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• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

PTS Patch Notes v2.7.2

  • Ruinhorn
    Ruinhorn
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    I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.

    That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?

    Glad you found the comments useful!

    We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.

    That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.

    Does this count as a "constructive comment"?
    https://forums.elderscrollsonline.com/en/discussion/312992/why-are-stamina-setups-bad-for-trials-pve/p1

    I think (and many others agree) that Alcast explained the situation very precisely. Nowadays we don't have a healthy competition between magicka and stamina DD classes. Stamina NB has nothing to oppose to mDDs. We have no shields and extremely low survivability in camparsion with magicka classes. With trial mechanics stam melees also are loosing their damage just because of mechanics. You can not just stand near the boss, you always need to move, dodge and during some AOE attacks the only thing you're able to do is reapplying DOTs. With everything this stamina DDS now have ~ the same solo target DPS and less AOE damage, again, in camparsion with magicka classes.

    So, if I'm a group leader for example, and I'm going to make a group for vTrial, why should I get stamina DDs in my group? They're easy to die, no shields, ~ same damage, lower AOE. Just to loose vitality bonus?

    We don't have something wrong with some certains skills or stats (well, we have, but the same as every other class :smile: ). We have a complex problem: stamina DDs are moving out from PvE content. That's a fact. If they had (just for example) higher damage than mDDs with lower survivability - that would make a sense for trials runs. More damage is always good for trial group, and stam DDs could be helpful (especially during execute phase, talking about NB).

    Once again: that is not a problem of tthis patch, it's overall.
  • Enodoc
    Enodoc
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    ✭✭✭✭✭
    Crown Store & Crown Crates
    Housing
    • Fixed an issue where some homes were classified as Notable homes in the Crown Store, but were actually Classic homes.
    Housing
    Homes
    • Fixed an issue where some homes were classified as Notable homes in the Collections menu, but were actually Classic homes.
    Personally, I think you 'fixed' that backwards. I know the large houses were intended to be Classic, but having them as Notable made it easier to distinguish. Makes sense now why not many of them have any 'notable' features, I guess.

    In-quote commenting in bold.
    Housing
    Furnishers
    • The map pins for Achievement Furnishers and Home Good Furnishers no longer refer to these as Accolades Vendors and Home Good Vendors, respectively. Yay, consistency!
    • Narwaawende and Heralda Garscroft are now correctly shown on the City Center map pin for Mournhold, as well as the Merchant District map pin for Wayrest, and a new map pin on the first floor of Elden Root. Awesome! Now we'll know where they are.
    • Added additional furnishings to the Home Good Furnishers in several zones. Sounds good. But now I'll have to go through them all again! :(
    • Corrected several cases where items sold from Achievement Furnishers would claim to require the wrong achievement. Interesting, I wonder how many of those there were. More checking needed!

    Furnishings
    • Renamed Colovian and Nibenese furniture to Imperial, to improve clarity. But Colovian and Nibenese styles are very different. How are we supposed to tell them apart now?

    Furnishing Crafting
    • Added a number of additional high-quality furnishing recipes. Details? Sources? More random stuff to find, I guess.
    • Adjusted the material price of several recipes. This improves consistency, and generally reduces the number of style items required. Sounds good in theory. Will need to see if it plays out well.
    • Woodworking recipes and furnishings can now be found on Carpenters instead of Woodworkers, matching the distribution for other professions. *Thumbs up* :smiley:

    Homes
    • Purchasing the Gardner House now requires completion of the “Stormhaven Adventurer” achievement instead of the “Rude Awakening” achievement. Ah, excellent! I thought that may have been wrong.
    • The door to the Daggerfall Outlook tower is now fully operational. Great! Now give us more towers in other houses. :stuck_out_tongue_winking_eye:
    • Removed all Slaughterfish from the Earthtear Cavern waters. Awesome! Can we get on the right-hand side ledge yet?

    Housing Editor
    • Improved the categorization of several furnishings within the Housing Editor. "Improved" how??
    Some good changes/fixes here. Hopefully a few more will go through before launch (see my feedback in the Player Housing thread).
    Edited by Enodoc on January 16, 2017 7:55PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • Vitaely
    Vitaely
    ✭✭✭
    The Trainee nerf was really uncalled for.

    It's true that Trainee and Hulking Draugr didn't have the same armor set value, but Trainee was never BIS for stamina builds anyway. Nerfing Trainee hits magicka builds more than any stamina build. Not all classes *cough* MAGDK *cough*, has access to a pet to be able to run Necropotence. Also the real strength of Trainee was to have a healthy stamina pool while not giving up on max magicka.

    Trainee will certainly be missed by most.
    Factotum | PC NA
    AD E'lurin sNB | Curufinwë Fëanor mDK | Anaïs Le Fey mSC | Fréyja mT | Nïenna mW
    EP E'lured sNB | Vanÿa sT | Caïssä mDK
    DC E'lwing mNB
    PVE Brýnhildur mDK | E'lectra sSC | Antígone sDK | Valkýrja mNB | Yølanda sW
  • Thraben
    Thraben
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    Including the Dev's comment is a fine thing.

    I appreciate your good work and patience with the community. MANY sorcs will be happy due to reverted change of the curse and most of all due to the changes of Force Shock.


    If you would

    1) give the frost staff block a ward-like animation from skyrim to increase its credibility, and

    2) change the pet sorc´s curse so that it forces all out pets (except the clannfear) to attack the target immediately for 6 seconds, (The Command Companion key is just too unreliable even for PC users),

    many sorcs would be even happier :)
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    CosmicSoul wrote: »
    I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.

    That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?

    Glad you found the comments useful!

    We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.

    That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.

    Are the notes you posted the other day going to be included into the next patch notes? I noticed only a few of them where posted, just curious thank you.
    What seems to be missing? Everything posted last week from Rich should have been included here.

    I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.

    That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?

    Glad you found the comments useful!

    We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.

    That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.

    No offense, "to test the changes" on NB point of view, nothing changed in this patch in both PVE and PVP, like no set changes, no skill changes except a little increase in ultimate cost at the PVP side, all the stuff that was already tested on PTS till now will be the same after this update. I know i should even stop trying to point this out, because it will still be same result in the end, but meh i'm kinda bored so wanted to point it out.
    Remember that even if some skills weren't changed for your specific class, other classes had a handful of things adjusted which affect the overall balance in the game.

    Cinbri wrote: »
    May I ask when this old bug with Honor will be finally fixed? :(
    https://forums.elderscrollsonline.com/en/discussion/307571/honor-the-dead-is-bugged-pc#latest
    Soon! No, seriously. We're currently working on it and plan to get this fix into next week's PTS patch.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Dr.NRG
    Dr.NRG
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    how about giving medium a passive that gives 30% or so increased damage against shields?!?
    .
  • Nefaras
    Nefaras
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    Masel92 wrote: »
    Nefaras wrote: »
    Masel92 wrote: »
    I like the changes and can't wait to test my builds for update 13! I think there is a lot that people asked for, and that's a good thing. Also like the developer comments, keep that.

    I guess there will be a gap between stamina and magicka users now, but it has been the other way around for a while now and I can't understand the rage of everyone.

    In pve? magika is already everywhere @ live server
    after patch they are dead

    Sorry, I meant before 1T. I remember that everyone complained about stamina being too strong.

    yeah that is true mate! Complaining everywhere kill the real balance of the game .

    They should just listen to the leaderboards in pve and balance it this way and give pvp effects only work in pvp , every mmo does this even wow

    Ability X works in pvp with this % dmg/heal/support/def etc. in pve with this scores and so on ....
    Edited by Nefaras on January 16, 2017 7:55PM
  • Koolio
    Koolio
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    The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them. :s

    We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.

    This is exactly what I wanted for some better feedback. We might not like all the changes you do but at least we will know why they were done. Btw I don't think I've ever said "Omg soul harvest again" don't think it needed to be affected because Pvp MNB don't really exist. If you see one it's a unicorn/dinosaur/Bigfoot.
  • Voxicity
    Voxicity
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    The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them. :s

    We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.

    I like the spoiler tags personally :)
  • jarydf
    jarydf
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    Great natch potes - thank you. Developer commentary is very welcome.
  • KirinBlaze
    KirinBlaze
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    Sigtric wrote: »
    @ZOS_GinaBruno awesome new way of doing the notes with the commentary, it really helps

    That said, can we get some of the same insight on the Coag Blood change? As it stands right now, the change really doesn't make any sense. Having no magicka to get a decent heal is incredibly situational and wont be helpful when it is needed most (gank attempts), after GTFOing from an EoTS ball.

    I mean in a situation where as a magicka character I could get a more reliable heal WHEN I need it with vigor... ?

    @ZOS_GinaBruno please give us some insight on this.

    It is absolutely ridiculous how we mDK's have given feedback on the ONE THING we really need in PvP right now and have been completely lied to and left in the dark on when to expect some kind of buff (I say buff because the current Coag Blood on PTS is a nerf no matter how you look at it.) to our self healing ability.
    Kirin Blaze - Ebonheart Pact - Imperial Dragonknight
    Kïrïn Bläzë - Daggerfall Covenant - Imperial Dragonknight
    Kìrín Blàzé - Aldmeri Dominion - Imperial Dragonknight
    Vehemence - Omni - COMBUSTION
  • ManDraKE
    ManDraKE
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    Wrath with 5 seconds duration is still kinda high imo, 5 seconds is an eternity in PvP.
    The usefulness of dodge rolling is also a concern of mine. For light armor you have damage shields (useful, and powerful in all situations). Heavy armor's main defensive tactic is blocking ( useful in almost all situations *cough* destro ult! *cough*). Medium armor however specializes in using dodge rolling which is become more and more useless as you make changes. Can't dodge AoEs, Channels, or Special ults such as meteor. And to add insult to injury, dodge rolling is the only defensive maneuver that gets punished with a 33% cost increase if you spam it.

    I have the exactly same concern, medium armor have no mitigation options outside dodge roll. With the vitality pots nerfed, healing on medium armor goes back to normal, so medium users have even less survivability tools to use (don't get me wrong, i'm 100% agree on nerfing those pots but the side effect on the already disgraced medium armor is real)
    Edited by ManDraKE on January 16, 2017 8:03PM
  • STEVIL
    STEVIL
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    TheHsN wrote: »
    Zinaroth wrote: »
    TheHsN wrote: »
    For sorc ??? what did u do really IN THE NAME OF BALANACE...

    you made one mistake and taking it BACK...???

    BASICLY U DID NOT ANYTHING... How u read FEEDBACKS really...

    Item Sets
    Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
    Why u mess up things you DONT NEED TO...

    U ARE FUNNY REALLY FUNNY and putting love notes about your cheating us that why u have cheated on us:):):)

    Curse was buffed and so were destro staves. Magsorcs are looking to be just as strong in PvP and even stronger in PvE next patch. What more do you want?

    Curse : is nothing changed about PVP 3.5 secs after we will use it again so nothing changed...For pve i dont need to wait it to make acho i can apply it after 3.5 secs so nothing again:D... IT IS ALL SAME....

    Destro Changes is all about ALL magicka Users not to specific to SORCERER........

    SO nothing changed about SORC BALANCE

    Sorry but this doesnt follow...

    Pve curse you can now choose to keep with extra click and 3.5s or use the 5s and use the clicks for other things, whichever serves you better.

    Destro chg does apply to all mag yes but unless you only fight/compete against mag, it improves your situation vs stams.

    So sorc balance was helped.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Juhasow
    Juhasow
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    ✭✭✭✭✭
    Item Sets
    Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.

    My hybrid plans ruined...
  • SilentRaven1972
    SilentRaven1972
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    No mention of a fix for the stealth/inventory bug or mount/inventory bug? I really hope those are fixed on PTS, trying to check inventory while in stealth and being pulled totally out, and trying to access inventory while mounted only to have my horse vanish are just not fun.
    "Such is the nature of evil. Out there in the vast ignorance of the world, it festers and spreads. A shadow that grows in the dark. A sleepless malice as black as the oncoming wall of night. So it ever was, so will it always be. In time all foul things come forth." -Thranduil
  • Rohamad_Ali
    Rohamad_Ali
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    I really like the developers comments . I read all the patch notes all the way through the first time for once . So much easier to understand changes by seeing the thought behind them .
  • Kas
    Kas
    ✭✭✭✭✭
    FIXES & IMPROVEMENTS, BASE GAME PATCH

    Alliance War
    General
    • Increased the base amount of AP for capturing resources to 1,500 AP.
    • Increased the base amount of AP for capturing a keep to 6,000 AP.
    • Increased the base amount of AP for capturing a town to 1,500 AP.
    • Increased the base amount of AP for capturing an Imperial City District to 1,500 AP.

    this doesn't work. while this is a nice idea and absolutely in balance for normal gameplay, it is extremely exploitable.

    grab two groups of opposing faction that are large enough to quickly flip flags.
    take turns turning a resource
    if you have a map for yourself, you could even do that with keeps.
    flipping every 30sec should be reasonnable and that'd be ~180k AP/h which is VERY decent (actually great) even for the most successful groups if maintained over a long time. If you do that at night on a rather empty campaign, it's easily sustainable for the whole night.

    please don't add this exploit to the game.

    that said, for actual playing, it is abolutely fine (and a GREAT idea to promote other playstyles, escially solo players and very small groups who are looking for off-zerg action will probably run into less danger of turning something minor only to be left alone for hours.
    proposed fix: make it so the base amount is distributed between players as well. doing this solo takes long enough to turn flags that it isn't worth it, for example
    Edited by Kas on January 17, 2017 10:15AM
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • Akrasjel
    Akrasjel
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    Housing
    Furnishings
    • Renamed Colovian and Nibenese furniture to Imperial, to improve clarity.

    But will it be exclusively Crown Store(which is bad), mixed or yet undecided

    [PC][EU][Daggerfall Covenant]
    Akrasjel Lanate - Imperial Nightblade | 50 | CP900+
    Born: 2E 551

    Member of: | Traders of the Covenant | Hammerfell Trading | Imperial Trading Company |
    Houses: Strident Springs Demesne,


  • danno8
    danno8
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    The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them. :s

    We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.

    I vote for keeping the spoiler tabs. You only need to read the dev comments once, but you may find yourself coming back to read the rest of the notes several times, at which point the dev comments will just be extra stuff you don't need to see.

    I don't think the patch notes need to be even longer than they already are unnecessarily.
  • Bashev
    Bashev
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    @ZOS_GinaBruno
    Is Cauterize DK skill bugged or it is not able to heal the caster?
    Because I can!
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    Lol. Nerfing Heavy armor and survivability in this patch but proc stacking still remains.

    I'm done. Just gonna play a night blade in pvp like every other bandwagoner.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Vythri
    Vythri
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    Since Stonefist is easy to avoid or anticipate with Roll Dodge and Block, we’ve increased the projectile speed to make it easier to stun enemies.

    Um... Snipe says hello.

    @ZOS_GinaBruno @Wrobel @ZOS_RichLambert
  • caeliusstarbreaker
    caeliusstarbreaker
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    In a world where nothing is dodgeable anymore... Why have a penalty for doing so? Where damage is astonishingly high... Why wear anything but heavy?
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • Docmandu
    Docmandu
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    The usefulness of dodge rolling is also a concern of mine. For light armor you have damage shields (useful, and powerful in all situations). Heavy armor's main defensive tactic is blocking ( useful in almost all situations *cough* destro ult! *cough*). Medium armor however specializes in using dodge rolling which is become more and more useless as you make changes. Can't dodge AoEs, Channels, or Special ults such as meteor. And to add insult to injury, dodge rolling is the only defensive maneuver that gets punished with a 33% cost increase if you spam it.

    I know Templars are going to hate me for suggesting this, but I think it would be a fair change if we only took the base damage (AoE/Tool tip) from jabs, and not the the 140% increase. This would make since because the 140% increase is against a single target whereas the base damage is the AoE damage.

    Another suggestion I have is to double the benefits from the Champion System passive Phase; which currently grants 660 physical and spell resistance for 3 seconds. By doubling the defense, and duration of this CP passive; you'll make dodge rolling beneficial even if you unsuccessfully dodge your opponent's attack.

    dodge still works vs jabs.. since you can just dodge out of the cone aoe... also you move faster than the jabbing templar, since the channel snares the templar... so either dodge / sprint can work to get out of the effect area.
  • Dr.NRG
    Dr.NRG
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    coag blood: y dont you make it so it always heals you for 33% of your health(not missing health) and decrease the cost of it depending on your missing magicka or health depending on the morph
    Edited by Dr.NRG on January 16, 2017 8:08PM
    .
  • Mojmir
    Mojmir
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    @ZOS_RichLambert awesome job with giving the "whys", keep at it.
  • caeliusstarbreaker
    caeliusstarbreaker
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    Haha also I don't know how you made a mdk buff a nerf
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • Lettigall
    Lettigall
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    9v4CmtO.gif

    There are some actually good changes, some bad and some not enough! I'm not quite happy about changes to proc sets, they still will be meta! Some of them should work only in PvE like Vicious death set works only in PvP.
    Eye of the Storm needs not just damage nerf but also reduced radius. And with lighting stuff buff EOTS will be just slightly weaker then currently on live!
    Some men just want to watch the world burn... I just want a cold beer!
  • Quantum_V
    Quantum_V
    Class Representative
    @ZOS_GinaBruno

    Gina, please answer me this... Any chance of there being a change to coag blood? I just want to know if theres a CHANCE.
    Quantum - Magicka DK

    Youtube Channel

  • Docmandu
    Docmandu
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    Cinbri wrote: »
    May I ask when this old bug with Honor will be finally fixed? :(
    https://forums.elderscrollsonline.com/en/discussion/307571/honor-the-dead-is-bugged-pc#latest
    Soon! No, seriously. We're currently working on it and plan to get this fix into next week's PTS patch.

    Any word on a possible Toppling Charge fix?! Skill still locks you out of all skills too many times.
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