Maintenance for the week of August 24:
• PC/Mac: No maintenance – August 24
The maintenance is complete, and the PTS is now back online and patch 12.1.3 is available.

Update 51 PTS – Week 3 Summary

  • IviRo
    IviRo
    ✭✭✭
    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    I'm so sick and tired of you guys messing with and nerfing the Sorcerer.

    Make the Werewolf's form so that it doesn't have access to class passives. You yourselves position it as a separate class, so let it be just that—without access to other classes' passives.
  • RedMamba
    RedMamba
    ✭✭✭
    Radiate77 wrote: »
    So when that damage buff inevitably gets a Monsters Only tag after a patch of people complaining about Spec Bow hitting 25% harder, I can’t wait to eat that random ~17% nerf to one of the worst spammables in the game.

    It's on the strife ability only.
  • Firstmep
    Firstmep
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    Wuuffyy wrote: »
    Firstmep wrote: »
    With many of these changes across 4 pts iterations now, overall damage in pvp is going to go down, so I think this may be a good time to take a look at max hp and hp based effects, specifically for pvp.
    Even some of the less than specs like necro and templar have pretty crazy hp based healing.
    I appreciate both blood magic and heart of flame healing being reduced but the issue of max hp stacking is a fairly universal problem.
    Not too long ago the healing of polar wind was reduced beacuse it was deemed too strong, but now we have effects that put that into shame.

    A cap for maximum hp with battlespirit active would be a good place to start, and then we could go from there. It doesn't all have to happen right away, we could cap max hp at 35k with transformation ultimates as an exception, and see where that takes us.

    So let me get this straight, you’re coming after the only thing left on werewolf? That’s your ‘priority’. Also, how is core of flame nerfed when it’s still supplying nearly 3,000 main resource with just 23k primary attributes missing?

    Did you read my entire reply or just the bits you wanted to see. I put Templar and necro there as example.
    I have cmx's from many bgs where pound of flesh and deaden pain are over 50% of my healing.
    Same story on plar, heck it's even worse. Hp based heals account for well over 70% of my healing most bgs

    But since you want to talk wolf, yes they would be affected too, and that's fine. Wolf should rewarded for being offensive, building offensive and playing aggressive.

    In the grand scheme of things reducing max hp and hp scaling effects could very well be a benefit for wws.
    You can get a hilarious amount of weapon damage on wolf so giving it heals that scale off of that could be amazing.
    What I want overall, is for tanky bruisers to be less effective, for tankiness to require more of an effort and for building offense to be more rewarding.
    Edited by Firstmep on 21 August 2026 18:33
  • Radiate77
    Radiate77
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    ✭✭
    RedMamba wrote: »
    Radiate77 wrote: »
    So when that damage buff inevitably gets a Monsters Only tag after a patch of people complaining about Spec Bow hitting 25% harder, I can’t wait to eat that random ~17% nerf to one of the worst spammables in the game.

    It's on the strife ability only.

    2jlnbr13mk1t.png
    Founder of New Age Crusade, the #1 Battlegrounds guild on Xbox NA
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    ✭✭
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    With many of these changes across 4 pts iterations now, overall damage in pvp is going to go down, so I think this may be a good time to take a look at max hp and hp based effects, specifically for pvp.
    Even some of the less than specs like necro and templar have pretty crazy hp based healing.
    I appreciate both blood magic and heart of flame healing being reduced but the issue of max hp stacking is a fairly universal problem.
    Not too long ago the healing of polar wind was reduced beacuse it was deemed too strong, but now we have effects that put that into shame.

    A cap for maximum hp with battlespirit active would be a good place to start, and then we could go from there. It doesn't all have to happen right away, we could cap max hp at 35k with transformation ultimates as an exception, and see where that takes us.

    So let me get this straight, you’re coming after the only thing left on werewolf? That’s your ‘priority’. Also, how is core of flame nerfed when it’s still supplying nearly 3,000 main resource with just 23k primary attributes missing?

    Did you read my entire reply or just the bits you wanted to see. I put Templar and necro there as example.
    I have cmx's from many bgs where pound of flesh and deaden pain are over 50% of my healing.
    Same story on plar, heck it's even worse. Hp based heals account for well over 70% of my healing most bgs

    But since you want to talk wolf, yes they would be affected too, and that's fine. Wolf should rewarded for being offensive, building offensive and playing aggressive.

    In the grand scheme of things reducing max hp and hp scaling effects could very well be a benefit for wws.

    You are coming for the only thing left on werewolf. Nothing I said changed. Oh well, I guess because 'I play a werewolf' my opinion doesn't actually matter.

    Edit: you also later spoke on 'massive' amounts of wep/spell damage (if they ever converted to damage-based healing) as if major and minor courage are 'unique buffs' at all or like our wep and spell buff wasn't reduced from 18% from pre-rework to 10% in PvP post-rework.

    Also, before you even 'think' of wolf having pulled that major and minor courage wep damage out of NOWHERE, just know that we had 'up to 600 wep/spell' unique to the pounce and its dot.

    4sj4qdj1x7n1.png
    Edited by Wuuffyy on 21 August 2026 20:33
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Firstmep
    Firstmep
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    ✭✭✭✭
    Wuuffyy wrote: »
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    With many of these changes across 4 pts iterations now, overall damage in pvp is going to go down, so I think this may be a good time to take a look at max hp and hp based effects, specifically for pvp.
    Even some of the less than specs like necro and templar have pretty crazy hp based healing.
    I appreciate both blood magic and heart of flame healing being reduced but the issue of max hp stacking is a fairly universal problem.
    Not too long ago the healing of polar wind was reduced beacuse it was deemed too strong, but now we have effects that put that into shame.

    A cap for maximum hp with battlespirit active would be a good place to start, and then we could go from there. It doesn't all have to happen right away, we could cap max hp at 35k with transformation ultimates as an exception, and see where that takes us.

    So let me get this straight, you’re coming after the only thing left on werewolf? That’s your ‘priority’. Also, how is core of flame nerfed when it’s still supplying nearly 3,000 main resource with just 23k primary attributes missing?

    Did you read my entire reply or just the bits you wanted to see. I put Templar and necro there as example.
    I have cmx's from many bgs where pound of flesh and deaden pain are over 50% of my healing.
    Same story on plar, heck it's even worse. Hp based heals account for well over 70% of my healing most bgs

    But since you want to talk wolf, yes they would be affected too, and that's fine. Wolf should rewarded for being offensive, building offensive and playing aggressive.

    In the grand scheme of things reducing max hp and hp scaling effects could very well be a benefit for wws.

    You are coming for the only thing left on werewolf. Nothing I said changed. Oh well, I guess because 'I play a werewolf' my opinion doesn't actually matter.

    Please don't put quotes in my mouth, or this case hands.
    I like Werewolf, i dont like tank wolf with giga damage. 2 distinct morphs for the transformation exist for a reason, same for most of the skills.
  • Wuuffyy
    Wuuffyy
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    ✭✭
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    With many of these changes across 4 pts iterations now, overall damage in pvp is going to go down, so I think this may be a good time to take a look at max hp and hp based effects, specifically for pvp.
    Even some of the less than specs like necro and templar have pretty crazy hp based healing.
    I appreciate both blood magic and heart of flame healing being reduced but the issue of max hp stacking is a fairly universal problem.
    Not too long ago the healing of polar wind was reduced beacuse it was deemed too strong, but now we have effects that put that into shame.

    A cap for maximum hp with battlespirit active would be a good place to start, and then we could go from there. It doesn't all have to happen right away, we could cap max hp at 35k with transformation ultimates as an exception, and see where that takes us.

    So let me get this straight, you’re coming after the only thing left on werewolf? That’s your ‘priority’. Also, how is core of flame nerfed when it’s still supplying nearly 3,000 main resource with just 23k primary attributes missing?

    Did you read my entire reply or just the bits you wanted to see. I put Templar and necro there as example.
    I have cmx's from many bgs where pound of flesh and deaden pain are over 50% of my healing.
    Same story on plar, heck it's even worse. Hp based heals account for well over 70% of my healing most bgs

    But since you want to talk wolf, yes they would be affected too, and that's fine. Wolf should rewarded for being offensive, building offensive and playing aggressive.

    In the grand scheme of things reducing max hp and hp scaling effects could very well be a benefit for wws.

    You are coming for the only thing left on werewolf. Nothing I said changed. Oh well, I guess because 'I play a werewolf' my opinion doesn't actually matter.

    Please don't put quotes in my mouth, or this case hands.
    I like Werewolf, i dont like tank wolf with giga damage. 2 distinct morphs for the transformation exist for a reason, same for most of the skills.

    'Your main and primary focus is now health-based healing'. No words placed.

    Please don't respond anymore, just crusade and take that away as well without any further replies to me on that matter!

    You'll want to use the actual wording 'because werewolf uses this' and it should get a metric ton of leeway with the combat developers (that's how we managed to get CoE AND Static affected after all).

    Thanks!
    Edited by Wuuffyy on 21 August 2026 18:43
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • RedMamba
    RedMamba
    ✭✭✭
    Wuuffyy wrote: »
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    With many of these changes across 4 pts iterations now, overall damage in pvp is going to go down, so I think this may be a good time to take a look at max hp and hp based effects, specifically for pvp.
    Even some of the less than specs like necro and templar have pretty crazy hp based healing.
    I appreciate both blood magic and heart of flame healing being reduced but the issue of max hp stacking is a fairly universal problem.
    Not too long ago the healing of polar wind was reduced beacuse it was deemed too strong, but now we have effects that put that into shame.

    A cap for maximum hp with battlespirit active would be a good place to start, and then we could go from there. It doesn't all have to happen right away, we could cap max hp at 35k with transformation ultimates as an exception, and see where that takes us.

    So let me get this straight, you’re coming after the only thing left on werewolf? That’s your ‘priority’. Also, how is core of flame nerfed when it’s still supplying nearly 3,000 main resource with just 23k primary attributes missing?

    Did you read my entire reply or just the bits you wanted to see. I put Templar and necro there as example.
    I have cmx's from many bgs where pound of flesh and deaden pain are over 50% of my healing.
    Same story on plar, heck it's even worse. Hp based heals account for well over 70% of my healing most bgs

    But since you want to talk wolf, yes they would be affected too, and that's fine. Wolf should rewarded for being offensive, building offensive and playing aggressive.

    In the grand scheme of things reducing max hp and hp scaling effects could very well be a benefit for wws.

    You are coming for the only thing left on werewolf. Nothing I said changed. Oh well, I guess because 'I play a werewolf' my opinion doesn't actually matter.

    Please don't put quotes in my mouth, or this case hands.
    I like Werewolf, i dont like tank wolf with giga damage. 2 distinct morphs for the transformation exist for a reason, same for most of the skills.

    'Your main and primary focus is now health-based healing'. No words placed.

    Please don't respond anymore, just crusade and take that away as well without any further responses from me on that matter!

    You'll want to use the actual wording 'because werewolf uses this' and it should get a metric ton of leeway with the combat developers (that's how we managed to get CoE afflicted after all).

    Thanks!

    Health based healing and health based shields shouldn't exist in the game.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    IviRo wrote: »
    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    I'm so sick and tired of you guys messing with and nerfing the Sorcerer.

    Make the Werewolf's form so that it doesn't have access to class passives. You yourselves position it as a separate class, so let it be just that—without access to other classes' passives.

    Treating WW as its own class with its own masteries would've solved a lot of issues
  • HMG_Spaun
    HMG_Spaun
    ✭✭
    Can we nerf the soul magic skill line? Just for no reason other than it's not used.
  • RedMamba
    RedMamba
    ✭✭✭
    madmufffin wrote: »
    IviRo wrote: »
    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    I'm so sick and tired of you guys messing with and nerfing the Sorcerer.

    Make the Werewolf's form so that it doesn't have access to class passives. You yourselves position it as a separate class, so let it be just that—without access to other classes' passives.

    Treating WW as its own class with its own masteries would've solved a lot of issues

    It's just one skill line and not a class.
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    RedMamba wrote: »
    madmufffin wrote: »
    IviRo wrote: »
    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    I'm so sick and tired of you guys messing with and nerfing the Sorcerer.

    Make the Werewolf's form so that it doesn't have access to class passives. You yourselves position it as a separate class, so let it be just that—without access to other classes' passives.

    Treating WW as its own class with its own masteries would've solved a lot of issues

    It's just one skill line and not a class.

    I dare you to try mixing that "skill line" with other skills. Go on, I'll wait.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    HMG_Spaun wrote: »
    Can we nerf the soul magic skill line? Just for no reason other than it's not used.

    I already farmed BGF for the monster helm, so doing this would be a complete dismissal of the value of my time
  • BasP
    BasP
    ✭✭✭✭✭
    I like the changes to Swallow Soul. It seems like it'll become a pretty potent spammable in combination with Soulcleaver, which is great to see. I prefer this over the previous change that was mentioned in the Combat Updates – Update 51 PTS post, and it's nice to see that the feedback people gave has been acted on so quickly.

    I'm definitely curious to test the Sorcerer changes on Monday. I think I like the new design of Static Reverberation better, since it incentivizes using class abilities. My first thought, though, is that I'd like it if Sorcerer had a class spammable that could be used alongside Crystal Fragments and could proc Static Reverb.

    I personally think it'd be neat if one morph of Mages' Fury, for example, dealt the damage of a regular spammable (with a weaker execute proc to make up for it) or something. Or maybe the Sorcerer's Class Flourish could count as a Sorcerer ability for damage purposes in the future..? That way, we could use Traveling Knife/Shocking Soul with Class Flourish for a chance to proc Static Reverb.

    But maybe that's unnecessary and it'll proc often enough on Monday anyway. Time will tell!
    Edited by BasP on 21 August 2026 19:31
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    BasP wrote: »
    I like the changes to Swallow Soul. It seems like it'll become a pretty potent spammable in combination with Soulcleaver, which is great to see. I prefer this over the previous change that was mentioned in the Combat Updates – Update 51 PTS post, and it's nice to see that the feedback people gave has been acted on so quickly.

    I'm definitely curious to test the Sorcerer changes on Monday. I think I like the new design of Static Reverberation better, since it incentivizes using class abilities. My first thought, though, is that I'd like it if Sorcerer had a class spammable that could be used alongside Crystal Fragments and could proc Static Reverb.

    I personally think it'd be neat if one morph of Mage's Fury, for example, dealt the damage of a regular spammable (with a weaker execute proc to make up for it) or something. Or maybe the Sorcerer's Class Flourish could count as a Sorcerer ability for damage purposes in the future..? That way, we could use Traveling Knife/Shocking Soul with Class Flourish for a chance to proc Static Reverb.

    But maybe that's unnecessary and it'll proc often enough on Monday anyway. Time will tell!

    The lack of a class spammable (because crystal weapon is super janky and probably still really bad even with the 3 hit change) is my main hesitation with the change. The class flourish proc would be a very nice middle ground since we know we're not getting a skill rework until refresh.
  • HMG_Spaun
    HMG_Spaun
    ✭✭
    madmufffin wrote: »
    HMG_Spaun wrote: »
    Can we nerf the soul magic skill line? Just for no reason other than it's not used.

    I already farmed BGF for the monster helm, so doing this would be a complete dismissal of the value of my time

    That checks out. We can't expect to have all of our voices heard, especially when it comes to something as subjective as time. Your value of time and my value of time might not be the same.

    Just as I would say adding a bash cooldown to Pummeling Goliath is a complete dismissal of the value of my time.

    Tis what it tis.
  • pinkpom
    pinkpom
    ✭✭✭
    Radiate77 wrote: »
    2jlnbr13mk1t.png
    How many seconds does the "All abilities buff" last?
    Does it activate simply by slotting Strife?
    Does it activate when using Strife?
    Does it activate only while the effect of Strife is active?

    If that "All abilities buff" was truly an "All abilities buff," then the description they wrote was far too brief.
    I think the "All abilities buff" applies only to Strife and its morphs.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    ✭✭
    pinkpom wrote: »
    Radiate77 wrote: »
    2jlnbr13mk1t.png
    How many seconds does the "All abilities buff" last?
    Does it activate simply by slotting Strife?
    Does it activate when using Strife?
    Does it activate only while the effect of Strife is active?

    If that "All abilities buff" was truly an "All abilities buff," then the description they wrote was far too brief.
    I think the "All abilities buff" applies only to Strife and its morphs.

    I hope you’re right.
    Founder of New Age Crusade, the #1 Battlegrounds guild on Xbox NA
  • AdonisJorge
    AdonisJorge
    ✭✭✭
    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    I’m curious about the logic behind nerfing Sorcerer Blood Magic by 40% and COE by 25%, while not reverting some of the Werewolf nerfs. It was COE that gave Werewolves their crazy sustain, so why keep Werewolf nerfed? How should we play Magicka Werewolf now?

    Regarding the changes to other Sorcerer abilities: which class spammable will we use to proc Static Reverberation? Do pet attacks (Clanfear, Twilight) count as Sorcerer ability damage, or do we need to use Monolith of Storms — a set locked behind Infinite Archive — to proc Static Reverberation more often? Would we pair it with Liquid Lightning and hope enemies remain stationary while we deal damage (considering Monolith of Storms has a 2‑second damage cooldown)? How will we handle highly mobile fights, such as against Marauders, Replicanum, certain bosses, and in PvP?

    I hope to understand better what is happening @ZOS_JessicaFolsom , @ZOS_Kevin
  • Firstmep
    Firstmep
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    I personally didn't feel that static reverb needed this change, but it will definitely be interesting.
    This kinda reminded me to ask if it would be possible to make scribed skill that use the class flourish count as class skills, I think that would be a pretty cool change.
    The nerf to conservations sustain might look minor but it will add up over time, since it procs so much. The healing part is heavy handed but in the right direction.

    Swallow soul might be a decent spammable but I feel like nb is going to need a lot more help in pvp, especially for sustain and survivability.
    I personally am not a fan of the invis playstyle but even I think the stealth and invisible changes are too extreme.

    For Templar, there's nothing this week which is fair they did get a fair bit of attention in prior weeks, but I'd like to see another pass on balanced warrior.
    Like most people, I was hoping for more of an offensive buff to templar this update, but the changes as they stand really mostly enforce our tankiness, which is the 1 aspect where templars already shine.

    I'm also kinda disappointed with the lack of arcanist changes. I understand that making tentacles land more reliably might not be in the bandwidth of the team this time around, but some targeted sustain buffs to arcanist defenses would go a long a way.

  • Zallion
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    Sorc changes are good. I do think health costing skills and core combat should also be omitted from proccing CoE but the changes are a good start. Please revisit them further after more testing, CoE is heavily over performing, I don’t know if this is enough tuning but it’s a good start. Static reverb same thing, good change. Crystal wep buff for a slight compensation, probably not the best trade off but hey.

    NB changes look terrifying in a good way, ganking is going to make a big comeback with +25% spec bows.

    CoF is by all accounts still too high, probably needs to come down to 8-10%.

    Templar though not mentioned here, please consider retaining the 6% wd in addition to the armor and skill slot changes, the class is severely, and I mean SEVERELY, lacking damage in its kit for PvP. It’s stalemate city on this class.

    Though not in sight for this patch, please consider revisiting the Arcanist for PvP, it severely underperforms and is by far the least played class in PvP, mostly due its survivability getting gutted and it’s poor sustain. And notably was the only class essentially untouched on this patch.

    The right direction though and thank you for addressing feedback.
  • Destai
    Destai
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    Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    This seems like boilerplate. Has any progress been made at all?

    I don't understand why it's taking so long to just describe something that happened several weeks ago.
    Edited by Destai on 22 August 2026 12:59
  • Prionyx
    Prionyx
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    Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
    All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.

    WHY??? 20% damage for a spammable instead of 10% damage for everything on a dead unplayabel class. Just why? Why nerf?
  • MashmalloMan
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    Sorc main; the nerfs were well deserved, and I appreciate the nuanced approach to balancing out Reverb to make it more useful for Sorc's kit with a higher base chance and lower CD, abilities like Hurricane, Lightning Flood, Crystal Weapon/Frag, Mages Fury, and Curse will actually count for something while making Bound Armaments a power house it should be as the only multi hit skill that happens to have a 250ms CD, not 300ms, making the old version miss proc chances.

    That said, I feel like the issue with Blood Magic and Conservation could of been handled better. The 10% while seemingly high, has been there for years without issue because it was necessary to make those skills competitive. Conservation adds that powerful passive to all Sorc and non Sorc skills, so a better approach would of been the following:
    • Conservation of Energy now provides 50% of the healing from Blood Magic on non-Dark Magic abilities, totalling 5%.

    Still a nerf, actually larger by moving from 6% to 5%, but Dark Magic skills stay the same further emphasising the point of the skill line, instead of making it feel identical to any other skill you cast.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
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    Radiate77 wrote: »
    So when that damage buff inevitably gets a Monsters Only tag after a patch of people complaining about Spec Bow hitting 25% harder, I can’t wait to eat that random ~17% nerf to one of the worst spammables in the game.

    Isn't the damage done bonus just for the spammable, not all damage they deal 👀.. and it's per cast, not a timed buff.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    Radiate77 wrote: »
    RedMamba wrote: »
    Radiate77 wrote: »
    So when that damage buff inevitably gets a Monsters Only tag after a patch of people complaining about Spec Bow hitting 25% harder, I can’t wait to eat that random ~17% nerf to one of the worst spammables in the game.

    It's on the strife ability only.

    2jlnbr13mk1t.png

    This is talking about all Strife ability morphs.
    Edited by MashmalloMan on 21 August 2026 20:45
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • CP5
    CP5
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    I have only been occasionally checking in on what has been going on this PTS cycle, but the sorcerer changes kind of stuck out to me seeing them listed here. First, blood magic was buffed from an 8% heal to 10% back in 2018, but now being nerfed to 6% it's not that far from what it was originally healing for at launch (5% for those wondering), and I feel that if the problem is that it provides to much healing when activating from every skill with the use of conservation of energy, then why not change conservation of energy to read "reduces healing of the blood magic passive in exchange for resources", making it so those not using that mastery aren't getting a stray nerf for what, over the past eight years, didn't seem like an issue?

    Secondly, as a stamina sorcerer main since release, I always try to avoid passives that depend on specific sources of damage. The change to static reverberation clearly has its reasons for being implimented, but what I dislike is, as a stamina sorcerer, my spammable is snipe, my aoe skills come from the bow skill line to take advantage of the hawk eye passive, so am I expected to use liquid lightning on top of volley? Stay in melee to proc hurricane? I mean, just looking at the skill lines, it adds a bit more of a bite to negate, bound armaments, but for my playstyle that's about it. It's just frustrating to see wide sweeping changes done to combat niche problematic builds that end up heavily impacting builds many would call non-optimal, and it hits those builds disproportionality more than the intended ones. Even my lightning mage sorc still relies heavily on non-sorcerer sources of damage, the 20% proc change is considerate, I'll say that, but for the stam sorc, I guess I was always better off not using it, but still.

    It's like with the heavy sustain nerf for werewolves, if conservation of energy was the reason they got nerfed, how many years will the turn around be before that change is reconsidered? I did remember how the original U51 patch notes mentioned how werewolves were expected to be 'excellent burst fighters', but in PVE, how is that intended to pan out during boss fights?

    In general, for me, passives that are restricted by slotting specific skill tree passives or having to use specific abilities are not interesting to work with, which is why I liked the direction of the sorcerer class masteries, since they were widely applicable, and why I really disliked the templar masteries, which demand a very specific sort of playstyle to make use of, making them feel more like a chore to engage with.
  • Arunei
    Arunei
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    RedMamba wrote: »
    Radiate77 wrote: »
    Assuming these Werewolf sustain changes made earlier this PTS are not walked back, the playstyle is effectively dead in PvP.

    If the idea is to get people on Shapeshifter’s Chain, then the spec needs more damage to allow a shift like this to happen.

    They are focused on actual classes not just a single WW skill line that's not impactful to the entire game like class buffs they are doing.
    If WW isn't "impactful to the entire game" why are they getting nerfed over and over because of PvP? ZOS claimed before they were happy with WW's performance in PvE but now they're nerfing it again and again because of PvP. Seems to me it must be pretty impactful.

    @ZOS_JessicaFolsom
    Can we PLEASE get ANY kind of reasoning from the devs why WW is being hit with the sledgehammer nerfs so soon after being brought up out of the trash? Why are they going back on making all playstyles viable for WW? Why are they increasing Skill costs but not at least giving WW back its Stam recovery buff? Why are they not reverting the cost increases or at least reducing them some after a tweak of CoE? We've gotten exactly ZERO explanation for why the devs have 180d on their initial vision for WW in U50 and apparently have thrown out the idea that they're happy with WW in PvE. Is WW just not allowed to compete regardless?
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Faltasë
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    Wuuffyy wrote: »
    Welp, there goes werewolf. I tried, I guess.

    Edit: the ‘sustained damage’ playstyle without any sustain who are forced to have NO MORE than a 25k stam to pool to heal themselves properly AND sustain with in PvP. Truly a meme as many stated they wanted. VERY impressive it was done in a single patch this time (mark my words though, our bite healing is next).

    This is the exact same thing that happened after Greymoor when the WWs and Vampires received a buff. They saw it perform well, then they nerfed it into oblivion because the community cried for that.

    I'm mostly pissed about the Blood Magic nerf, but seeing werewolf essentially get gutted in PVE BECAUSE THEY DIDNT BOTHER USING BATTLE SPIRIT is so disheartening it really doesn't make sense when we as players thought they'd start using battle spirit more often. I guess we were just wrong, maybe this dev combat philosophy is just as reactionary as they used to be, and the community seemingly will continue to suffer for it.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • Faltasë
    Faltasë
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    Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

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


    Classes and Combat
    • Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
    • Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
      • Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
        • Targeted at reducing the base Magicka drain, while keeping a higher "cost".
      • Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
      • All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
    • Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
      • Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
      • Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
      • Crystal Weapon now has 3 charges, up from 2.
      • Monolith of Storms is now considered a Sorcerer ability in regards to damage done
      • Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
        • Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
    • Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.

    Nowhere Vault
    • Arcana Wing – Murky Grotto Room [Bug]: There is a bug that can occur when multiple players unlock the next area at the same time, resulting in Nowhere Keys being used but the portal will not open. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Curios Room [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are making some improvements that will be available for testing in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue where relogging after completing the Sands room could disable the Secondary Goal. This will be fixed in PTS Week 4.
    • Cursed Castle Wing – Sinking Courtyard Room [Bug]: This is a carry-over from last week’s PTS Summary. The sinking debuff is being applied in certain areas of the Sinking Courtyard, even when a player character is not standing in quicksand. We are investigating this issue.
    • Lunar Path Wing [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve heard the frustration around platform size, overshooting, checkpoints, and recovery. We’re looking at ways to reduce frustration without removing the platforming identity of the room.
    • Quest – Invitation to Treasures [Bug]: We identified an issue where it was possible to enter the various wings in the Vault before being on the proper quest step of "Invitation to Treasures" or having completed the quest. This resulted in getting out of sequence with the quest, not seeing Orrery Shards to collect, and having to repeat the rooms to earn the proper items. This will be fixed in PTS Week 4.
    • Resetting the Vault Instance [Feedback]: We have seen your feedback about wanting a quick way to reset the Vault instance after finishing all the wings. In PTS Week 4, we are adding a Reset Hourglass for players who want to quickly reset the Vault back into a fresh state.
    • Secondary Goal Rumors – General [Bug]: This is a carry-over from last week’s PTS Summary. Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. This will be fixed in PTS Week 4.
    • Secondary Goal Rumors – Gryphon Seal [Bug]: This is a carry-over from last week’s PTS Summary. We’re looking at several issues where the Gryphon Seal and related Secret/Rumor progression can be awarded incorrectly, out of sequence, or fail to update correctly. We are still investigating this issue.
    • Stage Exit Portals [Bug]: We have identified an issue where stage exit portals can get in a bad state and not allow players to exit a stage. We are investigating this issue.

    Player Experience Improvements
    • Ebonheart Transmute Station (Cyrodiil) [Bug]: The Ebonheart Transmutation in Cyrodiil currently does not have an interact prompt. We are working on a fix for this issue.
    • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen some feedback about the Essence of Power potion icons, noting that it is difficult to tell the Stamina and Magicka versions apart from each other when both are slotted into the quickslot wheel. We are exploring options to make these a little easier to tell apart, at a glance. (Related post.)
    • VFX Intensity [Feeback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen your feedback regarding adding the option to reduce VFX to 0% via the VFX Intensity settings. We are currently exploring options – please note that any solution will not be available during the U51 PTS cycle. (Related post.)

    High Seas of Tamriel Event (This event will return in PTS Week 4.)
    • Antiquities – Cursed Ship’s Bell [Bug]: The Antiquity component for the Cursed Ship’s Bell, part of the High Seas of Tamriel event, displays as purple in the UI but the furnishing item itself is green quality. This will be fixed in PTS Week 4.
    • Companions Losing Air Bubbles [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue that is causing Companions to prematurely lose their air bubbles while underwater, and die. We are investigating this and would appreciate any additional details if you see this as you play. (Related post.)
    • Dwemer Dive Bell Quest Marker [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We are looking into the quest marker pointing you in a confusing direction while on the Dwemer Dive Bell step of the High Seas quest. We are investigating the issue.
    • Getting Stuck Beneath the Abecean Sea [Bug]: We identified a spot where it was possible for characters to become stuck beneath the Abecean Sea, while doing underwater content. We’ve made some changes that hopefully address this – they will be available in PTS Week 4. If a similar situation arises, we’d appreciate a post with as many details as you can provide about your experience.
    • Low-Air Visual Effects [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visual effect when your character is low on air is too intense and makes it harder to find air replenishment spots. We’ve made several changes that should improve this experience and would appreciate any additional feedback on these updates.
    • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

    Solo Dungeons
    • March of Sacrifices [Bug]: Dagrund the Bulky's conversation is currently not appearing at the beginning of the dungeon. This will be fixed in PTS Week 4.
    • March of Sacrifices & Moonhunter Keep [Bug]: We have identified an issue for both solo dungeons where the Reset Hourglass can become non-interactable after progressing through the dungeon. This will be fixed in PTS Week 4.

    Miscellaneous
    • Art – Animations & Menu UI [Bug]: This is a carry-over from previous U51 PTS weekly summaries. We have identified an issue where entering a menu that sheathes weapons while also having an active Personality and weapons drawn can cause visual issues after weapon swapping. This will be fixed in PTS Week 4.
    • Art – Ability Animations [Bug]: This is a carry-over from last week’s PTS Summary. We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. These fixes will be in for PTS Week 4.

    Why are the devs not utilizing BATTLE SPIRIT?

    The sorc nerfs(I specifically mean blood magic here tbh) and ww nerfs from last week should not affect PvE at all. I think the devs severely underestimate how things work in PvE as the main part of the issues were straight up stemming from PvP. You're basically turning people's classes into a display to put on a shelf, instead of letting them be useful.


    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
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