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PTS Update 38 - Bug Reports for Combat Balance & Abilities

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
Please report any issues you run into involving combat and gameplay balance or abilities in this thread. Please give us as much information as possible, including screenshots and/or video if applicable. Thank you!
Edited by ZOS_GinaBruno on April 17, 2023 6:28PM
Gina Bruno
Senior Creator Engagement Manager
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Staff Post
  • RandomKodiak
    RandomKodiak
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    Sorc not getting 15% passive for ulti, Atro will not cast until the basic 200 tooltip
  • Rex-Umbra
    Rex-Umbra
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    DK and Sorc buffs way too op.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • monkiie
    monkiie
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    Agility and Dexterity medium armor passives are not working properly. The tooltip on my armor skill tree says I have the bonus WD/SD and crit modifiers active. However, on my character sheet, I have 0% crit damage and healing and my WD/SD is not being buffed either.

    I respec my skill points and the passives work again but when I teleport anywhere(house or wayshrine) they stop working.
  • virtus753
    virtus753
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    My partner was saying that she was losing health buffs randomly and regaining them on port without having to do anything else. I wonder if that's related to the armor passives mentioned above.
  • SirLeeMinion
    SirLeeMinion
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    Sorc not getting 15% passive for ulti, Atro will not cast until the basic 200 tooltip

    I noticed that, too, and wondered what had changed.
  • ssewallb14_ESO
    ssewallb14_ESO
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    Seems like dexterity/agility is a UI bug. I'm still getting the bonuses they just aren't showing on the stat sheet.
  • helios777
    helios777
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    The Monster Set "Valkyn Skoria" is still having UI errors and not proccing from DoTs.
    Grand Warlord HAXERUS. One of the last OG Mag DKs.
    Mag DK through Thick and Thin.
    Retired from Cyrodiil until they finally decide to fix the performance, which is probably never.
  • Rkindaleft
    Rkindaleft
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    Sorc not getting 15% passive for ulti, Atro will not cast until the basic 200 tooltip

    I noticed that, too, and wondered what had changed.

    On this, Nightblade is not getting 20 ult back from the passive when they drink the potion. It happened on Nefas' stream as they were doing the new trial.
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.
    6/9 Trial Trifecta achievements.
    Tick Tock Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker

    Scores:
    VMOL 172,828 (PSNA Server Record)
    VHOF 226,036
    VAS 116,298
    VCR 132,542
    VSS 246,143
    VKA 242,910
    VRG 294,543
  • StarOfElyon
    StarOfElyon
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    Maybe I missed it in the patch notes... but I didn't see any Mara's Balm adjustments. Can we get those please? Proc sets have made battlegrounds a pretty miserable experience for years and Mara's is no exception. I'm not sure why we must have sets do so much for the players instead of letting the players sink or swim by their own abilities.
  • React
    React
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    Base game ability timers (console UI) are totally wonky/broken on the PTS. For some reason, they are now tracking the short duration parts of most abilities that have a short duration effect in addition to a long effect. Very confusing and not at all the way they worked previously.

    Some Examples;
    • NB Assassins' Will - When you fire the bow while this ability is active, it then makes it so the ability timer stops working for the remaining duration.
    • Siphoning attacks - this is now tracking some 1s buff every light attack, instead of the 20 second duration of the actual ability?
    • Arcanist Armor buff - Tracks the 5s crux generation cooldown, not the actual 30s armor buff
    • Etc
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • TheDarkRuler
    TheDarkRuler
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    Storm Master nearly impossible to keep up even on 60% critical chance builds. Try changing either the duration higher or make it proc on heavy attacks without critical hits as well. Also nerfing primary HA set without buffing other heavy attack sets is really bad decision. Why not buff Sunderflame or Destructive Mage in return so we at least get alternatives.
  • Howda
    Howda
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    Plaguebreak is one of the sets that we have the most fun with and it has a very good combat visual feedback which is quite a lot fun to play with.

    Can we have it in pve in some alternative version rather than completely removed from?

    I also have Plaguebreak for both pve and pvp together with my other builds and I am not an isolated case that find this change concerning.

    - Nerf pve dmg?
    - Cascading effect limited to 3 ticks?
    - Only 1 plague carrier per caster but other effects to everyone that is affected in pve?

    I don't mind nerfing it, just don't take the fun out of the most fun set in the game in pve.

    Edited by Howda on April 18, 2023 6:01AM
    Howda
    Don't
    Blood for the PACT
    Dark Elf Dragonknight
    [EU]
  • Jman100582
    Jman100582
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    Backlash and morphs do no damage regardless of build up in pvp. We’re talking 4k on a crit on a full damage build, with an ultimate and several sets of jabs. Is this intentional?
  • LonePirate
    LonePirate
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    Looks like we're headed for yet another update without ZOS addressing any of these issues in Cyrodiil\PVP:
    1. The stuck in combat bug. How many times do we have log an issue or complain about this before someone finally fixes it?
    2. The gross overperformance of Vigor, particularly when fired by multiple people in close proximity. With all of the buffs and debuffs in this game, how difficult is it to apply a single "Major Being Healed" and "Minor Being Healed" buff to a player in order to eliminate this problem? Then there's the problem of this skill pretty much outhealing every other heal in the game. It's absurd.
    3. The ongoing imbalance between stamina weapons and magicka weapons where stamina weapon skills do 2x-5x the damage of magicka weapon skills. What is the rationale behind that? Make it make sense. Does someone at ZOS have a fetish for stamina weapon skills?
    4. The ridiculous overtuning of heavy armor resistance and tankiness. There is no reason for a skill to only do very low four figures of damage to some of these heavy armor builds, not to mention the three or even two digit amounts of damage some skills inflict on the super thick tanks. On the flip side of that, light armor is a walking death trap as numerous non-ultimate skills (not just Assassin's Will) can inflict 15K-20K damage upon a light armor user. How has ZOS not solved this problem?

    I'd love to hear someone like @ZOS_BrianWheeler explain the decisions behind letting these things fester for so long.
    Edited by LonePirate on April 19, 2023 6:03PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    Animate Blastbones is still bugged on PTS - it doesn't count as a corpse consumption ability as it should, which means it doesn't give the hidden buff of being able to see corpses. Since you need to cast the ultimate on corpses to use it, the fact that you can't see corpses with it slotted (unless you slot a second corpse ability on the same bar) hinders its usability.
  • DrNukenstein
    DrNukenstein
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    Leeching strikes doesn't have a 20 second timer on the bar. It keeps counting down from 1 second until it expires. It's unclear if this has an affect on the stam return on recast, but it kind of feels like it does. If only because I get so tired from having to watch the icon in my buff tray. Rally, a similar skill doesn't have this issue

    Speaking of Rally. I know Frenzied momentum had a bug fix to prevent it from generating stacks out of combat, but you can't start generating stacks until you cast Rally while in combat. While this would probably prevent any exploit that actually allows generating stacks outside of combat (not just generating stacks while in an "in combat" state), it does hamper it's usability significantly since you would want to have a momentum morph up before combat.

    oh and crushing weapon still removes stealth even though the bug that would cause it to stun when used as a ranged attack from stealth is fixed.






  • blendertoes
    blendertoes
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    It appears that some armor passives are not working. On the PTS, I am down 800 spell power, 1% spell critical and 10% critical damage vs the same set up on live (5 medium/1 heavy/1 light).
  • KainedED
    KainedED
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    Backlash and all its morphs (purifying light & power of the light) are not scaling correctly in PvP situations.

    6,000 tooltip with 200% scaling after battle spirit reductions are only yielding 3-4k CRITICAL damage on zero armor targets after issuing nearly 25-30k damage.

    This has been an ongoing issue since update 35.
    Edited by KainedED on April 19, 2023 2:30AM
  • AlekWithK
    AlekWithK
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    Most/All passives are currently broken (Class/Weapons/Armor/Racial/Crafting). They can be temporarily fixed by removing skill points and putting them back in, but they do break again.

    Makes it hard to get a good read on all other combat changes when it's really hard to be sure what passives are and aren't active during any given parse.
  • Ankael07
    Ankael07
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    Another year of reporting the same Necromancer bugs;


    Necro pets dont count as ''player sourced damage/heal'' therefore doesnt trigget CP or sets (like Serpent Distain set not buffing status effects that come from Blastbones)

    Flaming Skull often gets stuck in combat not advancing to its 3rd state with increased damage.

    Bone Totem's first tick is bugged (stuns on 2nd tick after 4 seconds instea of 2 seconds)

    Spirit Mender regularly stops healing (often for multiple duration of summons)

    Reanimate ulti doesnt count towards Corpose Consumption passive. Blastbones from this ulti often just stare around instead of jumping at someone
    If you want me to reply to your comment type @Ankael07 in it.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Ankael07 wrote: »
    Another year of reporting the same Necromancer bugs;


    Necro pets dont count as ''player sourced damage/heal'' therefore doesnt trigget CP or sets (like Serpent Distain set not buffing status effects that come from Blastbones)

    Flaming Skull often gets stuck in combat not advancing to its 3rd state with increased damage.

    Bone Totem's first tick is bugged (stuns on 2nd tick after 4 seconds instea of 2 seconds)

    Spirit Mender regularly stops healing (often for multiple duration of summons)

    Reanimate ulti doesnt count towards Corpose Consumption passive. Blastbones from this ulti often just stare around instead of jumping at someone

    As annoying as it is, Pets aren't supposed to proc sets, so that one isn't a bug.

    However, I am of the opinion that the whole "Pets Can't Proc Sets" thing is a terribly outdated mechanic from a time when one shot Proc builds were rampant. There's no reason (especially given that 90% of today's sets are procs) that Pets shouldn't Proc sets anymore.

    The rest are spot on though. I might add that Arcanist/Archer also often stop attacking anyone. Necro pets should be commandable like all the other pets in the game to prevent this and wasted Animate casts.
    Edited by CameraBeardThePirate on April 20, 2023 12:59PM
  • muume
    muume
    Soul Shriven
    I made a post about this as well, but somebody suggested that I write it here too so it doesn't get accidentally overlooked:

    When compared to the live server, Blastbone does not seem to function the same way anymore. Instead of being summoned in front of the player casting the skill, it is instead summoned further behind the player to the right.

    This is the cast on Live server
    0rsx9uls7dcz.png

    While this is the one currently on the PTS
    5fiw80oz5n15.png

    While this may not appear like a huge deal at first, it greatly increases the cast time of the skill. Mostly noticeable while parsing on the Trial Dummy, the average cast time goes up by an entire second for Blastbone alone. This causes a substantial loss of damage.
    While on live, a usual necromancer rotation consists of Blastbone followed up by 2 other skills, on the pts it's currently Blastbone followed up by 3 skills. Unless you are standing as close to the dummy as possible, and even then a substantial difference can be felt when compared to live. It feels like the Blastbone needs a longer time "to aim" onto the target,

    Here is a video, showcasing how it looks on both live and pts:
    https://youtu.be/oOERNiVxuBg

    Another thing that I noticed with Blastbone, is that the corpse produced by it seems to almost instantly disappear whenever a new Blastbone has been casted. This makes it almost impossible to use Detonating Siphon in a "semi-spamable" kinda fashion.(Sadly don't have video of this, but shouldn't be difficult to provide if necessary)

    No such changes were mentioned anywhere in the patch notes, which leads me to believe that this is a bug. I hope to bring more attention to it, as Necromancer is my favorite class.
  • dustin-kicksub17_ESO
    Hi! You may already know about passives bugging out but specifically from parse testing, the "hemorrhage" passive from the night blade doesnt work, Good luck all!
  • universal_wrath
    universal_wrath
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    Sorcerer class is not working
  • QueuesAsTanks
    QueuesAsTanks
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    Confirming the above Necro behavior documented by muume: Blastbones is now a 1/4th instead of 1/3rd cast.

    As BB is nearly always the main dmg output for the class, this change will represent a small damage decrease. More importantly, anyone who's been playing Necro for a while has the "BB-1-2 - BB-1-2 ..." rhythm ingrained into their muscle memory, and it's a noticeable disruption.

    https://youtu.be/zuWlA4ayf08
  • virtus753
    virtus753
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    As far as I can see, corpses are still bugged visually so they appear to be consumable when they aren't. This affects Templar's Repentance, Necro's corpse skills, and (I believe) Werewolf's Devour.

    This happened the other year and got a fix, and now it's back again. Can we get it fixed again, please? The current iteration has been in the game for multiple updates now. It's quite clearly bugged and provides distracting visual clutter while misleading players into thinking their abilities can be used when they can't.
  • Thecompton73
    Thecompton73
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    Detection Pots currently have an effective range of 100m on the PTS. I am assuming this is an incorrect value unless the goal is to remove invisibility from PvP as a viable defense.
  • Mayrael
    Mayrael
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    Detection Pots currently have an effective range of 100m on the PTS. I am assuming this is an incorrect value unless the goal is to remove invisibility from PvP as a viable defense.

    This is not just a typo in the description, as the potion now actually has a range of 100m. This means that it was an intentional change.

    If this is an intentional change and you attempted a ninja nerf, then congratulations on your approach to players. For now, I'll hold off, but if it's just "accidentally omitted from the patch notes," then my sub is gone.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • tokeinskyblu
    tokeinskyblu
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    With the updated change on how stealth detection breaks cloak,

    Do the potions still pull people out of cloak or only sneak now?
  • Belhawk1
    Belhawk1
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    In arcanist, tombs combat skills shows that abilities use magic, but in the combat bar, it shows it uses stamina.
    I got stamina reg for my mundus, and it disappeared.
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