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Probably unintended consequence of CP changes - Peircing
Last patch you went to a lot of trouble to ensure that a wide range of options for armor weights were equally viable. It was actually really impressive to see how much care you took to ensure that between the undaunted mettle passive and the changes to light and heavy armor bonuses set choices like medusa worn as 5 light + 2 heavy and mother's sorrow worn as 7 light came out pretty much exactly equally viable. The only cost of going 5 light 2 heavy was you needed to put more CP into Piercing to make up for the additional penetration you would have got from the 2 extra light armor pieces.
With the reduction of Piercing to 2 stages that's not possible, because only half the penetration is available from that perk.
To be clear, this doesn't stop magicka dds reaching the penetration cap without relying on Alkosh. It just means you are forced to wear 7 light armor to do so. And as the Medusa option was only really of benefit in a few cases (like pet sorc, to save bar space) a group isn't going to provide Alkosh just for one or two dds.
Please can you rethink this change during PTS. It doesn't serve to reduce overall magicka damage, as you can still easily reach the penetration cap, but it does make one armor combination strongly preferred, which undoes all the good work of the previous patch when you said the changes to armor bonuses were specifically designed to make a greater range of armor combinations viable. It's easy to fix: either do a similar thing to what you did with Preparation this patch - each stage provides twice as much benefit as before so that you get the same amount of penetration from the 2 remainng stages - or rescale the penetration provided by each piece of light armor but cap it at 5 pieces.