
  • Style items for the Alliance and Akaviri styles
  • Unbound outfit style pages for Tava's Goshawk, Truth in Wisdom, Arkay Unending Cycle, Ayleid Lich, Dovah's Du'ul, and Sancre Tor Sentry
  • Coldharbour siege weapons
  • Prismatic Runestones
  • Books of Pelinal housing items
Each Pelinal's Boon Box has a chance to drop one recipe: Colovian War Torte, Chef Arquitius's Torte Dissertation, or Chef Arquitius's Lost Thesis. All three War Torte items are represented in Pelinal's Boon Box, though the dissertation and thesis will be much more rarely seen than the recipe. Finding one of these items is so rare that you can consider them to be a "jackpot" reward for odds of acquisition.

*These will fluctuate over time and is not meant to remain as a set list. We will make adjustments over time. But we wanted to make sure you had a full scope of what these boxes will entail as of right now.

We hope this update gives you a better view of our plans for this event. Just like you heard from the livestream last month, we have a lot of new initiatives coming in the year ahead. Thanks again and keep up the great feedback!

Miscellaneous
  • Dismounted While Passing through Daggerfall City Gates [Bug]: This is a carry-over from last week’s PTS Summary. You may be dismounted when passing through the Daggerfall city gates and other bridge assets in Glenumbra while mounted. We are investigating if this happens when passing under other types of fixtures. This will be fixed in PTS Week 3.
  • Trial Motif Achievements [Bug]: This is a carry-over from last week’s PTS Summary. There is currently an issue where several Trial motif achievements were not moved into their associated trials with the achievement reconsolidation including Craglorn Trials, Maw of Lorkhaj, Dreadsail Reef, Sanity's Edge, Lucent Citadel, and Ossein Cage. This will be fixed in PTS Week 3. (Related post.)
Edited by ZOS_JessicaFolsom on 24 April 2026 18:02
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

    Awesome!!
    i am very happy that Empower's bonus to Heavy Attacks will be 100% instead of 70%.
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.


    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.

    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.
  • Zeeejay
    Zeeejay
    ✭✭✭
    Appreciate these summaries, it's good to know what the teams are thinking with how things landed in Week 1 & 2 on the PTS.

    Very interested in seeing where Sorcerer winds up, I really hope that there was not an over-correction on account of inflated single target trial dummy parses.

    I'm eager to see the updated class mastery passives for all classes as well. Should be an exciting week of testing next week.
    @Zeeejay PC/NA
  • SkaiFaith
    SkaiFaith
    ✭✭✭✭✭
    LunaFlora wrote: »
    Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

    Awesome!!
    i am very happy that Empower's bonus to Heavy Attacks will be 100% instead of 70%.

    Yeah, but... Isn't this exactly the change that was asked for to address Oakensoul and Tri-focus back then by those who desired for these to retain their original power?
    I mean... We've been really gutted over time since then, and now this... It doesn't seem to me enough to bring that playstyle back in full swing. EDIT: even more now that PvP will become more of a no-zone.
    Edited by SkaiFaith on 24 April 2026 19:39
    "..........Anyway, here's how
    to tell if your RPG
    sign is cheap" - Tony(?)
  • PeacefulAnarchy
    PeacefulAnarchy
    ✭✭✭✭✭
    I hope 100% isn't endpoint for empower but it's nice to see you're listening and at least moving in the right direction.
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    SkaiFaith wrote: »
    LunaFlora wrote: »
    Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

    Awesome!!
    i am very happy that Empower's bonus to Heavy Attacks will be 100% instead of 70%.

    Yeah, but... Isn't this exactly the change that was asked for to address Oakensoul and Tri-focus back then by those who desired for these to retain their original power?
    I mean... We've been really gutted over time since then, and now this... It doesn't seem to me enough to bring that playstyle back in full swing. EDIT: even more now that PvP will become more of a no-zone.

    i am simply happy about the buff for Heavy Attacks.
    i do not go to PvP zones regularly
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.


    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.

    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.
  • Mattymoo92
    Mattymoo92
    ✭✭✭✭
    Hi everyone! Welcome to our Update 50 PTS summary for week 2. Like our Week 1 summary, this post compiles a high-level summary of the Update 50 PTS – Week 2 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. Of note, due to the issues we ran into Monday with the PTS Week 2 update and not opening until Tuesday, we did lose some time for PTS bug reports and feedback. As such, this week’s summary is a little lighter in some areas.

    Please continue to share your thoughts with us on these summaries. We’ll evolve and optimize them over time with considerations given to team bandwidth, contents, and the right level of detail. Thanks!


    Challenge Difficulty
    • Challenge Difficulty in Player Houses [Bug]: Challenge Difficulty modifiers were incorrectly allowed in player housing, including when interacting with target dummies. This was not intended, and player housing will no longer allow Challenge Difficulty modifiers. This will be fixed in PTS Week 3.
    • Vestige Difficulty – Unusually High-Damage Critical Strike from Light Attack [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue that was resulting in some light attacks hitting unusually high damage numbers while on Vestige Difficulty. We identified that the underlying cause of this is related to calculations in the code. This will be fixed in PTS Week 3. (Related discussion.)
    • Unusual Behavior with Certain Item Sets & Challenge Difficulty [Bug]: This is a carry-over from last week’s PTS Summary. We observed unusual behavior with how some item sets interact with Challenge Difficulty. This ended up being due to the same underlying cause as the above issue. This will be fixed in PTS Week 3. (Related discussion.)
    Separating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
    • Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
    • Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
    We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.

    Class Mastery
    • Conservation of Energy [Bug]: This passive was not applying healing via Bolt Escape and its morphs, as it should. This will be fixed in PTS Week 3.
    General Feedback and Suggestions [Feedback]: This is a carry-over from last week’s PTS Summary. We are currently reading through all your feedback and suggestions for Class Mastery. We're aware that certain classes are lagging a little behind, some are too far ahead, and that some passives related to support and tank roles feel too low in comparison to DPS roles.

    In PTS Week 3, we’ll be taking a pass on class mastery values and effects, largely focused on bringing up the effects of the classes near the bottom (Necromancer and Nightblade) while gently toning down the power of the high end (Sorcerer). The main focus is on adding new effects or power increases to support and tank class masteries. For example, Arcanist’s Ink-Scribe's Verve will trigger a group wide source of Major Force after activating, while Necromancer’s Veil’s Forfeit will extend the duration of any source of Major Vulnerability you apply. Thank you for the ongoing feedback and data!

    Combat
    • Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.

    Dynamic Encounters
    • Farm Aflame [Bug]: This is a carry-over from last week’s PTS Summary. Completing the Teldur's End quest in Auridon currently prevents participation in the Flowervine Farm Dynamic Encounter. This will be fixed in PTS Week 3.

    Favors
    • Rewards [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback that the rewards for Favors don’t feel substantial enough. We are finalizing some options, and you will see them in a later PTS Week.

    Item Sets
    Aerie’s Cry [Bug]: We are tracking an issue where if multiple players have Aerie's Cry equipped and attack the same target only one player will have the set bonus applied properly. We have a fix going in with PTS Week 3 so that this set's damage over time can now stack between multiple wearers of the set.

    For added context, we did this to remedy a design conflict with the set that stated you dealt bonus damage to targets with Aerie's Cry, but only after applying the DoT, while also stating a target could not have more than 1 instance of the DoT. This created a case where the tooltip explained something that was not possible. This stipulation has been removed entirely, not only fixing that issue, but also greatly improving the usability with multiple wearers. This does mean the recipient could have multiple sets of eagles dive-bombing them, so we will be keeping an eye on feedback around both balance, performance, and the amount of VFX/SFX.

    Player Experience Improvements
    • Motif Sourcing: We fixed some typos for Motif Sourcing. These fixes will be in PTS Week 3.
    • Path to Adventure [Bug]: We made some improvements to Path to Adventure clarity and flow. These fixes will be in PTS Week 3.

    Sheogorath Questline
    • Animation and Voice-Over improvements [Feedback]: We have gotten some feedback on missing voice-over lines (VO) and some regarding animations quality. We are going back to add in more intricate animations, and some missing VO lines to improve the questing experience. This will be fixed in PTS Week 3.
    • Sheogorath Questline Ending [Bug]: We have worked to resolve some issues with Sheogorath ending up in some odd places toward the end of the quest. What can we say, he likes to throw a little madness wherever he goes! This will be fixed in PTS Week 3.

    Tamriel Tomes
    • End-of-Season Experience [Patch Notes Error]: This is a carry-over from last week’s PTS Summary. It was mentioned in the initial Update 50 PTS patch notes that the end of Season experience would be available for testing on the PTS. While that is true, it’s not on the PTS quite yet. It will be available in PTS Week 3, starting on April 30 when the U50 PTS Season ends. (Related post.)
    • Swapping Between Owned Tomes [Bug]: This is a carry-over from last week’s PTS Summary. This bug is caused by how we use character copy on PTS. The intention is that everyone on the PTS has both the Update 49 and Update 50 PTS specific Premium Tomes owned and should be able to swap between them using the top left button on the Tome screen (the little book with an arrow icon). However, due to how we use character copies, the characters are not recognizing the U49 Tome. This will continue to happen for the remainer of PTS. However, this will not be an issue on the live server when Update 50 launches. (Related post.)
    • Weekly Challenge Rerolls for Gold [Patch Notes Error]: This is a carry-over from last week’s PTS Summary. Currently you cannot reroll Weekly Challenges for gold, despite being mentioned in the initial Update 50 PTS patch notes. This option will be available in PTS Week 3. (Related post.)

    Thieves Guild
    • Codex Caper Quest [Bug]: When doing this quest, it was difficult to sneak through the estate, especially for players without Thieves Guild skills or Champion Skills. This will be fixed in PTS Week 3.
    • NPC Appearances – Lion Guard and More [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve seen your feedback related to the appearance of NPCs you’ve encountered during the Thieves Guild content (and beyond.) For example, wishing the Lion Guard NPCs used the new Lion Guard Captain uniform. We are working on some outfit updates for key NPCs and a few factions based on your feedback. We have also seen the related request for broader NPC makeovers across the game. While our main focus right now remains on Season One content, we hear you and will keep this request and your suggestions in mind! (Related post.)
    • Quests – General [Bugs/Feedback]: We have updated several instances of Thieves Guild quests to fix issues where clicking through the quest dialogue too quickly would result in the quest NPC not moving to the next part of the quest, and updated quest assists to help better guide players to quest NPCs. These fixes and improvements will be in PTS Week 3.
    • Racing Into Nowhere Quest [Bug]: This is a carry-over from last week’s PTS Summary. Interacting with an incorrect item in the Relic Gallery during the staff puzzle presents a portal to another area. Taking the portal currently blocks quest completion. This will be fixed in PTS Week 3. (Related post.)

    Vengeance Campaign (Cyrodiil)
    • Campaign Options for Live Servers [Feedback]: This is a carry-over from last week’s PTS Summary. We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We also acknowledge the concerns related to Blackreach and desires from some players to retain a non-Vengeance campaign option that is not faction locked. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.

    Veterancy
    • General UI Feedback and Suggestions [Feedback]: This is a carry-over from last week’s PTS Summary. We are continuing to read your general feedback and suggestions about the Veterancy UI. Thank you and keep it coming!
    • Rewards – Vengeance Perks [Feedback]: We have been reading your feedback about the Veterancy rewards, including a desire to have less Vengeance-specific rewards or alternate options for those who do not wish to play in the Vengeance campaign. We’ve also seen some confusion about whether the Veterancy system is only for those who play in the Vengeance Cyrodiil campaign. To clarify, the Veterancy rewards are things you can earn by participating in any PvP mode, be it Cyrodiil, Imperial City, or Battlegrounds. The only Veterancy reward that is Vengeance-specific is the passive perks. We added those to Vengeance because the available builds there are so paired down compared to the full builds players can use in Gray Host and other “traditional” Cyrodiil campaigns. They’re to give a little more build variety in Vengeance. While we are not making any major changes to the Veterancy rewards at this time, we do welcome feedback and suggestions for future Veterancy seasons.

    Werewolf Refresh
    • Animations – General [Bugs/Feedback]: We are polishing up various animations as feedback and bugs are called out. You will see some of these in PTS Week 3. Please continue to let us know your thoughts!
    • Feral Cruelty Passive [Bug]: This is a carry-over from last week’s PTS Summary. We're aware of the issue where Rank 2 of Feral Cruelty fails to grant its Weapon and Spell Damage. This will be fixed in PTS Week 3.
    • Grappling Hook & Werewolf Model [Bug]: There is a bug where the Grappling Hook visual is missing when players interact with a grappling point while in Werewolf form. This will be fixed in a later PTS Week.
    • Werewolf Model Feet Bending/Distorting on Certain Terrain [Bug]: This is a carry-over from last week’s PTS Summary. We are working on a long-term fix for an issue where the new Werewolf model’s feet can bend/distort in an unintended way when traversing across certain uneven terrain while Foot Inverse Kinematics is enabled. In the short-term, we disabled Inverse Kinematics for Werewolves in PTS Week 2. The long-term fix will not be ready for the Update 50 PTS cycle. (Related post.)
    Glowing Markings for Ultimate Morphs [Feedback]: The team has some changes coming in PTS Week 3 for the markings on the Werewolf Transformation ability and its morphs. Originally, these markings were intended to provide an obvious differentiation between the Werewolf Transformation morphs, outside of the visual cue of the dire wolves on the Pack Leader. We wanted to make this differentiation between morphs obvious not only for better PvP readability, but because we received a lot of feedback from the Update 49 Dragonknight refresh that stronger visual delineations between morphs is appreciated.
    However, we have heard your feedback and we have made the following changes to the Werewolf markings:
    • The markings will now only become visible when Rampage is ready to cast, and they will remain visible for the duration of Rampage being active. Once Rampage is over, the markings disappear.
      • The markings can still be used as a visual aid to differentiate between the base ability and its morphs when they are visible, but they now also serve the purpose of better conveying when the Rampage ability is ready to cast. This will allow you to not have to look at your ability bar and notice the Ultimate icon change-over when Rampage is available to use.
      • For those who wish to keep the markings visible outside of combat, you can build up Fury until Rampage is ready to activate and then leave combat. This will allow the markings to remain visible indefinitely or until you decide to cast Rampage.
    • A blue version of the Pack Leader markings has been added to the base Werewolf Transformation ability. Since we have now tied the markings to providing a visual representation of Rampage’s functionality, we wanted to ensure that the visual messaging remained consistent on all forms of the ability and was not exclusive to the morphs.
    • The intensity of the Berserker morph markings has been decreased.
    Please continue to provide us with feedback on the markings, especially after the above changes are implemented in PTS Week 3 – we want to hear what you think!

    Whitestrake’s Mayhem
    Trade Bars and PvP Rewards [Feedback]: Thank you for your feedback about the removal of Trade Bars from Whitestrake’s Mayhem. While our earlier note in the Update 50 Week 2 Patch Notes was accurate, it didn’t give enough context about our goals and thought process.

    Our broader goal is to take different approaches to both new and existing events. Removing Trade Bars from Whitestrake’s is part of that experiment. But this decision wasn’t made in isolation. Instead of having them tied to the event, we worked to incorporate them in a broader approach.

    With the rollout of the new Veterancy system, the goal is to have the possible Trade Bars earned in Whitestrake’s and add them to the new reward system. Instead of being locked to a limited‑time event, they’re part of a year‑round system, with fresh Trade Bars available each Veterancy Season. With Veterancy servicing the reward structure for PvP players, we believe Whitestrake’s can take on a new role. Rather than being one of the only PvP‑focused moments on the annual ESO calendar, it will become a time‑limited spotlight. A frenzy of action that draws attention to PvP and ramps up the mayhem for a short burst of carnage and riches!

    That's how we see this tradeoff: more frequent Whitestrake’s events, paired with steady, year‑round PvP rewards through Veterancy. As we mentioned previously, the plan is to run Whitestrake’s in August and November this year, and then roughly once every three months starting in 2027. As always, we’ll continue to review feedback, but we hope this gives a bit more clarity on why this change is happening.

    Impresario PTS Issue: The way Whitestrake’s appeared on the PTS wasn’t ideal. A data issue prevented the Impresario from going live when the event did. Which meant you didn’t get to see their enormous lineup, including every Whitestrake’s style motif from previous years. This will be fixed in time for when the event returns in August.

    Pelinal's Boon Boxes PTS Issue: Another issue kept the updated “glow‑up” versions of Pelinal’s Boon Box rewards from going live with the event on PTS. Because of this error and the Impersario one, you didn’t have the full picture of what we’re planning. That lack of context made it hard to see where we're aiming to land with the updated event.

    Here, in its entirety, is the "Boon Box Reward" section straight from the Whitestrake's Mayhem Help entry in our tutorials. These are the rewards you can expect to see from the event in August, and all runs of the event going forward into next year.

    Pelinal's Boon Box Rewards*
    Every Pelinal's Boon Box contains a number of Tel Var Stones. You may also find within:
    • War Torte Recipe, Dissertation, and Thesis (extremely small chance, more below)
    • Breton Terrier Mammoth Bones, fragments for the Alliance Breton Terrier (small chance)
    • Transmute Crystals
    • Crafting materials, including rarely the ingredients for War Torte recipes
    • PvP consumables such as repair kits, forward camps, and siege weapons
    • Outfit style pages for the Alliance and Akaviri styles
    • Style items for the Alliance and Akaviri styles
    • Unbound outfit style pages for Tava's Goshawk, Truth in Wisdom, Arkay Unending Cycle, Ayleid Lich, Dovah's Du'ul, and Sancre Tor Sentry
    • Coldharbour siege weapons
    • Prismatic Runestones
    • Books of Pelinal housing items
    Each Pelinal's Boon Box has a chance to drop one recipe: Colovian War Torte, Chef Arquitius's Torte Dissertation, or Chef Arquitius's Lost Thesis. All three War Torte items are represented in Pelinal's Boon Box, though the dissertation and thesis will be much more rarely seen than the recipe. Finding one of these items is so rare that you can consider them to be a "jackpot" reward for odds of acquisition.

    *These will fluctuate over time and is not meant to remain as a set list. We will make adjustments over time. But we wanted to make sure you had a full scope of what these boxes will entail as of right now.

    We hope this update gives you a better view of our plans for this event. Just like you heard from the livestream last month, we have a lot of new initiatives coming in the year ahead. Thanks again and keep up the great feedback!

    Miscellaneous
    • Dismounted While Passing through Daggerfall City Gates [Bug]: This is a carry-over from last week’s PTS Summary. You may be dismounted when passing through the Daggerfall city gates and other bridge assets in Glenumbra while mounted. We are investigating if this happens when passing under other types of fixtures. This will be fixed in PTS Week 3.
    • Trial Motif Achievements [Bug]: This is a carry-over from last week’s PTS Summary. There is currently an issue where several Trial motif achievements were not moved into their associated trials with the achievement reconsolidation including Craglorn Trials, Maw of Lorkhaj, Dreadsail Reef, Sanity's Edge, Lucent Citadel, and Ossein Cage. This will be fixed in PTS Week 3. (Related post.)

    Appreciate the clarification about the PvP event rewards!!
  • React
    React
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    A bit disappointing that the response to the whitestrake's feedback is "this is why we're doing this", instead of just giving the community what they're asking for. Seems 90%+ are in agreement that the removal of trade bars was unneeded. These are part of what draw in new people who wouldn't otherwise participate in the event, which is the entire point of mayhem - huge fights with fresh faces in a variety of environments. This really seems like one of those moments where the team should just give in to the community.

    Also disappointing that there aren't further buffs for the veterancy system planned. The system is extremely underwhelming, especially the capstone rewards. I do not understand why the studio is so hesitant to throw a bone to PVP players - we've genuinely put up with bare minimum for a decade now. Putting some more desirable rewards within this system would go a long way towards buying back good faith with the community.

    It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
    • Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
    • Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
    • Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.

    Edited by React on 24 April 2026 20:34
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  • BasP
    BasP
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    Thank you for the update! A lot of it sounds good to me and I'm looking forward to week 3. It'll be interesting to see and test the updated Class Masteries.
  • HMG_Spaun
    HMG_Spaun
    Hi! Necro main here. Reposting a forum from February. https://forums.elderscrollsonline.com/en/discussion/689090/corpseburster#latest

    Since there are being tweaks done to class sets from IA, figured this would be a good time to bring this up again. Maybe we can show Necro’s a PINCH of love?
    Kthxbye
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    React wrote: »
    It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
    • Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
    • Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
    • Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
    Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.

    Now back to editing patch notes for me...
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Ecgberht_confused
    Ecgberht_confused
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    Looking forward to reading the next patch notes (and for the EU character copy on Monday).

    Just wanted to say that I'm concerned about the DK balance decisions this pts cycle. Taking the 15%damage done from whip and giving it to the pyrebrand/wildfire interaction makes DK too oppressive in pvp and at the same time makes the breath builds underperforming in pve. While the former has been pointed out in the forums (and is likely going to be addressed next patch), the latter hasn't been receiving attention. At the moment pure DK breath builds are weaker than U49, and only viable if you subclass, which is quite a shame since DK is already reworked and should be in a good place in pve.

    Please consider giving some power back to the pure DK breath builds. I'm quite enjoying this setup on live and I'd hate for it to become non viable and be forced to subclass assassination and aedric again.
  • React
    React
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    ZOS_Kevin wrote: »
    React wrote: »
    It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
    • Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
    • Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
    • Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
    Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.

    Now back to editing patch notes for me...

    Thank you for this comment! Best of luck with the patch notes editing 😅
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  • Ketryellowynne
    ZOS_Kevin wrote: »
    React wrote: »
    It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
    • Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
    • Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
    • Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
    Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.

    Now back to editing patch notes for me...

    Can we please at some point in the very near future address the issues with healer relevance. Quoted comment by React brings up some. The healing bonuses proposed currently benefit more tanks (HP based) and damage dealers (free infinite crux for Arcanist using reaving blows; self major heroism on warden DD for reaving blows). This combined with outsourcing Major Courage to werewolves (the skill should REALLY be changed to minor courage, which would still make them desirable in endgame PvE without displacing healers; change minor courage from pack leader to another buff, like minor berserk or minor protection) leaves very little benefit for score push pve groups to run a designated healer when they can get all of the same benefits from more damage where heal checks are not present.

    It would be nice if the bonuses that are *intended* for healers couldn’t proc from champion points (reaving blows, salve of renewal, etc.). It still doesn’t fix the issue of arc healers not having a meaningful way to use crux, but it would at least be a start.

    Healers are being sort of left behind in all of these updates, and I’m genuinely afraid of it creating bigger problems that will need to be addressed later down the line for the existence of healers to be relevant in early endgame. They’ve already been regularly dropped from most 4 man simply because the benefit of a healer without specific heal checks doesn’t outweigh an extra damage dealer (and even where some heal checks are present, more damage can simply skip the mechanic in many instances). With damage becoming even more, and important buffs traditionally sourced by healers being sourceable by damage, there is a very real risk that this could become the case in earlier trials as well, displacing healers from the endgame community.

    There are thousands of players who prefer to play or exclusively play healers, and it’s probably already the most competitive role for spots in organized groups. While healers in lower levels of pve or less sweaty endgame or late trials in endgame probably won’t be affected (at least not at first), it’s demoralizing to think your potential cap on your role is being lowered, not because you can never be good enough, but because you simply won’t be relevant.
    Edited by Ketryellowynne on 24 April 2026 21:43
  • ImPoStier
    ImPoStier
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    Buff Templars damage and sustain I don’t see Templar mentioned they aren’t fine, they are getting hard carried by lancer and it’s gonna be terrible in content, and give sorcs something, you can’t just give DK their thing (major berserk) and give them 3% weapon damage to compensate that’s not enough, and if sorc is doing 200k dps with overload and DK is doing 180k sorc will never be used, it needs a 2% nerf I have a feeling you are gonna make sorc useless again
  • Dracane
    Dracane
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    Please go no further than Static Reverberation for Sorc. This mostly affects specific builds who exploit this to the fullest or dummy parses. But Conservation of Energy and Font of Power already are considerably weaker than first proposed and are needed by a wide variety of Sorc builds, both in pve (tanks and healers) as well as various pvp builds.

    Touching this because of a few extremes can't be good. The majority has to be considered before a fringe minority. The values are already overly harsh for most builds. (1750 magicka for 1% of spell damage)
    Edited by Dracane on 25 April 2026 05:47
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • MoonPile
    MoonPile
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    Housing is always forgotten 🥲
    MoonPile wrote: »
    +1 thanks for continuing summaries.
    There's a lot of discussion about potential replacement or integration of the Breton, Hearth, and other new furnishings that were updated overland, both in forum threads (like this one https://forums.elderscrollsonline.com/en/discussion/691303/breton-furnishings-update#latest) and outside of here in Discords, etc.

    Could we please hear from the Devs if there are plans to integrate or replace them?

  • Leivendil
    Leivendil
    Soul Shriven
    Heavy attack buffs are great, but I wish we could also bring back some power to Tideborn. Also, please change the 2 handed passives, we really need to follow up on the weapon refresh.
  • Orbital78
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    I hope 100% isn't endpoint for empower but it's nice to see you're listening and at least moving in the right direction.

    Yes, unless they nerf the top down from 180+k to more around 120k.

    Sad to see empower couldn't be fixed in Imperial City, but I don't really enjoy IC anyway. Heavy attack builds are the only build I would take in there sturdy enough to deal with the bosses. If a player is running into a group of mobs with a slow heavy attack build, that kind of seems like a them issue. It should however have been fixed on zos' end. I guess nerfing the destro passives and other things over the years bandaged it.
    Edited by Orbital78 on 24 April 2026 22:07
  • coop500
    coop500
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    Please don't nerf WW too much, there's a lot of bad actors in here trying to remove all relevancy for werewolves for one reason or another. Please don't take Major Courage away, just give healers more of a reason to exist besides one buff from one set. That's not healthy gameplay either, and don't forget PvE when balancing werewolf due to PvP concerns. We still have no access to Weapon Passives after all.

    With that said though, I like what I see here. Thank you so much especially for the adjustments to the glowy markings! This feels like a happy medium that should largely please most people on both sides, those who liked the markings and those who didn't, while also solving the issue of not knowing when Rampage was ready. This is a perfect solution IMO.

    And yay blue Pack Leader! This is great for me. Excited to see the other animation changes and the like too.
    Edited by coop500 on 24 April 2026 22:17
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Erickson9610
    Erickson9610
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    I still hold that Werewolf should have access to Class Mastery buffs. Without those, there's no reason we shouldn't continue to Subclass.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
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    Is there any particular reason the color of the markings for the base Werewolf Transformation ability was made blue?

    I get red, because it's a violent color that matches the feel of Werewolf Berserker. Green sort of makes sense, since it's nature-themed and we know Hircine is big about that. Most of the abilities either have red/green VFX or can be given green VFX with those two Verdant Green styles.

    But why blue? I suppose it would fit the theme of the Gnash, Dusk Blue style. I just don't see how it thematically fits. Maybe the Red/Green/Blue color scheme as it relates to Health/Stamina/Magicka?

    I kind of wish it wasn't a full copy of the Pack Leader markings, too. Maybe it could be visually distinct in some way other than color? Like perhaps the design could be less intricate than Pack Leader's design, so that it looks like it evolved when you morph the transformation ability.
    Edited by Erickson9610 on 24 April 2026 22:40
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • code65536
    code65536
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    Excited to finally see more sourcing for the thesis. Even a jackpot is better than the current virtually non-existent sourcing.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • coop500
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    I like the option of blue, it fits my main character. Though I guess it doesn't matter if it's only for the base morph, which means I'd be losing power to achieve them. I thought it'd be a selectable cosmetic, but I see not now. Oh well, green is fine.

    Anyway, seems like a weird thing to complain about since nobody is using the base morph willingly unless for RP reasons, and having another color option is nice. Some of us are blue-themed.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • YandereGirlfriend
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    Man, having the devs responding directly to provided feedback is SUCH a breath of fresh air! The new team continues to slay and handle business in a very pro-player fashion.

    Really enjoy that Empower is getting buffed back up. An absolutely clutch and needed tweak.

    Speaking of tweaks, I'll reiterate that it would be AMAZING for some of these trials support and forgotten Cyrodiil sets to receive some love to their non-"keystone" bonuses, namely:

    Martial Knowledge -> change 2-piece bonus of Max Mag (to Weapon Damage?)

    Elemental Catalyst -> change 2- and 4-piece bonuses of Max Mag (to Crit Chance?)

    Z'ens Redress -> change 2-piece bonus of Mag Regen and 4-piece bonus of Max Mag (to Weapon Damage?)

    Lamp Knight's Art -> change 2- and 4-piece bonuses of Max Stam (to Crit Chance?)

    In addition, may I present the ostensibly PvE support set Sluthrug's Hunger for consideration for a possible buff to both keystone and non-keystones bonuses alike. It is such a cool and thematic set but it just does not work in actual content. It would be amazing to see another trial support set thrown into the mix along with all of the other popular ones!
    Edited by YandereGirlfriend on 24 April 2026 22:31
  • Celas_Dranacea
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    I would like to say I am impressed with the handling of the werewolf markings. This is a very elegant solution for people who don't like having the markings full time, and for the trouble folks were having with activating rampage at the proper time without accidentally dropping werewolf. Good job!

    I hope there is no heavy hand with changes to werewolf due to a couple of outlier / specific situations. I hope those outliers are addressed without impacting the overall functionality of werewolf. We still have complaints about certain areas like ulti timer, buffs working properly etc. so I hope we do not go backwards here.

    I trust the ZOS team to do a good job though and be thoughtful. You guys are doing great. Thank you for your work!
    A Bosmer Nightblade Werewolf
  • WuffyCerulei
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    Have the combat team said anything about the Werewolf Berserker's ultimate cost being a bit too much to handle yet @ZOS_Kevin ? I know that I and several people have given feedback about it being too much to for solo players or players without another Werewolf in group.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • Lord_Hev
    Lord_Hev
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    [*]Challenge Difficulty in Player Houses [Bug]: Challenge Difficulty modifiers were incorrectly allowed in player housing, including when interacting with target dummies. This was not intended, and player housing will no longer allow Challenge Difficulty modifiers. This will be fixed in PTS Week 3.

    Can we actually keep this? I enjoyed being able to test dps with different builds with the difficulty modifiers.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Orbital78
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    In addition, may I present the ostensibly PvE support set Sluthrug's Hunger for consideration for a possible buff to both keystone and non-keystones bonuses alike. It is such a cool and thematic set but it just does not work in actual content. It would be amazing to see another trial support set thrown into the mix along with all of the other popular ones!

    I wanted to use that set, I actually golded out a set and it just fell flat. It needs an overhealing condition IMO to be viable in PVE content. I tried to bring this up a year or so ago when it was somewhat newer and nothing came about.
    Edited by Orbital78 on 24 April 2026 22:56
  • MaverickTheYeen
    MaverickTheYeen
    Soul Shriven
    Okay, but why not have the glowy stuff on WWs be a toggle or something instead of only having it when fury is maxed? It's one of the big things about the refresh I loved...

    As it stands with what I've experienced with the fury thing on PTS and why I have issues with this route vs a toggle in settings, when my ult is ready, instead of being able to just morph back to my character before entering a town or something, I have to activate the ult, wait for the timer, then I can transform back. It's a waste of the ult and with this choice (since I rarely have a reason to use the ult if I use Shapeshifters chain), also means that no, it doesn't become a permanent solution for those of us who *do* like the permanent glowy runes and markings because when we morph back into a WW outside of town, we're right back to a basic thing. :/

    Edit: While I know this isn't an elegant solution, I feel it's a better one for the minority like me who would want the full time runes. Then again, maybe if there's some way implemented to never use Rampage and morph back into a human, khajiit, or argonian without activating the ult, I guess that could work too, but also locks out folks who do want to both be able to use Rampage and have permanent glow.
    Edited by MaverickTheYeen on 24 April 2026 23:05
  • Aces-High-82
    Aces-High-82
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    Well, looks like pure Sorc gets gutted for PvP again.....
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