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PTS Update 45 - Bug Reports for Combat Balance & Abilities

ZOS_Kevin
ZOS_Kevin
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_Kevin on January 13, 2025 6:31PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • MincMincMinc
    MincMincMinc
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    A major source of health desync issues stems from timing a perfect "medium" attack. This is very evident if you play dizzy swing and the overcomplicated offbalance mechanic.

    What I think is happening is that there is a disconnect between the client and server when transitioning to a Heavy attack instead of being considered a light attack. If timed just right the client will consider my attack a light attack, and the server will consider it as a heavy attack.

    Normally this is insignificant, however once you tack on countless proc sets, stuns(offbalance), and other effects you can pretty much kill targets by using a desync to bypass all of their healing and the server will decide to kill the target if you stacked enough damage in that instance.

    An example would be the Vate 2h proc and crystal weapon. You build up stacks and then do a crystal > dizzy(offbalance) > hold light attack slightly longer to cause the desync. Then in one instance you would hit a 70% buffed "heavy" attack with crystal weapon with vate 2h for 25k or so.
    This example combo is basically out of meta now because offbalance lost its damage bonus, rally is such a bad skill that nobody wants to run vate2h anymore, and crystal weapn has its damage spread out in an over complicated fashion aswell.

    My suggestion is that you probably cant fix this issue since it is latency driven. In the case of dizzy swing it would be better to change offbalance and procs like vate2h to require a fully charged heavy attack and then give a damage boost to make your heavy equivalent to a dizzy swing damage wise. (bring back the 70% heavy attack damage for pvp so it is useful again) This is fine on a full heavy attack because the player wastes time and leaves themselves open.

    Or just return dizzy swing to its previous design that people loved and had no issues with. 1.2s cast with high damage and knockup reward for leaving yourself open and skillfully landing the hit that was clear for enemies to counter with 6 average human reaction times available.
    Edited by MincMincMinc on January 14, 2025 2:18PM
    We should use the insightful and awesome buttons more
  • silky_soft
    silky_soft
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    When you're hit by Dragon Leap, for the last 10 years, it locks your character up once it is cast, until the attacking players full animations are finished. Then you are cc by being thrown in the air. You can break free just before you hit the ground if the sever allows it. Not even scroll wheel bash can circumvent this if the sever doesn't like you.

    I believe this is because, like many other buggy skills, there is no cast/wind up time. It's instant. Instant skills allow too many actions close together.

    Similar damage ultimates that have cast times.
    Radial sweep 0.4s
    Death stroke 0.4s
    Soul tether 0.5s
    Beserker strike 0.4s
    Lacerate 0.4s
    Dawn breaker 0.4s
    Meteor has a visual build up time before throwing you.

    Remember how DB used to be before the cast time?
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • MincMincMinc
    MincMincMinc
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    silky_soft wrote: »
    When you're hit by Dragon Leap, for the last 10 years, it locks your character up once it is cast, until the attacking players full animations are finished. Then you are cc by being thrown in the air. You can break free just before you hit the ground if the sever allows it. Not even scroll wheel bash can circumvent this if the sever doesn't like you.

    I believe this is because, like many other buggy skills, there is no cast/wind up time. It's instant. Instant skills allow too many actions close together.

    Similar damage ultimates that have cast times.
    Radial sweep 0.4s
    Death stroke 0.4s
    Soul tether 0.5s
    Beserker strike 0.4s
    Lacerate 0.4s
    Dawn breaker 0.4s
    Meteor has a visual build up time before throwing you.

    Remember how DB used to be before the cast time?

    Actually this is due to leap failing to hit targets it otherwise should have. They changed leap to work like old gap closers. You can look up old pvp vids of ambush spammers. It used to be the ultimate Xv1 tool where if there was a 1vXer you would just spam gap closer over and over permanently locking them in place.

    Not sure why, but leap couldnt be properly fixed so they just made it into the old gap closer rules. It probably has to do with a mixup between the single target and the aoe portion of the skill. Id think they could just make it like stampede, but then do an aoe at the final location...... I assume they already tried that though because it seems to make too much sense.
    We should use the insightful and awesome buttons more
  • xylena_lazarow
    xylena_lazarow
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    Rushing Agony set still pulls beyond its listed radius and through walls/terrain.

    It also violates the Z-axis and can pull you vertically.

    For the love of the divines, please make this damn thing "monsters only" already.
    Edited by xylena_lazarow on January 30, 2025 3:26PM
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • kiwi_tea
    kiwi_tea
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    Rushing Agony set still pulls beyond its listed radius and through walls/terrain.

    It also violates the Z-axis and can pull you vertically.

    For the love of the divines, please make this damn thing "monsters only" already.

    I also beg you to address this. For a New Zealand player on just over 200 ping, this set is insanely unpredictable combined with desync. It's crazy how often I appear to have been pulled from an objectively safe position, or from a long way out of its alleged radius. Dark Convergence has counterplay: Block, dodge roll back on the audio cue. You can almost always survive unless someone squishy dies next to you. There is no counterplay to Rush of Agony.

    It makes the idea of having good positioning a bit of a joke, because the enemies have excessive control over where they are going to position you in the fight. On my ping, you can't even reliably LOS to mitigate. You will be pulled around, unpredictably, into groups of squishy players you would never voluntarily go close to, from positions that look safe and sensible.
  • BasP
    BasP
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    Someone mentioned this is in the feedback thread for combat and classes as well, but the animation of the Dawnbreaker ultimate seems to be bugged. It never plays when I activate the skill.

    Strangely enough, the same thing happens sometimes when I activate the Warden's Guardian's Savagery ultimate ability. That skill works fine most of the time though.
  • Diundriel
    Diundriel
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    kiwi_tea wrote: »
    Rushing Agony set still pulls beyond its listed radius and through walls/terrain.

    It also violates the Z-axis and can pull you vertically.

    For the love of the divines, please make this damn thing "monsters only" already.

    I also beg you to address this. For a New Zealand player on just over 200 ping, this set is insanely unpredictable combined with desync. It's crazy how often I appear to have been pulled from an objectively safe position, or from a long way out of its alleged radius. Dark Convergence has counterplay: Block, dodge roll back on the audio cue. You can almost always survive unless someone squishy dies next to you. There is no counterplay to Rush of Agony.

    It makes the idea of having good positioning a bit of a joke, because the enemies have excessive control over where they are going to position you in the fight. On my ping, you can't even reliably LOS to mitigate. You will be pulled around, unpredictably, into groups of squishy players you would never voluntarily go close to, from positions that look safe and sensible.

    It has some counterplay: block. Tho I gotta admit that I also hate the set
    My latest PVP Video: July 2025: ESO PVP | Kirua | #2 just fooling around
    https://youtu.be/jMS9_NH4aiY?si=QBrAldFsPQlIJjKB

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    GM of former Slack Squad PvP Raid Guild
    https://www.youtube.com/channel/UCKLwZNZlv8an4p-xNoboE7w

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    and some I deleted and new ones I am to lazy to add so well above 300 Mio AP and 7 Former Emperor Characters
  • xylena_lazarow
    xylena_lazarow
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    Diundriel wrote: »
    It has some counterplay: block. Tho I gotta admit that I also hate the set
    Yeah that works against a random solo bomber, but the groups automating their strat will be spamming fear stuns, so you're cooked unless you also have cc immunity, forcing you to position yourself far from the group at all times.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • sans-culottes
    sans-culottes
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    @zos_kevin, are the devs aware that the summon from Grave Lord’s Sacrifice is still labeled “Stalking Blastbones”? Are they keeping an eye on its performance and use statistics relative to Blighted Blastbones? Why was the ability to generate corpses outside of combat deemed a bridge too far re: Sacrificial Bones/Grave Lord’s Sacrifice? Why is it so easy to “miss” with a self-buff? This skill faces the same pathing issues that have plagued the various implementations of this Blastbones, etc.

    Basically, why has this gone unchanged for so long? Are the devs pleased with its performance? Anecdotally, players appear to be fairly dissatisfied with this and many other odd design choices for this class.
    Edited by sans-culottes on February 2, 2025 7:12PM
  • Soraka
    Soraka
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    Diundriel wrote: »
    kiwi_tea wrote: »
    Rushing Agony set still pulls beyond its listed radius and through walls/terrain.

    It also violates the Z-axis and can pull you vertically.

    For the love of the divines, please make this damn thing "monsters only" already.

    I also beg you to address this. For a New Zealand player on just over 200 ping, this set is insanely unpredictable combined with desync. It's crazy how often I appear to have been pulled from an objectively safe position, or from a long way out of its alleged radius. Dark Convergence has counterplay: Block, dodge roll back on the audio cue. You can almost always survive unless someone squishy dies next to you. There is no counterplay to Rush of Agony.

    It makes the idea of having good positioning a bit of a joke, because the enemies have excessive control over where they are going to position you in the fight. On my ping, you can't even reliably LOS to mitigate. You will be pulled around, unpredictably, into groups of squishy players you would never voluntarily go close to, from positions that look safe and sensible.

    It has some counterplay: block. Tho I gotta admit that I also hate the set

    Unfortunately it is also so buggy, sometimes you can get pulled from behind LOS areas, meaning you have no idea when it may hit you to block. I've posted this before, but an example is getting pulled through the bridge tower floor to an upper level. No way to block because you can't see it coming. Just teleport somewhere.
  • zammo
    zammo
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    Diundriel wrote: »
    kiwi_tea wrote: »
    Rushing Agony set still pulls beyond its listed radius and through walls/terrain.

    It also violates the Z-axis and can pull you vertically.

    For the love of the divines, please make this damn thing "monsters only" already.

    I also beg you to address this. For a New Zealand player on just over 200 ping, this set is insanely unpredictable combined with desync. It's crazy how often I appear to have been pulled from an objectively safe position, or from a long way out of its alleged radius. Dark Convergence has counterplay: Block, dodge roll back on the audio cue. You can almost always survive unless someone squishy dies next to you. There is no counterplay to Rush of Agony.

    It makes the idea of having good positioning a bit of a joke, because the enemies have excessive control over where they are going to position you in the fight. On my ping, you can't even reliably LOS to mitigate. You will be pulled around, unpredictably, into groups of squishy players you would never voluntarily go close to, from positions that look safe and sensible.

    It has some counterplay: block. Tho I gotta admit that I also hate the set

    Except the counterplay should be: block, walk away with CC immunity. That's all the set needs; as has been said by many on here so many times before, just have the pull stick to the rules of every other CC in the game, and apply CC immunity.
  • tomofhyrule
    tomofhyrule
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    The new Skill Style "Wall of Elements, Verdant Green" can still not be applied.

    It shows as collected and it shows in the menu, but clicking on it does nothing.
  • xylena_lazarow
    xylena_lazarow
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    10.3.3 Rushing Agony still bugged, in addition to being absolutely despised by all of PvP.
    02/04/25 RoA still broken gotta love being pulled from behind rocks uphill
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • tomofhyrule
    tomofhyrule
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    Repelling Trample (Knockback script on Trample Scribed skill) seems to cost the wrong resource.

    Repelling Trample does physical damage, yet costs magicka. Every other physical damage version of Trample costs stamina, as well as disease. The magical damage sources (frost, magic) cost magicka.
    od3xzkfhtitv.png

    Is Repelling Trample supposed to cost Stam?
  • PudraSekeri
    Sorcerer Bound Armaments Skill
    This skill deals direct damage to a single target. While each dagger should have a 10% base status effect chance, for 4 daggers there is a 10% total and 2.5% status effect chance per dagger. Please fix this bug and increase the status effect chance to 10% per dagger
  • huskandhunger
    huskandhunger
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    Potency of class and weapon healing abilities is too strong in PVP contexts.

    Would like to suggest adjusting their values or those of defile, healing absorption etc.
  • PudraSekeri
    Cloudrest "curated" coffer still not actually curated.
  • xylena_lazarow
    xylena_lazarow
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    10.3.4 Rushing Agony update: Rushing Agony still pulling through terrain and from outside its radius, still screwing the balance of group PvP combat, still not addressed or responded to in any manner. Bad optics.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • silky_soft
    silky_soft
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    Potency of class and weapon healing abilities is too strong in PVP contexts.

    Would like to suggest adjusting their values or those of defile, healing absorption etc.

    Agreed.

    We used to have useful poison that countered this and didn't affect pve. But now we got what we got.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • XIIICaesar
    XIIICaesar
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    Are ultimate skills not firing or trying to bu failing gonna get fixed? Been going on awhile. Sometimes roll dodging fixes it & you can use your ultimate again but more often it doesn't.
  • AltmerGF
    AltmerGF
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    The new light attack animations seem to flow very poorly with some abilities. DK's Flame Whip for instance has your character's arms stuck to your two-handed weapon while casting the whip, resulting in your character awkwardly flailing both arms about and clipping through their torso.
  • Skunkkie420
    Problem: Broken animation canceling with using block to cancel the animation.

    On pts you have to complete the whole animation(also delayed) and then your able to do a block.
    On live you can just block right after using (forward momentum) in this case & and defend your self.
    Hope to see a fix before its going live for this gamebreaking issue.

    Video to show the problem:

    https://youtu.be/excO-DWHNHQ

    Edited by Skunkkie420 on April 17, 2025 7:18PM
  • Zyaneth_Bal
    Zyaneth_Bal
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    Fix overload please. I’m sure there’s no need to describe a painfully common bug that has been plaguing the game for years. Must be one of the most severe too. Is there a reason it’s being ignored? @ZOS_Kevin
  • silky_soft
    silky_soft
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    Weakness to elements has no cost. Should be inline with mark target has 2700 magika cost.

    You can essentially spam one of the morphs for free proc of 3x status effects.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • Dino-Jr
    Dino-Jr
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    Throwing Knife animation is getting skipped on PTS. Not able to see the cool jump spin throw anymore. Seems like it got speed up to much. Was good before.
  • Joy_Division
    Joy_Division
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    silky_soft wrote: »
    Weakness to elements has no cost. Should be inline with mark target has 2700 magika cost.

    You can essentially spam one of the morphs for free proc of 3x status effects.

    Because one ability isn't very good, doesn't mean the way to bring abilities in line is to make all other abilities equivalent. Mark Target should't be the standard for anything in that every other Major Breech ability in the game is noticeably better (e.g. Deep Fissure).

    I do agree that Ele Sus is the most "meta" of all skills in that all the cool kids use it because it's strong, good, easy, and, unfortunately, necessary in a PvP that has way too much defense and healing. For now, I would rather see Mark Target get a buff and actually become an interesting skill people might want to use. When we leave the "tank" meta (if that ever happens), then we should revisit Ele Sus.
    Edited by Joy_Division on April 20, 2025 1:56PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Lylith
    Lylith
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    arcanist beam sound is either missing or turned down; it's basically silent with only a visual indication that it's working.
  • silky_soft
    silky_soft
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    Projectiles, those heat seeking ones that travel through objects and some status effects (mainly from ele sus, but also poison) will still pull you from cloak. When they happen really close to initial cloak cast.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • silky_soft
    silky_soft
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    Sry that was in u45.
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
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