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 2 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our Update 51 PTS weekly summary week 2. In this post, you will find a high-level summary of the Update 51 PTS – Week 2 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. 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
  • General Class Updates [Feedback]: We have made a number of adjustments to class abilities for Dragonknights, Necromancers, Nightblades, Templars, and Wardens based on both live and PTS feedback that will be available in PTS Week 3. You may read the full list in the post from the Combat team here.
  • Warden Class Refresh [Feedback]: This is a carry-over from last week’s PTS Summary. 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.
  • Werewolf – Bloody Gnash [Bug]: We have identified an issue where this morph's initial hit was not benefitting from Blood Hunger. This will be fixed in PTS Week 3.

Nowhere Vault
  • Cursed Castle Wing [Bug]: We have identified an issue where the Nowhere Key Lock to the Cursed Castle wing is not glowing as it should when owning a Wondrous Nowhere Key. This will be fixed in PTS Week 3.
  • Cursed Castle Wing – Curios Room [Feedback]: We have seen your feedback regarding the lack of direction for completing the final goal in the Curios Room. We are actively looking into ways to help direct the player to their goals without being too obvious.
  • Lunar Path Wing [Feedback]: 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.
  • Secondary Goal Rumors – General [Bug]: Secondary Goal Rumors in the Nowhere Vault are unable to be completed if a character’s inventory is full. We are investigating this issue.
  • Secondary Goal Rumors – Gryphon Seal [Bug]: 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.
  • Sinking Courtyard [Bug]: 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.

Item Sets
  • Draugurkin’s Grip [Feedback]: In response to player feedback, we have made some adjustments to this item set. Draugrkin’s Healing reduction now is halved in PvP, since its bonus is halved, so it’s less punishing to use after being reduced. We’ve also updated the 2- and 4-piece bonus to Weapon and Spell Damage, instead of those stinky other stat lines. These changes will be available in PTS Week 3. (Related post.)

Rumors
  • Rumors Hand-in Visuals [Feedback]: We will be adding some additional visuals to all Rumor hand-ins to make them a little easier to identify in the world. This change will be available in PTS Week 3. (Related post.)
  • Various Fiction/Hint Updates [Feedback]: We will be making a number of fictional updates for Rumors including adding more clarity for some while making others a bit more challenging and less on-the-nose. Some of these changes will be in PTS Week 3, and we will continue to evaluate. (Related post.)
  • UI – Quest & Rumors Icons Spacing [Feedback]: We are increasing the spacing between the Quests and Rumors icons in the UI so they don’t overlap. This change will be available in PTS Week 3. (Related post.)

Player Experience Improvements
  • Hybridization – Essence of Power Potion Icon [Feedback]: This is a carry-over from last week’s PTS Summary. 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 last week’s PTS Summary. 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 (Not currently active – returning in PTS Week 4)
  • Companions Losing Air Bubbles [Bug]: This is a carry-over from last week’s PTS Summary. 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 last week’s PTS Summary. 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.
  • Low-Air Visual Effects [Feedback]: This is a carry-over from last week’s PTS Summary. 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 are investigating the issue.
  • Visuals for Fishing-up Rewards [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen feedback that the visuals for the fishing up treasure mechanic could be a little clearer. We are investigating the issue.

Miscellaneous
  • Art – Animations & Menu UI [Bug]: This is a carry-over from last week’s PTS Summary. 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]: We have identified an issue with some ability animations not being properly versioned on the PTS and resulting in unusual behavior. This will be fixed in a later PTS week.
  • Housing – Sheogorad Chateau [Bug]: We identified an issue with the Sheogorad Chateau house where ashes are falling during its clear weather state. This is a PTS only issue and will be fixed in PTS Week 3.
Edited by ZOS_Kevin on 24 August 2026 18:43
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • Wuuffyy
    Wuuffyy
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    Shameless copy/paste because part of my still wants to believe that constructive werewolf feedback ‘just isn’t being seen somehow’ and maybe posting here brings some visibility:

    “We are told the PTS is for testing and the multiple avenues for feedback are for feedback. I am told things are allowed to change on the PTS as it’s ’a testing environment’.

    Why is it that every medium of content is malleable with enough public or logical scrutiny yet werewolf balance must consist of vast endeavors of ‘pulling’ without so much as a meaningfully constructive ‘push’ along the way?

    You say you’ve heard various avenues of feedback including that of the highly-obscured feedback on nightblade ‘Strife’ changes yet are unable to hear me say:

    -you’re clearly balancing werewolf based on power levels from masteries (every resource and sustain adjustment mimics the over-the-top resource and health sustain from the CoE mastery and ‘Blood Magic’)

    -you continuously require more and more health for heal scaling to achieve similar healing from pre-rework yet re-introduce heavy stam sustain issues in the playstyle causing me to be spread far too thin to do anything meaningful, especially lacking in many areas in-kit (no burst, no snares, no immobilizes, no S&B backbar/DW front bar, no monomyth, no Balorgh)

    -you are directly affecting many playstyles heavily in PvE while citing your proposed changes are geared towards PvP

    -you are forcing anyone still playing werewolf in PvP next patch into sorc which restarts the ‘nerf requests’ all over again for the exact same topic (high resource sustain still) while bite healing still carries werewolf’s ’in your face’ healing (which incentivizes low APM/effort ‘bite spam’ versus utilizing the entire kit)”

    Source: my ‘PTS feedback’ post- https://forums.elderscrollsonline.com/en/discussion/697698/zos-why-is-werewolf-balancing-unchanging

    I'm not trying to be 'rude' or 'inconsiderate' but this is about as 'ignored' as I've seen constructive werewolf PTS feedback be in a bit.

    At the very least, you haven't fully resolved the issue (sustain) you were meaning to resolve and at the very most you've went 'over the top' on anything but Sorc with CoE... meanwhile keeping 'infinite sustain' available to a reworked class like 'DK'.
    Edited by Wuuffyy on 14 August 2026 20:48
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Arunei
    Arunei
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    I don't mean to seem rude either when I say this, but can we PLEASE get ANY sort of statement on why the whole reason WW Stam Skills being made so cheap in the first place is now being undone? The Stam cost increase is in direct contradiction to why the Skills were not only made cheaper, but also made to scale off Mag AND Stam rather than just Weapon/Spell Damage:

    ww1.png
    ww2.png

    Why can you not spend a week or two of the PTS Cycle adjusting CoE, which is a main culprit in WW sustain, and lessen the cost increase to half of what they currently are? Because what the current change that hasn't had any actual explanation for is going to, again, go directly against what was stated in the screens above.

    Please don't make WW just a meme again. If a cost increase is absolutely necessary in PvP then make more use of Battle Spirit or the "against players" tag. Isn't that what they exist for, to make adjustments for PvP without having to also have those adjustments apply to PvE?

    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
  • LunaFlora
    LunaFlora
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    Warden Class Refresh [Feedback]: This is a carry-over from last week’s PTS Summary. 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.
    Awesome.
    VFX Intensity [Feeback]: This is a carry-over from last week’s PTS Summary. 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.
    i am confused by why 0% was not already explored.
    miaow this is my forum signature! my name is Luna ( she/her ).

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

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.
    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.


    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.

    Links to my Housing threads:
    Links to my Fashion threads:
  • Destai
    Destai
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    Warden Class Refresh [Feedback]: This is a carry-over from last week’s PTS Summary. 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.

    I hope the teams can appreciate things don't add up. No explanation even now is far worse PR than the truth.

    We're just asking for what happened to the Warden that it's pushed out so far, when it was weeks away from PTS exposure. I feel like this is something that should be resolved in an hour meeting.

    The class refresh is a really big deal. For us Warden mains, people who've sunk 4000+ hours into the class, a simple explanation shouldn't be this hard to come by, I'm sorry.
    Edited by Destai on 14 August 2026 21:15
  • Gupitoos
    Gupitoos
    Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.

    And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.

    Look at what has happened with Dragonknight.

    DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.

    Meanwhile, look at what they’re allowing elsewhere.

    Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.

    Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable :dizzy:

    And this is where the balancing decisions start feeling completely backwards.

    Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.

    The state of ESO PvP is beyond disappointing.

    The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.

    And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.


    After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.

    It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.

    No disrespect but Mr Kevin, should be ashamed of himself.
    Edited by Gupitoos on 14 August 2026 21:52
  • HunterDawn
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    Give Werewolf Berserker a 30% heavy attack speed buff. This aligns with the berserker theme and keeps it competitive. Remove all PvP nerfs applied to Werewolf, restore its weapon damage passive to 20%, and set bleed duration to normal values.Higher ability costs have significantly increased Werewolf’s cost to engage. In U51, Werewolf expends heavy resources just to initiate combat. Even full damage builds lack the damage output expected of a burst warrior.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    What is this about air? what if your an argonian who can breathe underwater or an "undead" vampire, why would you need air? bit immersion breaking no?
    Edited by TX12001rwb17_ESO on 15 August 2026 00:49
  • Aliyavana
    Aliyavana
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    What is this about air? what if your an argonian who can breathe underwater or an "undead" vampire, why would you need air? bit immersion breaking no?

    The loremaster explained that the water pressure that far deep into the ocean we are going to visit is too much for even Argonians. Though they would lorewise be able to breathe, the bubble is still required to avoid the water pressure.
    Edited by Aliyavana on 15 August 2026 03:26
  • rlindsey912nub18_ESO
    I really hope nbs have some real buffs in the coming weeks instead of trying to force us to use strife
  • Wup_sa
    Wup_sa
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    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.
  • Wuuffyy
    Wuuffyy
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    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wup_sa
    Wup_sa
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    Wuuffyy wrote: »
    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.

    No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.

    But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%
  • Firstmep
    Firstmep
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    Wup_sa wrote: »
    Wuuffyy wrote: »
    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.

    No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.

    But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%

    It's 49,5% actually but lets round it down to 49. Let's take a base tooltip of 10k. Live seething fury: 10k×1.99 at 3
    stack 19900.
    Pts: 10kx1.49= 14900. That's a little over 25% nerf to 3 stacks damage.

    Dk does not need a crystal frag level burst, the class has the literal strongest dots in the game , not to mention the myriad of % modifiers built into the class toolkit.
    Edited by Firstmep on 16 August 2026 16:10
  • Wuuffyy
    Wuuffyy
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    Firstmep wrote: »
    Wup_sa wrote: »
    Wuuffyy wrote: »
    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.

    No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.

    But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%

    It's 49,5% actually but lets round it down to 49. Let's take a base tooltip of 10k. Live seething fury: 10k×1.99 at 3
    stack 19900.
    Pts: 10kx1.49= 14900. That's a little over 25% nerf to 3 stacks damage.

    Dk does not need a crystal frag level burst, the class has the literal strongest dots in the game , not to mention the myriad of % modifiers built into the class toolkit.

    This. Please and thank you do not return any power back to Molten for PvP <3
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Militan1404
    Militan1404
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    Firstmep wrote: »
    Wup_sa wrote: »
    Wuuffyy wrote: »
    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.

    No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.

    But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%

    It's 49,5% actually but lets round it down to 49. Let's take a base tooltip of 10k. Live seething fury: 10k×1.99 at 3
    stack 19900.
    Pts: 10kx1.49= 14900. That's a little over 25% nerf to 3 stacks damage.

    Dk does not need a crystal frag level burst, the class has the literal strongest dots in the game , not to mention the myriad of % modifiers built into the class toolkit.

    Agree, arent DK supposed to be more of a pressure class anyway?
  • shadoza
    shadoza
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    First you nerf Night Blade until one must use certain skills to be effective.
    Now, you nerf Dragon Knight so one must use certain skills to be effective.
    What's next Templar?
  • Radiate77
    Radiate77
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    shadoza wrote: »
    First you nerf Night Blade until one must use certain skills to be effective.
    Now, you nerf Dragon Knight so one must use certain skills to be effective.
    What's next Templar?

    They already did, Balanced Warrior now scales off of slotted Templar skills so you are now actively discouraged from using any Weapon Skills on a Class who’s identity has been augmenting your ability to use them…

    All this talk about Class Identity lately, and wanting to bolster it, yet all of these “for each _insert class_ skill slotted” are doing nothing but pigeonhole people into a singular playstyle of ALL Class skills.

    Why have countless options when we’re just gonna force everyone to play the exact same way?
    Founder of New Age Crusade, the #1 Battlegrounds guild on Xbox NA
  • NovelliESO
    NovelliESO
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    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    A lot wrong with this single comment. The whip nerfs were not heavy handed, whip is still strong, it will still be meta to run ardent flame even after multiple nerfs to different skills in that single line, along with running whip. A blanket statement like, "Nerfing damage is always unhealthy" is extremely far from the truth and doesn't make any sense. It is good to have high damage in a meta where people can survive for an extended period of time but stating something as an absolute is silly and just undermines the issue, further illustrating the lack of understanding.
  • Faint_One
    Faint_One
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    Sometimes pummeling bash will fail to use after some “laggy” skills,especially after swap weapon
  • Gupitoos
    Gupitoos
    The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.

    Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.

    Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
    Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.

    At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer ;)
  • NovelliESO
    NovelliESO
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    Gupitoos wrote: »
    The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.

    Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.

    Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
    Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.

    At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer ;)

    Just wrong but no real engagment with anything. No math or logic behind any of the claims, just "haha it's not too strong" yet you reference WW which is being nerfed pretty hard. Try giving an actual statement that can be engaged with. Tell us why whip should be able to hit harder than direct damage ULTS while just being a base skill tied to the strongest skill line in the game.
  • evLRise
    evLRise
    ✭✭✭
    Gupitoos wrote: »
    The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.

    Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.

    Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
    Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.

    At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer ;)

    Sooo it's ok to have strongest DoT in-game, strongest sustain in-game AND on top of that strongest burst in game? Whip is easier to stack than bow. Does not have a travel time like bow / crystal frags. Does not get nerfed by projectile reduction. Is harder to dodge due to no travel time.

    People complain about "whip only OP with corrosive and onslaught". If onslaught and corro were the reason whip was strong we would have already known half a year ago during subclassing meta.
    There's Dunmers and there's N'wahs
  • Turtle_Bot
    Turtle_Bot
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    Wup_sa wrote: »
    Wuuffyy wrote: »
    Wup_sa wrote: »
    Nerfs to whip are too heavy handed and unjustified. HoF and the wings are what needs nerfing. Nerfing damage is always unhealthy and besides its onslaught that allowes the one shot tank build to exist. Please take a look into those before nerfing the only dk skill that matters.

    As someone who also mained necro. This feels the same, back when you decided to turn necros burst skill into a self buff. These are bad changes and you have been given multiple great feedbacks how to balance dk, by experienced players.

    Nerfs to whip are incredibly justifed.

    They nerfed the stacks to about half. But that is still a whip at 75% power or rather only a 25% nerf. My casual (I'm in Order's, Rally BB, BloodSpawn, Mono, Trainee) 15-19k whips are still 11-14k whips and my corro/onslaught whips go from 27k to 20k... which is still ALOT for being in defensive gear.

    Nevermind the clip that one dude experienced with max resists and 40k health... that 41k whip would only go down to 30k. The nerf is absolutely appropriate.

    No they nerfed each stack by 50%. So at max stacks you have 48% increased dmg, which means it will do less dmg than crystal frags and spectral bow. And again it is only onslaught and corro that allowes whip to deal such high dmg. Corro itself its very easy to counter, but go after that and crit dmg if you dont want this problem to reappear each rework.

    But HoF and wings still remain too strong. Reduce the sustain at least to 10% and wings need the aoe knockback removed and projectile dmg reduced to 20%

    We tried to call this interaction out in U49, but the DK mains didn't want to give up their god-mode crutch ultimate.
    evLRise wrote: »
    Gupitoos wrote: »
    The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.

    Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.

    Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
    Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.

    At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer ;)

    Sooo it's ok to have strongest DoT in-game, strongest sustain in-game AND on top of that strongest burst in game? Whip is easier to stack than bow. Does not have a travel time like bow / crystal frags. Does not get nerfed by projectile reduction. Is harder to dodge due to no travel time.

    People complain about "whip only OP with corrosive and onslaught". If onslaught and corro were the reason whip was strong we would have already known half a year ago during subclassing meta.

    To add to this point as well, whip's damage lands BEFORE it's animation plays, so there is even less counterplay than no travel time.
    I'm also not talking about animation canceling whip, the animation itself even when left to play out in full does so after the damage has been dealt (ZOS misaligned the animation and timing of the damage).

    It makes whip feel great to use since like force pulse the damage appears when the button is pressed, but it makes it horrible to fight against.

    This is a big part of why players just seem to fall over dead even though they blocked/rolled the whip on their screen. They "countered" the animation, but not the damage, so once the servers syncs up the clients, they just fall over dead and are left wondering why they died mid-roll or despite block healing the whip.
  • Gupitoos
    Gupitoos
    evLRise wrote: »
    Gupitoos wrote: »
    The DK nerfs on whip are unjustified indeed and too heavy handed. Flame Lash is fine but Molten Whip should have remained the same, the only thing making it do this much damage as some people cry about is onslaught. Not putting corrosive out there as its easy to manage and avoid.

    Onslaught can have almost 20k tooltip with the right setup and this is ignoring the fact that it always crits. Flame Lash & Hearth of Home are the only stuff that warranted a nerf - Wings are fine as long as Streak exists unnerfed.

    Werewolves are overtuned and thanks to conservation of energy and static reverberation deal absurd amounts of damage while taking none (as their healing scales off max health). They wont even stop allowing class masteries carrying over on Werewolf form because they are lazy and don't want to have to deal with the extra coding.
    Even lore wise it makes no sense for a Werewolf to be benefitting from class masteries. If they wanted to give it masteries, it should have had its own set but again they are too lazy to deliver quality content and do some work.

    At this rate, noone will trust them with the class reworks and the game will sink - watch how many people are still playing next summer ;)

    Sooo it's ok to have strongest DoT in-game, strongest sustain in-game AND on top of that strongest burst in game? Whip is easier to stack than bow. Does not have a travel time like bow / crystal frags. Does not get nerfed by projectile reduction. Is harder to dodge due to no travel time.

    People complain about "whip only OP with corrosive and onslaught". If onslaught and corro were the reason whip was strong we would have already known half a year ago during subclassing meta.


    Sorc main spotted. Strongest sustain in game is Sorc by far thanks to conservation of energy. Just say you want to be carried by class masteries and have the game play itself for you which is the case if you’re currently playing Sorc or Sorc/WW on live server.

    Sorc WW put all attributes to health, spam dot, aoe fear each time you need a second to catch up with your healing and press one button to activate your big broken self heal which scales off your max hp and heals you back to full. And if you suck too much just sprint away while spamming heals and fear nice. All while you can’t run out of resources.
    Then use static reverberation passive once you decide to deal some damage and kill people in under 30 seconds thanks to static reverberation, gorethief, savage werewolf & huntsman’s mask.

    You can have a group of 4 good players on you as a werewolf and you won’t die if you spam your one bar broken abilities while sprinting and healing.

    Flame lash nerf was well deserved and justified sure.
    DK has 20-24k mag depending on how it does its attributes and all most of his abilities cost lot of magicka - it’s actually easy to run out of magicka if you’re taking big damage and have to heal and keep your buffs up despites using Cone of Flame for sustain. This is even worse in non cp areas as you lose the sustain from Red cp.

    Molten whip was fine as it’s super easy to see and block or dodge. If you’re having trouble dealing with molten whip you simply suck.

    Crystal frags can deal similar damage if the 33% damage chance proc activates and that’s an ability that you can’t really see and block in time.

    Merciless resolve/incap strike were King during subclass meta which lasted well over a year. Basically everyone was playing Animal comp (thanks to broken Betty nech able to be spammed to give you free cleanse at 0 cost), Restoring light or Storm calling depending on the desired playstyle and guess what Assassination due to how broken it was.
    Merciless resolve and incap strike along with deep fissures were enough to one shot anyone caught in them.
    It’s nearly impossible to see and block merciless resolve.

    Killers blade able to do 10k damage easy too and harder to see than molten whip.

    Reason why molten whip is a problem for noobs is cos of the bugged onslaught or perhaps thrive in chaos in group PvP. Nerf onslaught and you won’t be having problems with molten whip. Templar can do way more damage if you get caught in its stun.

    Necro can one shot anything with onslaught, blastbones and gorethief now.

    Even Nightblade is capable of one shotting people on live servers thanks to onslaught and gorethief.
  • Gupitoos
    Gupitoos
    Also majority of the time, molten whip does 6500 damage on average. Unless you’re running some high penetration set or orders wrath/acuity with molag keena or some similar monster set and onslaught, molten whip damage really isn’t that high/much of a problem. It’s squishy casuals who don’t know how to deal with it that get hit loads off molten whip and complain. Use the right gear/traits/cp and block at the right times and you won’t be taking 15k + whips.
  • Gupitoos
    Gupitoos
    Finally, in terms of Molten whip damage potentially been applied before animation is complete thanks to animation cancelling, same can be said about every other skill in game - if you use it and animation cancel same time, the damage will be applied before the animation - that’s something easily fixed by ZOS should they decide to.

    Animation cancelling isn’t an intended game mechanic and could very well be considered an exploit as it provides an unfair advantage, especially against players who aren’t familiar with it and don’t know how to do it themselves.

    So all ZOS has to do is patch this. They can also disable any addons that give players advantages over others in PvP.

    Other classes have more broken ccs than dk - sorc has streak, wander has charm, templar has best cc in game after sorc - binding javelin, ww has aoe fear etc, there’s no addon to warn players about those and prompt them to dodge - only for DKs.

    Instead of whining about the only class in the game that’s actually been reworked, focus that frustration on the real problem: the painfully slow pace of the class reworks and the fact they’re doing them one at a time instead of tackling two at once, as if reworking classes in a 15-year-old game is some kind of cutting-edge science.
  • NovelliESO
    NovelliESO
    ✭✭✭✭
    Gupitoos wrote: »
    Also majority of the time, molten whip does 6500 damage on average. Unless you’re running some high penetration set or orders wrath/acuity with molag keena or some similar monster set and onslaught, molten whip damage really isn’t that high/much of a problem. It’s squishy casuals who don’t know how to deal with it that get hit loads off molten whip and complain. Use the right gear/traits/cp and block at the right times and you won’t be taking 15k + whips.

    You are just making up random numbers. Where are you getting the average of 6,500 from? Maybe yours is that weak, but that is just some arbitrary number. In addition, you mentioned sorc sustain as the strongest by far yet you're wrong about this as well. Also, nobody said whip is applied faster because of animation canceling, it's because it doesn't have a travel time. Almost every single thing you posted was wrong.
  • GeneralGrundmann
    GeneralGrundmann
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    Gupitoos wrote: »
    Finally, in terms of Molten whip damage potentially been applied before animation is complete thanks to animation cancelling, same can be said about every other skill in game - if you use it and animation cancel same time, the damage will be applied before the animation - that’s something easily fixed by ZOS should they decide to.

    Animation cancelling isn’t an intended game mechanic and could very well be considered an exploit as it provides an unfair advantage, especially against players who aren’t familiar with it and don’t know how to do it themselves.

    So all ZOS has to do is patch this. They can also disable any addons that give players advantages over others in PvP.

    Other classes have more broken ccs than dk - sorc has streak, wander has charm, templar has best cc in game after sorc - binding javelin, ww has aoe fear etc, there’s no addon to warn players about those and prompt them to dodge - only for DKs.

    Instead of whining about the only class in the game that’s actually been reworked, focus that frustration on the real problem: the painfully slow pace of the class reworks and the fact they’re doing them one at a time instead of tackling two at once, as if reworking classes in a 15-year-old game is some kind of cutting-edge science.

    Sorry to inform you that late, but animation cancellation is an accepted game mechanic. It is neither a bug nor an exploit. ZOS themselves are posting links to streamers/content creators showing how to "weave" correctly. Animation cancellation is here to stay.
  • Gupitoos
    Gupitoos
    NovelliESO wrote: »
    Gupitoos wrote: »
    Also majority of the time, molten whip does 6500 damage on average. Unless you’re running some high penetration set or orders wrath/acuity with molag keena or some similar monster set and onslaught, molten whip damage really isn’t that high/much of a problem. It’s squishy casuals who don’t know how to deal with it that get hit loads off molten whip and complain. Use the right gear/traits/cp and block at the right times and you won’t be taking 15k + whips.

    You are just making up random numbers. Where are you getting the average of 6,500 from? Maybe yours is that weak, but that is just some arbitrary number. In addition, you mentioned sorc sustain as the strongest by far yet you're wrong about this as well. Also, nobody said whip is applied faster because of animation canceling, it's because it doesn't have a travel time. Almost every single thing you posted was wrong.


    Stop lying, average Molten Whip is 6-7k and if you have the 3 stacks on it, sure it can go to hit for 10k and can reach 13-15k if the enemy is fully debuffed etc.
    If molten whip is doing any more damage then people are in the wrong gear, wrong traits and cp or you caught them in onslaught with the instant fear scribe.

    Nightblade can still hit for 10-15k with merciless, warden can do over 10k bursts with deep fissures and vamp spammable, etc.
    These abilities are much harder and nearly impossible to see and block in time in PvP unlike Molten Whip which is very easy to deal with.

    Blastbones can do very high burst too.
    Crystal frags if you get the damage boost proc can hit as hard as a molten whip.

    Obviously if you’re going against casuals who have no clue what they’re doing then you might hit them for crazy numbers but you would hit noobs with crazy numbers on anything you play if you know what you’re doing.

    DK doesn’t have as good sustain as Sorc does or even Necro.
    Be honest about what you main because it’s going to be one of these and you just don’t like the fact DKs can finally kill you.

    The only thing other than Flame Lash that needed a nerf is perhaps Heart Of Flame cos it’s lame, rest are easy to deal with.
  • Gupitoos
    Gupitoos
    Gupitoos wrote: »
    Finally, in terms of Molten whip damage potentially been applied before animation is complete thanks to animation cancelling, same can be said about every other skill in game - if you use it and animation cancel same time, the damage will be applied before the animation - that’s something easily fixed by ZOS should they decide to.

    Animation cancelling isn’t an intended game mechanic and could very well be considered an exploit as it provides an unfair advantage, especially against players who aren’t familiar with it and don’t know how to do it themselves.

    So all ZOS has to do is patch this. They can also disable any addons that give players advantages over others in PvP.

    Other classes have more broken ccs than dk - sorc has streak, wander has charm, templar has best cc in game after sorc - binding javelin, ww has aoe fear etc, there’s no addon to warn players about those and prompt them to dodge - only for DKs.

    Instead of whining about the only class in the game that’s actually been reworked, focus that frustration on the real problem: the painfully slow pace of the class reworks and the fact they’re doing them one at a time instead of tackling two at once, as if reworking classes in a 15-year-old game is some kind of cutting-edge science.

    Sorry to inform you that late, but animation cancellation is an accepted game mechanic. It is neither a bug nor an exploit. ZOS themselves are posting links to streamers/content creators showing how to "weave" correctly. Animation cancellation is here to stay.

    Animation cancelling isn’t part of Elder Scrolls Lore is it? The Dragonborn wasn’t animation cancelling to kill Dragons was he? Shouldn’t have been in game and needs to be removed, just like the noob - carry addons that carry you by telling you when to dodge etc.

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