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Update 50 PTS – Week 4 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our Update 50 PTS summary for week 4. In case you missed our update here, we are back to having five weeks of PTS this cycle and for the foreseeable future.

As with our previous PTS Weekly Summaries, this post compiles a high-level summary of the Update 50 PTS – Week 4 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. As a gentle reminder, these summaries are not intended to be as comprehensive as our PTS weekly patch notes, so they will not include everything that will appear in those.

You may read our summaries here for Week 1, Week 2, and Week 3.

Thank you for your continued PTS bug reports and feedback, and as always, we welcome your thoughts on these PTS summaries.


Challenge Difficulty
  • Angof the Gravesinger [Bug]: This is a carryover from last week’s PTS Summary, with a timing update. While playing on Master or Vestige, standing in Gabrielle Benele's Light magic does not save you from Angof's Vengeance as it should. This will be fixed in PTS Week 5.
  • Changes to Master and Seasoned Damage Output [Feedback]: This is a carryover from last week’s PTS Summary. With PTS Week 5, we are making some changes to the damage output for Master and Seasoned Challenge Difficulty levels. We are making these changes to address the feedback that the damage output between Adventurer, Seasoned, and Master did not feel different enough. With the changes the Challenge Difficulty levels will look like this for PTS Week 5 as well as the Challenge Difficulty launch with Update 50 in June:
    • Adventurer: No changes
    • Seasoned: -50% (was -20%) Damage Done, +100% Damage Taken, +20% XP, +50% Gold
    • Master: -65% (was -50%) Damage Done, +300% Damage Taken, +75% XP, +100% Gold
    • Vestige: -80% Damage Done, +600% Damage Taken, +100% XP, +200% Gold
  • UI: This is a carryover from last week’s PTS Summary. UI elements for Challenge Difficulty do not update in real time on Keyboard UI and Console UI. This will be fixed in time for Update 50 launch in June.

Class Mastery
  • General [Feedback]: We have seen a variety of questions and concerns about some Class Mastery passives – particularly for Necromancers, Nightblades, Sorcerers, and Templars, feeling underwhelming compared to others, or generally not feeling like they match certain playstyles or function as well as you’d like for certain types of content. We have compiled some of the main topics we’ve seen from you and have answered them in this longer post here.
  • Necromancer – Malevolent Promise [Feedback]: In addition to the info we provided in last week’s PTS Summary about the Malevolent Promise passive changes and PvP content, we wanted to address a follow-up question we saw. Some of you asked if this change was due to how Malevolent Promise behaves when paired with the Corpseburster item set. The short answer is yes. In our internal testing, we observed that certain combinations paired with Malevolent Promise and Corpseburster were overwhelmingly powerful in a way that created an oppressive gameplay experience, especially when multiple Necromancers are coordinating. It had no counterplay and was effectively a surefire “I win” combo – fun for the caster, not fun for the target, and not healthy for our overall PvP experience. We did try a few other solutions such as a cooldown per target, or only one Necro in the group getting the buff and the other not, etc. It also wasn’t a quick decision – we exhausted a lot of solutions and time internally exploring these other possible options to try to improve the PvP experience, and making Malevolent Promise usable on only non-player targets in PvP was were we landed for now. It is possible we'll revisit this in the future, potentially when we get to the Necromancer class refresh. We hope this additional context helps. (Related post.)
  • Sorcerer – Font of Power [Bug]: This is a carryover from last week’s PTS Summary, with a timing update. This passive can occasionally go to a group member instead of the caster. This will be fixed in PTS Week 5.
  • Sorcerer – Sphere of Influence [Bug]: There is a bug with Sphere of Influence not acting as it should. Currently it is only applying to one player instead of two, and it is not working with the Daedric Refuge AoE shield. This will be fixed in PTS Week 5.

Favors
  • Rewards [Feedback]: This is a carry-over from previous PTS Weekly Summaries. We have seen your feedback that the rewards for Favors don’t feel substantial enough, so we have updated these rewards across the board. You will continue to see tweaks to this through PTS Week 5, but these all should be much more rewarding now as well as each Favor having a unique reward pull for completing them.

Player Experience Improvements
  • Guild Mail [Bug]: We have fixed an issue where guild mail was not showing a generic icon for guilds that had not yet chosen guild heraldry. This will be fixed in PTS Week 5.
  • Path to Adventure Golden Pursuits Campaign [Bugs]: We have fixed several general polish and continuity bugs with this Golden Pursuits campaign. These fixes will be in PTS Week 5.

Thieves Guild & Sheogorath Content
  • Daggerfall Thieves Den [Bug]: This is a carryover from last week’s PTS Summary. We are investigating reports of players getting flagged for stealing after taking items from inside the Daggerfall Thieves Den.
  • Quests – General: This is a carryover from last week’s PTS Summary. We are working on fixes for minor continuity and polish issues and some quest blockers across various quests in the Thieves Guild and Sheogorath content. Some of these fixes will be in PTS Week 5, and others will go in for Update 50 launch in June.
  • Racing to Nowhere Quest [Bug]: This is a carryover from last week’s PTS Summary. Going through the portal in Quen's room can teleport you back to the start of her room or the nexus room. This will be fixed in PTS Week 5.

Werewolf Refresh
  • General [Bugs]: We are investigating a number of miscellaneous visual-related issues with the new Werewolf model. These issues will be fixed with Update 50 in June. (Related post.)
  • General [Feedback]: Over the past few weeks and especially following last week’s changes to the Werewolf kit, we have seen both your PTS feedback and follow-up questions. These have ranged from concerns about the Werewolf’s general power in PvE and how the Werewolf kit is interacting with some Class Mastery passives, to questions about overall Werewolf power, damage output, tanking, and healing. We have compiled some of the main topics we’ve seen from you and have answered them in this longer post here.

Miscellaneous
  • Dark Anchors & Zone Incursions: We identified an issue where Dark Anchor events, Geyers, Oblivion Portals, and Volcanic Vents were not granting rewards chests upon completion, as they should. This will be fixed in PTS Week 5.



Edited by ZOS_JessicaFolsom on 8 May 2026 19:36
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • Wuuffyy
    Wuuffyy
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    As a long term werewolf player, before live I am once again asking for werewolf to once-again to be excluded from Signet mythic for obvious reasons (an ult that doesn't consume ult in a normal fashion... guaranteed/high chance status effects in kit... still having an ult ~rampage~ that doesn't consume ult…feral guardian was impacted for less of a toxic interaction than this)... It's inflating parses on either end far above other classes due to the minor/major buffs and how it interacts with this mythic.

    Additionally, the bleed in PvP feels inappropriately, non-thematic to me. A 1 second bleed has more semblance to a direct damage 'hit' than it does an actual bleed. When I imagine a werewolf clawing at someone and causing them to bleed, I imagine that bleeding to occur over a period of time rather than a 'one and done' effect. That aside, with werewolf having a different light attack cadence, it's very easy to miss 'the optimal refresh window' and potentially need to wait until a 2nd light attack in the chain just to get your bleed tick (hence I had suggested re-increasing to 2 to 4 seconds).

    I believe 3-4 seconds made this feel thematic in that my target is bleeding but also reinforcing they fact that I needed to continue to stay on target to be rewarded.

    I also want to recoup some of my damage in PvP that we've lost (20-30% tooltip reductions across the board based on my control test here: https://forums.elderscrollsonline.com/en/discussion/692088/werewolf-tooltips-pvp-significantly-nerfed-from-live-proof ~ for those that don't know... the visible disparity becomes worse as I put on more gear/specialized gear) so I am wanting to use Hircine's Rage... but at the same time a 12% increase in damage taken for 20 seconds is just so very severe it makes any defense I build nearly obsolete. Despite what was mentioned in the 'attached' thread to this summary, I do believe that Hircine's Rage would be an appropriate spot to healthily have 'minor resolve' (sourced very commonly out of kit) and make this more a bit more feasible in PvP especially.

    (Quick reminder for all that Hircine's is the heal that scales terribly with weapon and spell damage already and not health)

    The obligatory tags (I do appreciate any and all engagement with these even if it isn't necessarily the 'popular' opinion): @ZOS_JessicaFolsom @ZOS_Kevin
    Edited by Wuuffyy on 9 May 2026 00:12
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • AlienatedGoat
    AlienatedGoat
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    [*] Changes to Master and Seasoned Damage Output [Feedback]: This is a carryover from last week’s PTS Summary. With PTS Week 5, we are making some changes to the damage output for Master and Seasoned Challenge Difficulty levels. We are making these changes to address the feedback that the damage output between Adventurer, Seasoned, and Master did not feel different enough. With the changes the Challenge Difficulty levels will look like this for PTS Week 5 as well as the Challenge Difficulty launch with Update 50 in June:
    • Adventurer: No changes
    • Seasoned: -50% (was -20%) Damage Done, +100% Damage Taken, +20% XP, +50% Gold
    • Master: -65% (was -50%) Damage Done, +300% Damage Taken, +75% XP, +100% Gold
    • Vestige: -80% Damage Done, +600% Damage Taken, +100% XP, +200% Gold

    If the damage nerf of Seasoned is being more than doubled from 20% to 50%, the XP gain should also reflect that difficulty bump. I'd propose a revised XP scale of 50%/75%/100%.
    PC-NA Goat - Bleat Bleat Baaaa
  • Erickson9610
    Erickson9610
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    Thank you for addressing the visual bugs with the Werewolf model!
    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).
  • YandereGirlfriend
    YandereGirlfriend
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    we observed that certain combinations paired with Malevolent Promise and Corpseburster were overwhelmingly powerful in a way that created an oppressive gameplay experience, especially when multiple Necromancers are coordinating. It had no counterplay and was effectively a surefire “I win” combo – fun for the caster, not fun for the target, and not healthy for our overall PvP experience.

    These words also perfectly articulate the current situation in Live PvP with the massively oppressive Pulseganking and Signet meta.

    Extremely long-range, status-effect-based one-shots with zero opportunity for counterplay other than to use the same build on the other player first. It is, on one hand, extraordinarily oppressive, as well as trivially easy to pull off. Which is not at all a healthy combination.

    I can provide plenty of clips and gameplay footage of the issue in question if that would be helpful for the purposes of helping bring balance to the situation.
    Edited by YandereGirlfriend on 8 May 2026 22:28
  • Urvoth
    Urvoth
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    I appreciate the response regarding Malevolent Promise, but I still think there are better solutions that would allow its use in PvP. For instance, since the issue is with the Corpseburster interaction, why not disable Corpseburster in PvP or significantly decrease the set's damage while Battle-Spirit is active? Corpseburster is already a niche PvP set and it would be much better for Necros as a whole to lose only a single set compared to an entire mastery passive. There's many other viable PvP sets, yet only 5 mastery passives per class.

    There's a major use case for Malevolent Promise in PvP outside of using Corpseburster. Necro has forever lacked a strong class "sticky" dot, and Malevolent Promise would allow the tether to finally be viable in PvP. The fast ticks, alternate cost, unique damage bonus, and regen/aoe damage make it a conceptually solid skill, but its static nature and small aoe radius unfortunately mean that it's nonviable in dynamic PvP environments. This is of course on top of also being able to get faster corpse generation for skills like Deaden Pain.

    Necro's identity goes a lot further than corpse bursting, and many necro players also aren't interested in a Corpseburster playstyle. It seems rather unfair to give Necro one less mastery option than other classes in PvP purely because of one interaction that can be mitigated in other ways.

    I also have to question why this passive is being added in the first place if the intention after playtesting was to disable it completely in PvP. If you don't want to restrict Corpseburster in any way, why add a passive that is removed in half the game's content? Corpseburster is already fairly viable in PvE without Malevolent Promise, whereas skills like siphon are otherwise completely nonviable in PvP. Why not add a proc dot or mastery passive that leans into alternate necro themes that could work in all modes of content?

    Once again, I don't think pushing this back to the necro rework and/or telling players to just wait for the rework is appropriate here. The necro rework is the second to last and isn't coming for another 2 years. That's far too long to address an issue where an already struggling class gets access to one less passive than other classes (that are also being reworked earlier).
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