Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

PTS Update 35 - Bug Reports for Combat & Class Abilities

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
Please report any issues you run into involving combat and gameplay balance in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!
Edited by ZOS_GinaBruno on July 11, 2022 6:09PM
Gina Bruno
Senior Creator Engagement Manager
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • GetAgrippa
    GetAgrippa
    ✭✭✭✭✭
    Do not go through with the scorch change. Please. I'm begging you. The 3 second timer on Deep Fissure is ingrained into my brain, and has been for years. This is a terrible change. I do NOT want to have to relearn a class defining ability. This is the first time a change in pts has actually made me angry. This is one of the biggest, nonsensical changes to a defining class ability I've ever seen. I'm actually angry about this. Like, genuinely angry.
  • acastanza_ESO
    acastanza_ESO
    ✭✭✭✭✭
    ✭✭✭
    We told you over and over and over that we do not want these changes. How much more clear can we be?
    I do consider blatant ignoring of what the community wants a bug.
    Edited by acastanza_ESO on July 11, 2022 6:19PM
  • Xandreia_
    Xandreia_
    ✭✭✭✭✭
    Please don't touch warden, it's already arguably the lowest down on the scale as far as classes go!

    I fear the game is going to become elder cro's online again with the mass buffs throughout the entire class.

    Sigh...
  • Glantir
    Glantir
    ✭✭✭✭
    The nerf of Bound Armaments seems to be an Overkill....
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Rex-Umbra
    Rex-Umbra
    ✭✭✭✭✭
    ✭✭
    Necro pets should last longer than a standard dot. It's very tedious keeping the skeleton up.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    ACTUAL BUG

    The Werewolf Berserker morph bleed is NOT applying a status effect (bleed), for damage over time ticks. I did a 3 min test, in a duel, on one person with no sets on and only light attacks every four seconds.

    The bleed status effect (or any status effect in general) did not proc from the bleed DoT.
    Edited by Wuuffyy on July 11, 2022 9:02PM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    Ring of Preservation's heal has not been buffed by 278%. It has not been buffed at all.

    It ticks for 865 every 0.5 seconds on live. It ticks for 865 every 2 seconds on PTS. Same setup.
    Edited by virtus753 on July 12, 2022 9:07AM
  • From_Siberia
    From_Siberia
    ✭✭✭
    About the new jabs animation.

    https://medal.tv/games/eso/clips/rVNk9rmPx863s/d13375gpTPvF?invite=cr-MSxSUncsNjUyNjEzMTQs

    It's a joke? Your animator destroyed a beautiful, elegant skill. For what? Stop spoiling the game, hire new, more competent specialists
    Edited by From_Siberia on July 11, 2022 11:45PM
  • Tannus15
    Tannus15
    ✭✭✭✭✭
    ✭✭✭✭
    sorc dps loss of 20% to 25% (hard to tell when you buffed the 21m dummy)
    this is not good.
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    Path of Darkness:

    This ability and its morphs now last 20 seconds, up from 10.

    In game, Twisting Path displays as 22 seconds.


    Edit: But that may be intended due to Dark Veil.
    Edited by chessalavakia_ESO on July 19, 2022 5:05PM
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Xandreia_ wrote: »
    Please don't touch
    Rex-Umbra wrote: »
    Necro pets should last longer than a standard dot. It's very tedious keeping the skeleton up.



    Hard disagree. The longer the necro pets last, the fewer corpses you can create.
    Edited by CameraBeardThePirate on July 12, 2022 3:06AM
  • maeee
    maeee
    ✭✭✭
    Just wondering if the forums are bugged for you guys. Are you unable to see the posts in response to these changes? It is odd that there has been zero response to any of the feedback thus far. Again, just wondering.
  • Zezin
    Zezin
    ✭✭✭✭✭
    maeee wrote: »
    Just wondering if the forums are bugged for you guys. Are you unable to see the posts in response to these changes? It is odd that there has been zero response to any of the feedback thus far. Again, just wondering.

    No it's just that the community is kind of in shock, if you go to ESOU for example you can see how people are reacting.
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    About the new jabs animation.

    https://medal.tv/games/eso/clips/rVNk9rmPx863s/d13375gpTPvF?invite=cr-MSxSUncsNjUyNjEzMTQs

    It's a joke? Your animator destroyed a beautiful, elegant skill. For what? Stop spoiling the game, hire new, more competent specialists

    I think it's fine in principle, however it doesn't really convey anymore that this is an AoE skill.

    On topic, the sound and visuals of the new jabs animation don't line up properly for me. There is a "woosh" like sound after every hit with a considerable delay, almost like acoustic ghosting.

    The new Rapid Strikes on the other hand doesn't have this problem.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • deadjesterkingb14_ESO
    Flurry, Rapid Strikes Animation

    For the love of god put it back to the animation it was. Why are all the abilities looking silly and ridiculous like it comes from a 6 year old girls saturday morning cartoon? Why can't we just play the game? I understand making combat changes and the way the game is played, but what the hell is it solving to make it look and feel so clunky and silly?

    Making changes to help new players become more acclimated is fine and I understand, but instead of making it at the cost of experienced players why not take some time and write a proper how to instead of masking the inability to fix the issues with making existing players have even worse experience. What exactly is being solved? Who is it for? You really just made gameplay worse for new players and between that and the rampant toxicity in the game people will abort faster than they have lately. (This is about PVE not the constant crying from the PVP Community)
  • sweatapodimas
    sweatapodimas
    ✭✭✭
    Imbue/elemental/crushing Weapon breaks stealth
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • Styxius
    Styxius
    ✭✭✭✭
    Surprise attack does not guarantee crit from flank on pts
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
  • Szalord
    Szalord
    ✭✭
    Found out a "bug" with the new Whip's Seething Fury.

    Upon casting Venomous Claw (for example), i can see a 10s Seething Fury buff. I also gain weapon and spell damage in my character sheet. If i use Molten Whip, it consumes the actual Seething Fury buff, but there's no 2nd buff to tell when the weapon and spell damage bonus will disappear (since this component is no longer consumed by Molten Whip anymore).

    The expected behaviour for me would be to have 2 separate visible buffs : Seething Fury for the empowered whip's damage, and a different weapon & spell damage buff (i assume the second buff is some kind of invisible buff managed on the backend). Otherwise, PC players will have an unfair advantage by being able to track the weapon & spell damage duration while console players won't.
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    Flurry is somehow both Direct and Damage over Time.

    You said it wouldn't benefit from Thaumaturge back in 6.3.4 with the debut of the CP 2.0 system. But right now Flurry benefits from THREE 6% CP stars: Deadly Aim, Master at Arms, and Thaumaturge.

    Tested on live and on PTS.

    Please fix it. Again.
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    Mirage's skill countdown goes back up to the full count when a stack of the dodge roll discount is added.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'd like to call attention to the fact that the damage-return component of Spiked Armor STILL does not respect the listed 10% chance to activate Burning - or it is not being affected by Charged or other amps to Status Effect chance (e.g. Flame Staff, etc.).

    This has been a longstanding bug with this skill and its morphs.
  • Kusto
    Kusto
    ✭✭✭✭✭
    Styxius wrote: »
    Surprise attack does not guarantee crit from flank on pts

    Same here. I even tried different dummies just to be sure, including the 21 mil. It crits as usual, whatever my crit chance is. And yes, I hit the dummy from behind and also tried from side. Also tried backstabber cp on and off to see if it was dummy issue. Backstabber worked fine.
    Unless it's the cmx issue.

    orjk1i4unvd1.png
    Edited by Kusto on July 16, 2022 10:59AM
  • XomRhoK
    XomRhoK
    ✭✭✭✭✭
    Hemorrhaging status effect don't have visual and sound effects anymore.
    I really hope this is a bug and not your "optimization". If it's not a bug, but intended "optimization" please revert it, stop sucking out all fun from the game.
    I play vampire character and after "great" revamp of vampire skills, which destroyed sound and visuals of almost all vampire skills for me, i really tired finding skills and sets to return feel that i playing vampire character. The only revamped skill that i accepted from sound and visual point of view were Blood Mist, not perfect visuals, but i loved biting sound of the skill, but after a while you removed this sound from the skill for the sake of "optimization". After that you introduced new Hemorrhaging status effect with cool animation and sound and paired with Unleased Terror set it brought back to me this feel that i playing vampire character. And now again you remove not only sound but visuals too, leaving me without proper vampire feel again... Please stop it.
    Don't know, maybe other status effects also loset visuals or sound, didn't check.
  • Moriarti
    Moriarti
    ✭✭✭
    Reaving Blows (Warfare Champion Point) don't work on Necromancer Blastbones (both morph) even though it's a direct damage skill.
    Edited by Moriarti on July 16, 2022 9:28AM
  • FeedbackOnly
    FeedbackOnly
    ✭✭✭✭✭
    ✭✭
    On mobile so can't share nifty gritty details, but springs and rr change will start highlight problems with class skills for the 3 non standard healers.


    Please put them into testing.


    NB, dk, sorc
  • Fabi95
    Fabi95
    ✭✭✭
    First off, I'm liking to thank you that your team incorporated suggestions from the Templar feedback thread. I'm genuinely happy to see that feedback is really considered! They are my favorite additions I'm looking forward to in update 35.

    As for feedback about game balance, I'm going to focus on the current changes: I did notice a serious discrepancy in healing with the "Radiating Regeneration" from Restoration Staff line, and "Vigor" skill from Alliance War line. They are now extremely similar in values, despite that "Regeneration" requires a restoration staff. "Vigor" is universal and does not need a weapon.

    It plays a big part in ESO what added utility a weapon (such as a staff) provides. The Restoration Staff is meant for healing. So its passive skill "Restoration Master" adds 5% more healing while actively wiedling the staff. However, the nerf to "Regeneration" makes this no longer worth it for many situations, and the passive skill does not balance it out.

    Why? Because now healers could switch to "Vigor" and use a backbar destruction staff with a weapon damage enchantment, and get better use and healing out of this than using the "Regeneration" restoration staff skill. Not only does that feel wrong, it is making things more difficult for dedicated healing builds. The Regeneration nerf will likely make people consider to use either Vigor or Energy Orb, with don't require a staff at all. Considering that "Echoing Vigor" provides a big area radius and increased duration, this is particularly putting the restoration staff at a disadvantage now.

    My suggestion: "Radiating Regeneration" needs to be more closer to its value in update 34, at least to a skill like Energy Orb. The Regeneration skill makes it already difficult to target many people at once, unlike the area of effect healing skills (like Vigor). Having to target people and using a skill multiple times should be rewarding and add value. Right now, the only added utility with "Radiating Regeneration" is the provided mobility, because players don't need to stand in a healing circle.

    One more plot twist: On stamina builds, "Vigor" can now manage to provide more healing than the "Regeneration" skill. The question that arises here is, are magicka Restoration Staff healers supposed to heal less over time than a stamina damage dealer with Vigor? If not, this needs to be carefully corrected in balance, so that this is not becoming an issue.

    Because additionally, when it comes to solo healing and PvP, "Resolving Vigor" is now outstanding compared to "Rapid Generation" - particularly that "Resolving Vigor" now has the Major Resolve buff. While "Resolving Vigor" guarantees that you heal yourself and not someone else by accident, which can be the case with "Regeneration". With even better healing than "Rapid Regeneration".

    Below are images I took on the PTS, with a magicka character, for a rough comparison how close the skills are in healing value now.

    jbw7zq638s44.jpg

    Thank you for reading.
    Edited by Fabi95 on July 16, 2022 4:10PM
  • kringled_1
    kringled_1
    ✭✭✭✭✭
    ✭✭
    Moriarti wrote: »
    Reaving Blows (Warfare Champion Point) don't work on Necromancer Blastbones (both morph) even though it's a direct damage skill.

    I think this is intended, as the blast ones damage is considered pet damage and doesn't originate from the player.
  • RevJJ
    RevJJ
    ✭✭✭✭✭
    virtus753 wrote: »
    Flurry is somehow both Direct and Damage over Time.

    You said it wouldn't benefit from Thaumaturge back in 6.3.4 with the debut of the CP 2.0 system. But right now Flurry benefits from THREE 6% CP stars: Deadly Aim, Master at Arms, and Thaumaturge.

    Tested on live and on PTS.

    Please fix it. Again.

    Could that be why people are seeing flurry do more damage than jabs? And would Deadly Strike double buff it?
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    RevJJ wrote: »
    virtus753 wrote: »
    Flurry is somehow both Direct and Damage over Time.

    You said it wouldn't benefit from Thaumaturge back in 6.3.4 with the debut of the CP 2.0 system. But right now Flurry benefits from THREE 6% CP stars: Deadly Aim, Master at Arms, and Thaumaturge.

    Tested on live and on PTS.

    Please fix it. Again.

    Could that be why people are seeing flurry do more damage than jabs? And would Deadly Strike double buff it?

    Only partially. I suspect many people are not running Thaumaturge because of the significant nerfs to DoTs.

    Deadly Strike will buff Flurry too, but additively with Master at Arms, Deadly Aim, Thaumaturge, Minor & Major Slayer, Minor & Major Berserk, and Exploiter (when the target is off-balance). So it's not nearly as simple as saying Deadly is 15% more damage for Flurry or Thaumaturge is +6%. If you have both Master at Arms and Deadly Aim already and both of the Minor and Major damage done buffs, then adding Thaumaturge gets you 4.23% more damage on Flurry and Deadly Strike gets you 10.56%. Together they would add only 14.79%, less than what Deadly alone says in its tooltip. That's the nature of stacking additive bonuses.

    With all DoTs nerfed so badly, Thaumaturge was going to be much less useful this patch. But Flurry is doing 25%+ of a parse for me right now with Deadly Strike and Thaumaturge, so that combined with other DoTs may make Thaumaturge competitive. Wrathful Strikes is a very good option, however, although how good exactly depends on how much weapon/spell damage and max stam/mag you already have, as it's less relatively valuable the more effective WD/SD you've got already.

    Now that's all assuming they don't (re)fix Flurry so it stops benefiting from Thaumaturge, like they said they were going to do last year.

    But either way, it's not Thaumaturge that's making Flurry better than Jabs, so just fixing that will not save stamplar class identity.
Sign In or Register to comment.