Dev Team Request: A Top 5 List of Bugs and Pain Points You Would Like Addressed

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
  • tomfant
    tomfant
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    Bugs
    (1) Stuck in combat
    (2) Sometimes can't move for a short time after casting a skill
    (3) Skills sometimes don't fire, especially in group content in busy encounters
    (4) Random disconnects

    Pain points
    (1) No account wide save option for game settings. Everything has to be set manually for each char. Wanna change guild? Be prepared to adjust chat colours again for each guild and each char.
    (2) Multiple layers of RNG for treasure map leads
    (3) Treasure maps and runes don't stack
    (4) Inconsisted wayshrine behaviour: in some zone wayshrines unmount, in other zones I can ride through it just fine. The distance at which wayshrines can be interacted with is highly variable from zone to zone.
    (5) Getting stuck at small and sometings invisible obstacles like pebbles and branches. Sometimes you can get stuck even on stairs. Jumping over the obstacle often fails because you don't get enough forward momentum when jumping from standstill. Jumping in general is aweful.
    (6) Going into airplane mode when approaching stairs at higher speed.
    (7) Visually totally overtuned mounts and animation. Too flashy, too intrusive and immersion breaking.
    (8) Abyssmal drop rates for fragments from ToT reward coffers that are required for certain achievements (eg heavily played card, etc). ToT is already a pain point in itself...
    (9) No save point in the infinite archive.
  • Erickson9610
    Erickson9610
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    Since I'm mainly a Werewolf player, I'll share my thoughts on the experience.

    Top Bugs/Issues
    1. Selecting a Verse or Vision in the Infinite Archive while in Werewolf form causes your character to fail to exit the looping animation. You can slide around in this animation. It's only when you reject picking a Verse or Vision that you see the proper exiting animation, but of course you can't continue without picking up a Verse or Vision. Thus, this bug happens 100% of the time when playing through the Infinite Archive in Werewolf form.
    2. Brutal Carnage checks for a target in its range twice, and often fails the second check in PvP due to latency, despite the range requirement of the first check theoretically guaranteeing the ability will hit. The first time is to enable you to cast the ability, and the second time is to see who is hit by the cone. This doesn't usually happen with other abilities (like Biting Jabs, for instance) because they don't prevent you from casting the ability if there's no target. By contrast, Feral Carnage will always hit the targeted enemy when cast, because there is only one check.
    Top Pain Points
    1. Werewolf lacks the ability to crouch/sneak.
      • This has multiple implications on PvE content. For instance, you can't complete the March of Sacrifices dungeon (the place literally within Hircine's realm) in Werewolf form from start to finish because both the Tarcyr fight and the Indrik hunt to make werewolves immune to the teleporting magic require you to sneak. Further, the Hollowjack boss fight during the Witches Festival (a thematically-appropriate holiday for werewolves) requires the stealth mechanic, so werewolves can't survive in that fight, either. It's also worth noting that werewolves can't get past those lasers that block the path to the 2nd secret boss in Graven Deep, because those check for the player to be physically crouched, not just invisible.
      • This also has implications in PvP content. Since you can't crouch, you can't use the Sentry set, which would be Werewolf's only form of Stealth Detection outside of potions. You can't sneak to avoid enemies or surprise attack them, so you're always seen first.
      • You can't build for stealth because you can't sneak at all, which kills the roleplay fantasy of being a better hunter in that form. Characters like Hildegard comment on being able to sneak while transformed, and there are plenty of werewolves in the world who prowl on all fours. The player even uses those Werewolf sneaking animations if they could somehow be crouched in Werewolf form with toggle walk on and their weapons sheathed.
    2. Werewolf lacks appearance customization separate from the combat system.
      • Brown fur comes from Werewolf Transformation, white fur comes from Pack Leader, and black fur with white spots comes from Werewolf Berserker. There are several additional fur colors that are exclusive to NPCs, such as grey fur, a solid black fur with yellow eyes, and additional models or "polymorphs", like the undead and skeleton werewolf models.
      • The problem with the lack of Werewolf Transformation Skill Styles (or any other method of adding in-form cosmetics) is that every Werewolf player looks the same. There is no individuality. If you're building for PvE damage dealing, the optimal morph is Werewolf Berserker, so you will have black fur. If you're building for PvP, chances are you'll have white fur, unless you build a glass cannon. Hardly anyone leaves brown fur on their character because that's a nerf to their combat ability.
    3. Werewolf lacks any Scribing Grimoires.
      • I get the feeling that Werewolf and Vampire Grimoires are planned for a future update if we continue to get new Grimoires over time, but as it stands right now, Werewolf is the only playstyle which lacks access to Scribing. There are many (de)buffs and kinds of abilities which Werewolf lacks, like the ability to crossheal allies or gain Minor Resolve. I feel that a Grimoire ability for the Werewolf skill line would both fill in a lot of holes in the playstyle as well as give werewolves more build diversity — everyone uses some morph of the same 5 skills because that's all they can put on their Werewolf bar currently.
    4. The Terrified effect feels pointless.
      • During the Update 42 PTS, several people objected to the addition of the Terrified effect. When trying to incorporate Ferocious Roar into a parse to benefit from the 10% bonus damage from Piercing Howl, the resulting DPS was lower and the sustain was more difficult. Damage dealers shouldn't be required to cast a crowd control ability to optimize their DPS; like what happened with the Inner Beast skill when it gave a unique damage done buff while also taunting the enemy, damage dealer werewolves are now putting enemies on crowd control immunity for a damage done buff that only werewolves can make use of. Terrified is also an effect that can be purged in PvP, which may be easier to mitigate than the old directional requirement.
    5. Carnage locks you out of Pounce for too long.
      • When chasing down an enemy with high mobility, you'll often be locked out of Pounce if the enemy moves too far after your first Pounce for you to cast Carnage on them. I would prefer if only Pounce was cast when the enemy is far away, and only Carnage was cast when the enemy is close — not only would this cut unnecessary Pounce casts from a PvE context, this would also allow werewolves to keep up with high mobility enemies in PvP.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Sarannah
    Sarannah
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    Bugs:
    1: **Edited in:** Companions not taunting marauders in the IA.
    2: **Edited in:** Break free often not working, while draining resources for each attempt.
    3
    4
    5
    *Don't experience any/many in-game bugs myself. There are some small bugs, but those aren't important enough to post in such a major thread.

    Pain points:
    1: The mmo experience in dungeons. Something needs to be done to decrease toxicity in dungeons and prevent multiple re-queue's for dungeons created by speedrunners and fake roles. Dungeons should be on-rails and roles should be enforced, I know this goes against the "play how you want"-motto, but the damage this issue is causing to the game is enormous. (Other ways to fix this: A random dungeon transmute queue without roles, a +3 companion random dungeon queue, enforcing roles through the selected random dungeonfinder role. **Late edit: Another way to fix dungeon toxicity is to tie the transmute reward to the dungeon's questcompletion and make dungeonquests repeatable, this way everyone has to do the quest for transmutes every time.**)
    2: Separate DLC quests with different colors, so players know which DLC is which and which quests are native to that zone. I'm a veteran player, and even I am often confused on what is what and who is who.
    3: Low storage space: Inventory space, bank space, housing space. This takes away from playing the game. Things that can be done to change this: Like stack unlimited soul gems in one spot or gem(accountwide maybe), remove the transmute limit, unlimited poison stacks, armory gearbag, survey bag, master writ bag, accountwide scripts, etc. Maybe create a large secondary bank which has some loading to it, maybe inside a separate instance or zone to access it.
    4: Too much daily stuff and FOMO stuff, this takes away daily playtime I would really want to spent on the things I like in the game.
    5: Filter to only show unknown motifs/recipe's/etc in guild traders. This is absolutely a must!

    PS: Thanks for the awesome work you guys are doing on ESO, despite some (major) issues I absolutely love the game!
    Edited by Sarannah on April 14, 2025 11:35AM
  • danko355
    danko355
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    1. Stuck in combat
    2. Suddenly kicked out of Cyrodiil
    3. Cyrodiil lag when ball groups are near
    4. Rush of agony set
    5. Warden’s charming making you stuck in walls/ground
  • RaidingTraiding
    RaidingTraiding
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    Top Bug / Issues – Note the majority of these are PvP related, and I will strictly refer to them in that environment. However, some issues listed may also be applicable to PvE.

    1. Desyncs – There are many types of desyncs that all happen very frequently. I don't want all 5 of my top bugs to just be desyncs since there other bugs and issues that need attention, but this is in my opinion top priority, therefore it is in the number 1 spot.

    Mages wrath and endless fury desync your health more than any other skill. Your health will go from 100 to 0 without warning, with the mages wrath visual playing right as you hit 0. Players can spam it multiple times with all instances that were spammed will have the execute damage proc, which in many cases can be 10k a pop.

    Stealth also desyncs very frequently. First I have noticed if an ally or enemy is crouching, their character will rubberband everywhere. I can use a detect pot on an enemy player and none of my skills will ever hit the player. Even an 8 or 9m aoe skill while directly on top of them won't damage them. Skills from enemy players that attack from stealth will also desync (often projectiles). All skills will land at once and you will go from 100 to 0. You will die suddenly, then after you are already dead, the projectiles will appear from where the enemy player was and will hit your dead body. This is often seen with sorc overload. The skill though, is generally buggy and will desync your character even outside of stealth. Tarnished Nightmare also desyncs a lot, notably after the bug fix.

    Pull desyncs also occur frequently. This is more commonly seen now after the rush of agony buff (radius increase to 12m). You will get pulled outside of 12 meters, you will die to damage happening at the center of the pull before you even reach it, you will get slow pulled and die on the way to the puller, you can be pulled from different elevations (ex jumping off a wall you will get pulled right back), you can be pulled after you use a gap closer to clear a distance greater than 12 meters, and you can get pulled through walls and other objects, even keep doors. Less common are slow pulls from guard chain.

    Similar to pulls, other skills that forcefully move your character will also desync or break your character. The new warden charm will cause your character to not be able to break free. Some instances your character freezes and will not respond to any input until you are dead even with enough stamina. Meteor you can get stuck in the ceiling if you get hit in a doorway. Often times the circle will appear around your feet, you will block, then drop block once it passes and you will still get tossed in the air. Dk leap, templar javelin, magnum shot have all caused desyncs. DK leap in particular will slow your character until the enemy player reaches you.

    2. Synergies – One less known bug, are synergies. Often times a player will drop a synergy and the other player will be unable to take it. The skill that this happens the most with is Solar Prison / Gravity Crush. No other group member takes the synergy yet it disappears, with the skill still on the ground and not negated or earth gored. It can be frustrating when you build a small group around using that ultimate for a coordinated push and you get a dud nova. Other times with any other synergy, the synergy will appear, you will hit it, but nothing happens, then it will reappear the next global cooldown, and you will try again with no results. The cycle repeats until you finally hit it or it just disappears as mentioned before. It's interesting to note a few years ago one of the aoe tests fixed this bug. I want to say it was the no cross healing outside of group test, but I'm not sure, but synergies were very responsive for that specific test and worked flawlessly.

    One other issue with synergies is the priority seems off. Healing, purging, and resource return synergies are always on top. Damage synergies are always on the bottom with the lowest damage synergies being on top priority and highest damage synergies being the last one available to take. For instance, if you place a templar purge, damage orbs, and nova on top of each other, first synergy available is purge. Once taken, combustion from orbs is available, followed by gravity crush. I can understand the reasoning behind healing synergies being priority, but why are damage synergies prioritized from lowest damage to highest damage? It would be nice if in the settings you could set your own priority through a menu.

    3. Blocking Issues – In a lot of situations blocking does not work. You can be holding block but still take full damage. This isn't coming from a perspective of a block tank, but many times you need to block to survive an enemy group's ult dump or prevent yourself from being pulled by rush, but often times block doesn't actually block any damage (recap and damage logs indicate you take full damage from a skill even though you are not cced) and if you're hit with rush, you still get pulled.

    4. Targeting Issues – Often times it's hard to target an enemy. An enemy will be right in front of me in range but my skills don't want to fire. This happens a lot in pve too (especially with light attacks). Sometimes the game will try to target players that are behind you, out of camera range. I've seen it often with light attacks, you will try to hit something in front of you to try to build ult, but your character turns around and hits someone behind you, outside of camera range.

    5. Invisible Siege – Siege sometimes will not show a red circle where it is about to land. This is most commonly seen but is not limited to oils. You end up taking a ton of damage and are wondering why, then on your recap you have an absurd amount of oils, standing somewhere where you thought was safe. This is a big issue with something that does that amount of damage (overtuned in my opinion).

    Top Pain Points -

    1. Rush of Agony – This set ignores immunity and you can chain pull players and multiple ccs to lock people down for extended periods of time without any counterplay. The range buff now causes a lot of desyncs. Fights have become repetitive and stale because of this. Having no reliable counter play discourages players from returning to pvp when all they can expect to happen is get yo-yoed across the map until they die. It also feels very unfair to use, comparable to cheating. I would love to see it made PvE only.

    2. Merciless Resolve / Relentless Focus Bow Proc – This has to be one of, if not the highest single target damage skill in the game. It should not be able to out damage ultimates, especially nightblade ults. The audio is buggy so it no longer gives a cue that you're about to get hit with it. This is problematic especially when the nightblade attacks from stealth or you have multiple attackers. This is different from dueling where you can pay attention to the other player and predict combos. You can also slap this skill onto a character with unoptimized skills, gear, and cp, and still do a ton of damage. Also I don't think it was a good move to remove casting for this skill and just have it on all the time. It lowers the skill required on an already beginner friendly class. On top of that it is very punishing skill for a class that can desync you from stealth.

    3. Tank Meta – By tank meta I'm mostly referring to group play. Ball groups now have so much incredible defensive power it is very hard to counter. High damage shields from new sets, arcanists, and scribing means you have 40k+ perma shields on. High barrier uptime also contributes to this. High ult gen from multiple Arkasis users in infused potion cooldown glyphs paired with pillagers, bloodspawn, etc. makes barrier spamming possible, further contributing to shield stacking. Power creep from sets have made cross healing a little too strong, when healing was nerfed in battlespirit a few years ago it was back in line, now it's a bit over performing once again. Also, there are too many sources of damage mitigation such as perma major protection from slotting flare, and too many sources of mitigation in CP.

    In a group v group perspective it has made the fights very boring and stale, fights are now decided on who can get the rush pull off first, and even then you are only killing 3 people at a time. Group v group fights were more exciting in the past when one mistake could cause your group to full wipe. With harmony and proxy det nerfed on top of ZOS doubling down on the tank meta with each patch giving more defensive power to groups, with almost no buffs to aoe burst, it is nearly impossible to kill a group. Before small groups and solo bombers could have a chance at this, now it is harder than ever to kill a group.

    4. Synergies – I listed bugs with synergies above, but synergies now feel very weak due to the harmony nerf. Now instead of having a trait that rewarded group play (teamwork in an MMO? Imagine that!) you have a fairly useless trait that's even more niche than what it claimed to be before. Now only select few pve tanks use it? It might have been strong for solo bombers to use but that was the fault of pull sets which should have never made it into the game. Before pull sets, synergy damage was balanced and gave a way to counter ball groups and zergs who could 100 to 0 your health bar anyway, they never needed harmony to do that. Harmony is gone now and ball groups still 100 to 0 pugs, and now with greater ease due to rush.

    5. Class Imblances – To piggy back off of the previous point, necros are the worst class at the moment. After the harmony nerf, necro has kept on receiving nerf after nerf, until the only use it has is rez ult in ball groups, and maybe major vulnerability. As seen right here on the forums, the general consensus is that nightblade and sorc are the top classes. Nightblade has high damage and can desync, and has an easy escape tool. The “nerf” to cloak wasn't all that impactful, especially when you are a vampire. Sorc has always been good because they can engage and disengage from whatever fights they want with streak/bol. The buff to hardened ward was unnecessary as you don't need a ton of healing when you can disengage from any fight with ease, and can easily damage from range. Sorc as mentioned before, has several skills that can desync.


    The list is long but there are a lot of things that need to be addressed.
  • i11ionward
    i11ionward
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    Top Bugs/Issues
    1. In the open world, there are still wayshrines where you cannot mount, for example, Vunalk Wayshrine in Blackwood.
    Spoiler
    v2c2ysmo7v4d.png
    2. A bug with constant combat in battlegrounds affects the DDF mythic. All details are described in this thread https://forums.elderscrollsonline.com/en/discussion/659613/death-dealers-fete#latest
    3. Break free bug - bug when you can't break free in PVP.
    4. https://forums.elderscrollsonline.com/en/discussion/668997/is-it-lag-or-is-it-charmed-charming-lag#latest
    5. Waiting time in BGs 8v8 https://forums.elderscrollsonline.com/en/discussion/669646/start-8v8-bg-when-there-is-only-7v7#latest https://forums.elderscrollsonline.com/en/discussion/668600/bg-8v8-let-us-deathmatch-while-waiting-for-players-to-join#latest

    Top Pain Points
    1. Hybridization - It's time to finally get it done
    2. Class balance in PvP – it would be great if this happened not once every three months but, for example, once a month, so that it would be a fine-tuning rather than drastic changes that either elevate a class to the heavens or nerf it into the ground.
    3. Set balance in PvP – the same as class balance.
    4. Updating old and useless sets with creativity and based on player feedback – the set changes introduced in patch 10.3.0 are an example of poor design; please don’t do that.
    I also want to specifically mention the sets from Graven Deep and Coral Aerie. This is a beautiful, long, and challenging dungeons that I truly enjoy, but when I look at the sets from this dungeons, I feel like crying and never want to visit Graven Deep and Coral Aerie again. The sets from this dungeons are absolutely terrible, please remake it.
    5. QoL for stacking treasure maps and surveys. A quick way to collect nodes from surveys.
    Edited by i11ionward on February 1, 2025 9:45AM
  • Treeshka
    Treeshka
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    There is only one issue that i encounter that i can think off right now.

    Issue 1: While precision editing a furnishing. After confirming furnishing moves a little bit randomly. I do not know how to explain this but it is mostly apparent when putting counters back to back to make a bigger counter.

    Top Pain Points

    Pain Point 1: In the past years most of the things about progress has been turned into account wide. But recipes for drink items, food items and recipes for housing furnishing plans are still character only. I believe if they were account wide that would be nice.

    Pain Point 2: This is more like a completionism problem but i would like to be able see how many housing furnishing recipes are in game and how many of them i am missing, without using addons. Basically i would not mind having a sticker book for recipes.

    Pain Point 3: Chef Arquitius's Lost Thesis, is still extremely rare to get. One could get Aetheric Cipher from anniversary boxes. Maybe this drop can also be added there too.

    Pain Point 4: Some leads are locked behind multiple layers or randomness. Such as the Ancestral Motif Pages or the furnishing drops from zone, especially West Weald and Telvanni Peninsula. I am not sure how developers think about this but in general this double layered randomness generally creates a painful experience for players. Maybe adding an alternative way to get these leads could be good, like adding a vendor to Antiquarian Circle that sells plethora of leads changing weekly.

    Pain Point 5 a: This is more of a personal pain point. There are currently a few items that listed under the Outfits menu, Such as Dwarven Remnant and Voriplasm weapons. These are sourced from Crown Crates and in my opinion should not be shown under Outfits menu unless earned.

    Pain Point 5 b: In the Outfits menu some class styles for weapons are listed on top of the list and some are at the bottom. I guess my OCD broke here.
  • katemedina666
    katemedina666
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    First of all, I want to thank the developers for a separate topic for feedback on our problems. So, let's get started:

    Top Bugs/Issues (Since the stuck-in-combat bug has already been mentioned, I would like to highlight two more similar bugs)
    Bug 1: Stuck-in-control bug in Cyrodiil. Many players complain in the game chat/streams that a character with full resources cannot get out of control until it runs out, and most often you are simply already dead.

    Bug 2: Fortress door bug. In big fights you either can't activate it, or it activates twice and you're outside again...and dead again.

    Bug 3: WEAVING - the curse of this game. It should either be officially listed as a feature, smoothing out the animation breaks and adjusting the balance taking it into account.
    Or, on the contrary, remove it, reworking the animations again. One of the two. But this half-position, when it is nominally a bug, but a legal bug, and therefore a feature, is not cool at all.

    Bug 4: Rush of Agony consistently pulls me from a distance of 20-30m from the bomber... Seriously, this set needs to be removed from pvp, and Azure Blight should be brought back.

    Bug 5: ххх

    Top Pain Points

    Pain Point 1: Ball groups collecting stacks of buffs/shields. Cross-healing/cross-shieldings need to be fix via battle spirit to make them NO STACKABLE = less effective. They are, without exaggeration, a cancerous tumor on the body of Cyrodiil, because everyone who deals with them simply cannot resist. The ping in the area of ​​their location soars to unimaginable values, skills do not work, and it is unrealistic to defeat them without the use of siege weapons.

    Pain Point 2: Necro class should be revised, cause it’s need more reliable burst dmg and spam. It is currently very difficult to play due to an overly bloated rotation.
    Perhaps BB need to be reworked like Vengeance Skeleton mage (appears near enemy- hit - disappears).
    Sculls-spam animation really slow, they can "roll dodge twice" before sculls could hit.
    The Necromancer's class siphons are basically a bad design - they are inconvenient to use cause the enemies are constantly moving, and you need to make sure that the siphon beam passes through them, the same thing with healing, and the 5m radius around the corpse is really small.
    Need to remove the debuff from the necromancer's class healing (I really don't understand the point of this debuff, moreover, I think the necromancer should, on the contrary, receive a buff from healing if there is a dead party member nearby)?
    And Necro obviously needs buffs “while slotted on either bar”. It would also be nice to add Necro (and Templar!) unique buffs so that they are relevant in vet content in different roles, for example: Necro is used mainly only as a tank in PVE activities, Templars are not relevant at all, because they can give almost nothing to the group.
    :o Also, why are Sorcerer's pets not penalized in cities, but necromancer's pets are? Both undead and daedra are unacceptable according to logic and lore. Not to mention how annoying the sorcerer's chickens are in cities.

    UPD: I really liked the new design of the Spirit Mender, as well as the functioning of the Skeleton Mage, it's cool that the developers decided to experiment with necro skills and these two skills became really cool, I would really like to see them in live (as well as the Arcanist portal).

    Pain Point 3: Sorcerer class is OP in PVP for a long time (Magicka), because having increased the mana pool to 50k it is invulnerable under the shield and all attacks are scaled by mana, so with one crystal it can destroy 10k HP to someone...Not to mention the constant stun from the streak, which they don't hesitate to spam with such a mana pool.

    Pain Point 4: Unfinished hybridization. I think it would be logical to combine the indicators of resistance to magic and physical damage, critical chance and critical strength, SPD and WPD into three characteristics instead of six. I also want all classes to have the cost of most skills from a higher characteristic, like the Arcanist.

    Pain Point 5: Behavior of companions in battle. I really love companions, because they can help out in activities when friends are not around. But I do not understand their logic at all, countless times I died in the archive and in normal dungeons, because my tank companion runs to tank not the boss or the strongest mini-boss in trash, but some "petty scamp".

    I'll also add a couple of small pain points, but they really bother me no less than the above:

    Pain Point 6: Please please please, move the Vengeance Arcanist portal to live. It would be so much better and reliable than it is now. It's sooooo annoying when the portal doesn't work in Cyrodiil due to uneven terrain.

    Pain Point 7: Revise the racial passives of the wood elves - they are not just narrowly focused or specialized, they are useless, there are really 0 ideas on how to emphasize them because they are simply useless and many use a token to switch it to another race when they begin to understand this.

    Pain Point 8: Revise the destroying books mini-game in Infinite Archive. It's really stuffy, there should be no more than two books per player, otherwise it's torture. I encountered a situation when, due to the lack of an achievement, I come across this mini-game over and over again and I can't complete it, because I play alone. Now I have to skip and miss the reward, well, thank you(
    Edited by katemedina666 on February 10, 2025 5:29PM
  • colossalvoids
    colossalvoids
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    Bugs:
    1. Stuck in combat. Plain and simple, both PvP and PvE ones. Sorry, can't excuse this one. Riding on a horse "t pose" bug can be there if you'd like.
    2. Launcher issues when the game server is actually on and available but some things appear as an issue only there, like patch data errors, network ones etc. preventing opening the game if you're steam user and can't go straight to the executable.
    3. Grim focus constant glow. It is definitely falls into a bug category rather than pain point, it just needs to be acknowledged and worked on.
    4. Light attacks not firing off even with close to flawless ping situations. Obviously it's a pipeline situation but I'm sure queuing one la with one ability without button mashing can be solved with enough attention. Mashing situation is trickier but more of a player issue. Probably connected to the issue how we see ping and what actually happens server side.
    5. Glad that fifth eludes me at this point. Might add it later as a reply citing that post.

    Pain points:
    1. Overland. Gameplay doesn't match the narrative. Quest suggesting danger where it's absent, threats aren't threatening. I am not interested in harder incursions or some wandering bosses, personally the story from the zone and it being consequential and at least somewhat resembling an RPG would do enough.
    2. Inconsistent development. One day we got hybridisation, but it's yet to be finished stuck in a limbo. I do not like it but it should be able done fully, like many other things that were started and never finished or reversed if it appeared to be a bad idea later. Game has awesome foundation with combat and systems, it should seriously get a harsh look from what was done for good and what's probably might get reverted or finally solved.
    3. Armour dye. It's not consistent: parts tend to be undyeable nowadays unlike preciously released ones, materials mesh seem wrong at times giving weird glows or wrong material type all along.
    4. Gear not matching. There should definitely be a patch with hand adjusted positions for different combinations of pauldrons/chests etc. it's a long way but surely doable. Shields shouldn't flow a meter away from hand same as weapons shouldn't be right in the air clipping through your hand. Yes, there are personalities also but it is a matter of work, not a herculean task.
    5. Overall writing. Personally it's getting worse with every year so that's the only indicator I can give in a short manner. It was beaten to death in various threads throughout the recent years, not hard to find.

    Thanks Kevin, such things makes players feel heard and a bit assured of possible actions.

    For the fifth bug that eluded me: trifectas issues. Considered it being one of the "pinnacle" achievements in the whole game checks for obeying all the rules should be absolutely flawlessly executed to not devaluate player's experience and time. From not getting Destroyer from MoL to the most recent trials all had issues on that front for some players, same with dungeons.

    Maybe safe checks should be doubled or something to actually catch if the first ones failed for some reason or at the very least support should get a tool for granting achievements after recieving the logs/videos from the run. Not sure there's such competent people to actually review it justly and able to verify and understand everything, but that's on a company to work out.
  • Bellstand
    Bellstand
    ✭✭
    Top Bugs/Issues
    • Several instances have stuck enemies inside walls which makes them impossible to kill. For instance, this happens in Rockgrove before the first boss and in Cradles of Shadows shortly before the last boss (enemy stuck in the ceiling)
    • Boss encounters reset if the encounter consists of more than one enemy and pets are active. This has been mentioned before but it interrupts the flow of the battle.
    • Queueing for dungeons remains bugged when listing as tank/healer which makes finding an instance take way longer than intended
    • Some visuals on weapon packs (Prior Thierric weapons for example) aren't applied correctly when using one handed weapons. It looks like the visuals are being cut from the off hand weapon and applied onto the main hand weapon
    • The Lakemire Xanmeer house has some missing water tiles beneath the floor in the large room with the aquariums. The floor there consists mostly of stone with some gratings that lets you see the water canals beneath it. Give my Argonians their well deserved water.

    Top Pain Points
    • Gear taking up too much inventory and bank space. With several characters all sharing gear in between you have to somewhat rely on your bank or storage coffers to move it around. I know from enough people who rather resort to crafting/reconstructing the same gear multiple times to avoid that. People want a furnishing bag, I'd like to add to this with a gear bag. This is one of my most wanted QoL improvement I wish to see.
    • Racial passive imbalance and the dated racial system in general. While most of the systems in game have been touched and changed overtime, I feel like this doesn't apply to the racial system. There has been rebalancing over time, but the system as a whole feels outdated. I'd love to see it getting a treatment so that it better fits the theme of "play the way you want". Really love my Argonians, but as a tank main I do wish sometimes to have access to the passives a Nord has.
    • Give us a chance to recuperate alchemy mats when doing content. Alchemy feels like the only crafting skill where the use of materials is too demanding on my craft bag. Running dungeons and trials does not give me back enough gold to buy back ingredients in an amount that replaces my used potions.
    • Make me chase new sets again. I do usually enjoy the grind for new gear, but recently the sets are just not that good to use them in group content. Rethink what a new set should do and look at older sets. Instead of releasing new sets only, perhaps go over a few existing sets each patch and rework them, if just ever so slightly.
    • When relogging to another character, instead of logging back to the character selection screen, give us a way to skip it by selecting another character while still in game. Basically combining the logoff and logon to another character.
  • loosej
    loosej
    ✭✭✭✭✭
    Bugs/Issues
    1. Getting booted from server when things get fun in Cyrodiil.
    2. Being unable to log back in for a (sometimes long) time.
    3. Being removed from the Cyrodiil instance while waiting, and having to queue again.
    4. Ballgroups - I wasn't sure if this should go here or under pain points, but them being unkillable can't possibly be working as intended, which I believe is a bug in zos vocabulary. They're also often the cause of bugs 1-3.
    Pain Points
    1. Cyrodiil queues.
    2. UI so minimal that we are basically forced to run dozens of addons, degrading performance even more. Some of these things have been improved with recent patches, "open all mail" and "slice all fish" have allowed me to remove some of them, but there's still a lot missing:
      • Minimap
      • Adjustable UI elements - I play on a big screen, and UI scaling alone isn't enough to make this game playable, I need the ability to reposition resource bars, unit frames, buffs/debuffs. I've also never been able to work with the health bar decreasing left and right, so I need to use an addon that replaces the resource bars entirely.
      • Ability bar: Just show us both at the same time so we can track our buff/debuff/dot timers. And enable the built-in global cooldown indicator by default, or add an option for it in the settings, discovering this is what has allowed me to learn la weaving as a newbie.
    3. Confusing stats: this game would be so much more accessible if stat bonuses like xxx crit on gear would also show what percentage that translates to.
    4. Ambiguous stance on crown selling: either you allow it, or you don't. Quietly allowing it without making it too official might be a good way to cover zeni's behind in case there's ever a legal dispute, but it's not exactly fun for the player. I've been checking another mmo lately, and the ability to buy/sell their equivalent of crowns for gold directly using the in-game trading system was a nice thing to see.
    5. Mouse cursor size: there's no way to adjust it, not in-game or using os settings. On my screen it's incredibly small, and with all the wing flapping and special effects going on in this game it can take a minute to figure out just where it is.

    I'm very happy to see the recent increase in communication here, especially Kevin doing an amazing job as always. I just hope this translates into actual positive changes, because we're far past the point where a "trust me bro" guarantee is enough to get me excited.
  • Aylish
    Aylish
    ✭✭✭
    Top bugs
    Missing post-quest locations for many books.
    Please add one for every book that is quest related or inside of a quest-only area, finally.

    Pain points
    1. Treasure maps not stackable. Please make them stackable so we won‘t need to store them in several chests and mails. You were concerned about the server impact of saving and storing mails. So this would help you as well.

    2. Limitation of furnishing in houses. You keep adding bigger houses and pretty tiny decoration stuff but we aren‘t able to decorate our houses properly if we can only place a maximum of 700 items in huge houses or 600 in medium houses.

    3. Lack of space for all the furnishings. Please add a furnishing bag or an endless furnishing chest. You could make it available in houses only. So it‘s like the craft bag but only accessible inside of houses.

    4. Missable quests. I have 3 or 4 missed quests in base game. I understand that I can’t take a quest of a person that just passed away. So please add a kind of a „what if…“ mode so we can complete these missed quests anyway.

    5. Cooldowns on several item drops. Either make it officially clear that there is a cooldown of x hours or til server reset or just don‘t implement a cooldown at all.

    Bonus ;)
    Please add an „already read“/„not yet read“ line to the furnishing tooltip of books in housing inspection mode. That way I could look for missing books in visiting libraries of other players via home tours.
  • Major_Mangle
    Major_Mangle
    ✭✭✭✭✭
    Top Bugs/Issues
    After reading through the comment section in this thread there isn´t anything else outside what´s already been said so I´ll leave this section empty for now (might edit it later at some point).

    Top Pain Points
    Pain Point 1: Power creep
    The game is in a state where the power creep has gone out of control, both in PvP and PvE. ZOS adding more and more buff-/support sets in combination with scribing are the main culprits for this. The game is in dire need of some sort of stat squish to bring down the absolute extremes in both PvE and PvP (and no, we don´t need separate balance for PvP/PvE. Having un-checked power creep in PvE is also unhealthy for the game). The Champion Point system is also a big offender to this where it adds way to much survivability and sustain.

    Pain Point 2: Trial design
    Can we please get rid of the "3 bosses, 3 HM´s" with a trifecta that´s so ridiculously out of reach for majority of the playerbase? Trifectas are fine for shorter mini-trials in my opinion, but the entire design choice for trials since Elsweyr chapter makes all trial feel almost like some sort of copy-paste of one another. Change approach and make longer trials with more bosses and lock the "goodies" (like mounts etc) behind a new tier of difficulty instead of a speedrun/no-death/HM barrier. I´m not against difficult content, but the design choice to make all trials "behave the same" is getting boring and old.

    Pain Point 3: Queuing out of IC through "un-intended means"
    I made a thread about this some time ago where people abuse the queue system to completely bypass the risk factor of farming/gaining telvar in IC. Queueing out of a PvP instance should be paused while in combat to prevent this.

    Pain Point 4: Proper ranking/MMR system for Battlegrounds
    Been brought up numerous times again and again. Battlegrounds is in an urgent need to have a proper ranking system based on actual performance/skill in order to avoid lopsided matches (will never be 100% avoidable). The amount of feedback that has been ignored about the BG rework (regardless of what people think about it) is astonishing.

    Pain Point 5: Going back on poorly implemented changes
    I should´ve probably put this one at the top because I feel it´s the most important one for me. When the developers receive feedback on things, either during a PTS cycle or after, why in heavens name is the issue on saying:
    "Sorry, we thought this was a good change, but it clearly wasn´t, we´ll revert this". Prime example is how ZOS made Azureblight stop working in PvP (was the last counterplay option vs ballgroups and bigger zergs, outside of playing in your own ballgroup that is). I´m cool with testing stuff (as long as it´s communicated properly what the intentions are), but if something turned out to not be as good as expected, it should be reverted quickly.
    Edited by Major_Mangle on February 2, 2025 1:22PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Overamera
    Overamera
    ✭✭✭✭
    1. not being able to search for a specific guild by name in the guild finder tool
    2. On controller: Interact/jump button is same. while in combat if jumpin near a corpse it goes looting. would be nice if you could turn off looting while in combat option.
    Edited by Overamera on February 1, 2025 12:35PM
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭
    Bugs
    1.Overload may still have sound effects or animation errors.
    2.Fatecarver If you switch the bar too quickly or press the keys quickly, it will cause animation errors.
    3. Lightning Staff sometimes loses its sound effects in residences.
    4. Delay urgently needs improvement.

    Pain points
    1. The guild bank allows stacking and deleting items.
    2. Sorcerer's Dark Magic and Storm Calling need improvement, these two skill lines are not reaching their full potential. Overload should be given Empower when slotted on either ability bar to fully utilize Overload's damage potential. The Suppression Field and Absorption Field need to be redone, so that one is suitable for causing sufficient area damage in PVE, and the other can provide more powerful and practical Disabling Effects in PVP. Daedric Tomb removes immobilizing and gives sustained damage, making it more useful in PVE without affecting PVP balance.
    3. The diversity of Build is very poor. After U34, the diversity of Build suffered a devastating blow and has not yet recovered.
    4. Cyrodiil’s Dark Anchors need clearer activation prompts.
    5. Fishing needs more obvious tips.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Balastar
    Balastar
    ✭✭✭
    Top Bugs/Issues

    Bug 1: If you write something in chat (and do not send it) and click somewhere in game, the tex you wrote disappears almost every time. This same happens with guild MOTD text if you go check something before saving it. Before you were able to leave chat box/motd tab without losing the text.

    Bug 2: You cannot take any attachments from mail if you have one item in your inventory that is same in mail and they do not stack. For example treasure maps. Before you could take all but the one map that you have already in your inventory. Also if you have only 3 free spots in your inventory and mail has 5 items you cannot take anything from mail, before you could take 3 items.

    Bug 3: Stuck in Combat

    Top Pain Points

    Pain Point 1: Inventory management: Treasure maps should be made stackable
    Surveys & treasure maps pain to collect: We should be able to give treasure maps and surveys to our assistants and then they would go fetch them. They would not be available while they are on their way and have little inventory where all the items from maps/surveys go.

    Pain Point 2: If you autoloot items, it should favor to take first the highest quality items. Now for example you loot a treasure chest but have only 2 spots free in your inventory, it takes all the white stuff first (glyphs). Then you start to make room in your inventory someone comes and loots the rest of the items, all valuable stuff.

    Pain Point 3: Furnishings need own station where they can all be crafted. There should be also search in it. It is very painfull crafting furnishings now.

    Pain Point 4: We need to be able to put more house guests, pets, mounts etc in our houses. That is only thing preventing me to buy more of them.

    Pain Point 5: Guilds need a private guild bank separate from the member-facing one with as many slots as possible. And some system where we can monitor if newly put in items go to private or member section of the bank. And also more control how many items people are able to take out.

    It would also be really nice if you would tell cooldowns for getting certain things like motifs/fragments etc.
    EU/PC trading guilds:
    Traders of the Covenant - Grahtwood - Elden Root
    Twist it Sis - Stormhaven - Wayrest
    To join, contact ingame @Balastar

    Manager of Crown Network Crown Trading Discord
    Click Here to Join!
  • Fischblut
    Fischblut
    ✭✭✭✭✭
    ✭✭
    Thank you very much for creating this thread :)

    Top Bugs/Issues:

    Bug 1.

    About two years ago our characters lost the powerful scream when using Break Free core combat ability. This scream now can only be heard when using Dawnbreaker ultimate from Fighter's Guild, and /rollingpin emote from The Intrepid Gourmet Bundle in the crown store.

    After this bug happened, characters perform quiet "sigh" when breaking free :'( This makes the combat feel very dull and weak, and reduces value of cool polymorphs for combat (as you barely hear those epic screams now). I was choosing voice types for my characters just based on how cool they scream during Break Free action.

    And this is 100% bug, because it was never mentioned in patch notes as intended change. Also, it was already bugged before one time (together with some other abilities losing their powerful vocalizations), and fixed - but the fix lasted for just 1 (or 2) major patch, and then it bugged out again.

    Also, after awful change to visuals of Templar's class ability (Puncturing Strikes and both morphs), character no longer performs powerful shout during this ability. And this voice change was also not intended and never mentioned in patch notes.

    Templar is (or was?) my main PvP character, with awesome voice type - so losing her epic combat vocals is simply depressing. It's the major reason why I barely play PvP nowadays.

    Bug 2.

    It's been almost 4 years since an undocumented change to lighting system ruined environment, Shadow Rider Senche mount, Worm Wizard personality. I am simple person without knowledge in how game systems work, so to me it looks like light sources are not respecting physical obstacles nowadays properly.

    Old light source is hidden:

    cjyeG8a.jpeg

    New light source is not hidden:

    cwbwSax.jpeg

    My thread about it: https://forums.elderscrollsonline.com/en/discussion/561438/visual-bug-with-some-light-sources-6-months-and-still-not-fixed

    Bug 3.

    Companions are randomly losing taunt on Marauder in Infinite Archive.

    Bug 4.

    Companions are preventing their mounts to perform idle animations.
    This bug is very old (maybe 2 years now?), and I never bothered to report it.

    Basically, if a companion sits on a mount, each time the mount would perform a head turn, or twitch the tail, both the mount and the rider just blink in-and-out of existence. It can be seen by all players - owners of the companion, and other players around them.

    Bug 5.

    Sometimes mobs are stuck in walls in Infinite Archive. I've encountered it on Ice arenas, and the only solution was to die and waste a thread...

    Top Pain Points:

    Pain Point 1.

    There needs to be a way to use special idle animations for all mounts of the same type.

    Starting with New Moon crown crates, all Radiant and Apex mounts have unique idle animations which can be seen on character selection screen and in houses. Those are awesome and really add life to the mount, but sadly they are currently limited to the one mount only :'( But, for example, every wolf mount would look just as cute as Nenalata Ayleid Wolf with this idle animation:

    A7HdFsE.png

    These idle animations could be be placed in Collectibles menu such as Customized Actions, where players could select which idle animations they want their Canine mounts to perform, for example.

    And every Feline mount would look just as royal if they could perform animation of Volcanic Senche-Panther:

    fjWEhP0.jpeg

    More detailed thread about this suggestion: https://forums.elderscrollsonline.com/en/discussion/572708/idle-animations-for-ayleid-mounts-suggestion-ability-to-use-all-existing-animations-for-any-mount

    Also, please add an ability to preview these idle animations before buying a mount, the same way as we can preview rearing up animations now. People don't often showcase mounts, and when they do, almost nobody shows these special idle animations :/ And it is not possible to buy every mount just to see which new idle animation designers have created.

    Pain Point 2.

    Furniture limits in houses need to be increased, especially Special Collectibles.I think someone said that we can't have more furniture in houses because of performance impact, but each overland zone has many items in it without problems.

    Current furniture limits do not allow to fully implement many ideas. And mixing House Guests with Mounts, Pets, Assistants is absolutely awful :'( I wish to place a wolf pack in my forest, and just this would take all 10 slots - without ability to add more wild life. I never bought any House Guest because of it, and I really wanted Clan Mother Tadali.

    Recently I placed Ember companion in my manor, and I had to remove one of my favorite mounts to make room for her - this is unacceptable :/

    I love the Housing Tour feature, and I spend hours traveling to beautiful homes. It's amazing what people can do even with furniture slots limits, but in most homes I see how those awesome ideas are limited - castles and forests are much smaller because of how many structures are needed just to hide the default landscape :(

    Pain Point 3.

    There needs to be a way to make Companions perform emotes, command them to move to certain spots, and allow them to enter the house with their owner (or at least allow them to wear their customized costume/outfit when placed in home as Guest).

    I've turned one of my characters into a Witcher and unlocked him a Sorcerer partner recently. If you played Witcher games, you can imagine that the roleplay goes as far as the game limits currently allow (when in house, it is actually very far even with horrible clipping) :D

    QbAHHYx.jpeg

    qNrMugF.jpeg

    I've taken more screenshots in few days than I did in year. And while it's possible to do wonders even now, current Companion system is still very limited.

    I would also ask for ability to use Polymorphs, hats, skins/ hairstyles and personalities on Companions. But emotes/path control is much more important to me now.
    It is very difficult to move Companion to good spot for screenshot, and their limited actions can only create so much variety :/

    Pain Point 4.

    Add ability to change colors of mounts/add additional dye channel to costumes.

    Many costumes have some parts which can't be dyed, because 3 channels is not enough for intricate details.

    As for mounts, even if you can allow to change colors of their armor/saddle/accessories, it would help greatly to customize them for my taste. I've skipped many mounts because their armor color doesn't match their body pattern for me. And even some of mounts I own displease me with color scheme of their armor...

    Pain Point 5.

    Create more houses with just a large open area such as Coldharbour Surreal Estate. And, if possible, add option to create lakes/rivers/caves/underground areas.

    It allows for a shocking creativity where you can not only build high up, but also deep down - one particular house left me speechless because I couldn't understand how the owner turned it into a crypt with cave system leading down and down... I still don't fully understand it :smiley:

    And the lack of unwanted default structures allows players not to waste lot of furniture slots for masking them. I found some amazing wild forest in Willow Pond Haven house, because the owner masked all default buildings and the bridge with rocks/trees. If there was no need to mask those buildings, there would have been larger forest with even more roleplay possibilities.

    It was a bit difficult to choose just 5 pain points, so I've chosen what matters the most. But I wish to also include more of things which make me sad (but some of which might never change, and others are just mildly annoying):
    Spoiler
    - search houses by name in Housing Tours (I want to find a house with certain name, for example, Scary Forest)
    - remove "12 players loot" limit from bosses
    - find only unknown items in traders (can be done with addon I think)
    - hide hip flaps etc. on outfits
    - update old motifs/costumes to better take dyes and implement some missing dye channels
    - return old animations to Jabs and Flurry
    - allow to have more active stars for CP
    - allow to choose any of previous character selection screens
    - permanent trails for all Radiant and Apex mounts after rearing up
    - allow to stack treasure maps
    - add more inventory spaces (more of Pack pets, or more chests for crowns/vouchers/tel var)
    - remove category restriction from Quick Access wheels (allow to place potions, sieges, assistants, emotes on any wheel)
  • MafiaCat115
    MafiaCat115
    ✭✭✭✭✭
    Thanks for getting more community feedback lately; here, asking me for feedback in the showcase, and in many other places. I bolded the pain points that bother me the most.
    Top Bugs/Issues
    • Bug 1: Class set auras having unpredictable, seemingly bugged behavior. Details outlined here https://forums.elderscrollsonline.com/en/discussion/664317/class-auras-working-as-intended-or-bugged#latest
    • Bug 2: Stuck in combat bug
    • Bug 3: Zenithar's Abbey group event having a desync issue where you can seemingly instantly die due to damage that doesn't pop up. Always happens to me during the 30-40% health range for the boss
    • Bug 4: Tanlorin having a skill which has a ground AoE color of an enemy, I believe Explosive Fortitude.
    • Bug 5: (blank for now)
    Top Pain Points
    • Pain Point 1: Leads in treasure map chests. There's too much RNG in getting a treasure map, then the right zone, then a lead, then the lead that you want. Either make the leads valid for all chests in a zone, or maybe make it so we could buy maps from the same merchants we can buy antique map leads from.
    • Pain Point 2: The relatively new ESO launcher almost always gives me an error message on steam deck. This makes it so I cannot play ESO on the steam deck. Update: The message reads, "System Message [3.1] Failed to download the application library. Please verify network connection. Happens with or without addons, after reinstalling ESO, wifi or ethernet.
    • Pain Point 3: Guild tabards using a low res brown texture on most motifs that weren't around in the base game. I'd love to wear my guild's tabard, but I don't want to have it completely replace the chest piece that I have on for my outfit.
    • Pain Point 4: No minimap. This is handled with addons, but it would be nice for one to be implemented natively in game.
    • Pain Point 5: No way to read temporal tomes after you first read them. I'd like some way to read them again so I can reread the ones I missed reading on my Eidetic Memory collection character. I like the idea someone else mentioned of account wide Eidetic Memory
    • Pain Point 6: Companion quests having to be done on each companion to unlock them for each character.
    Edited by MafiaCat115 on February 1, 2025 4:00PM
    Still waiting for answers about class set aura behavior, and also hoping that one day hair dyeing will be an option. We know it's canon thanks to a book in the Manor of Masques! (House of Reveries: The Troupe)
    Proud owner of a Morrowind Banner of the 6th House (back when it actually meant something)
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭
    Imma focus on pain points in my post, cause I don't encounter that many bugs and I imagine the ones I do have already been intently covered.

    Pain Points

    #1: Lack of new races. It's very stagnant right now in terms of what we can play as, and I would love to see more playable races introduced. Even simple ones like Maormer, different Khajiit furstocks, different argonians (the naga ones?) or even humanoid daedra.

    #2: Lack of male hairstyles. The shop has many beautiful female-focused hairstyles, but the only decent short male one is the Short Mussed Wave and that's locked behind a FOMO wall that didn't even come down in 2024.

    #3: Lack of new weapon types. We've been using the same stuff for ten years. Consider the addition of spears or a second magical choice. Sword and one-handed staff, like a wand or rune, would be really cool.

    #4: FOMO in general, in terms of things returning to the shop. Stuff comes back for only a handful of days and then is never seen again for over a year or more. I can't have fear of missing out when all I do is miss out with no chance of even having the fear.

    #5: Housing limit. Please consider increasing the furnishing limit, even just a small bit. I get so close to making the place I want, and then run out of slots and some spaces suffer sparse-ness due to this limit.
    Hoping for more playable races
  • qwaurck
    qwaurck
    ✭✭
    Paint poiint 1:
    Guards on high alert after maintenance??
    Having a high enough bounty and guards can go berserk. Tested enough times to see that after maintenance this occurs more often.
    Especially day 1 after maintenance guard attacks and the stack's of criminal bane's can increase to 10 in about 5 seconds.one attack should be onestack of criminal bane. To be clear getting attacked by one guard and not multiple guards.
    Piercing bolt aka dead bolt.
    Example:
    Walking in town not close to any guard or being in combat and suddenly a piercing bolt what hits you for 40k - 50k out of the blue.
    Tested this enough times and I can trigger these flying bolts on demand in some towns like in Auridon e north plaza. The piercing bolts do not have any line of sight rules and the range can be +40 meters, I truly think they do not have a max range.
    The piercing bolt also happens more often and easier to trigger after maintenance.
    Edited by qwaurck on February 2, 2025 1:09PM
  • AzuraFan
    AzuraFan
    ✭✭✭✭✭
    ✭✭✭
    Top Bugs:

    1. Stuck in combat
    2. Skills not firing
    3. Not sure if this is a bug or not: Using a gamepad, I can't fire my ultimate unless I'm standing still. I can fire other skills when moving, so I'm thinking this is a bug. Specifically, the warden bear ultimate. This is really annoying when moving to avoid AoE effects and my ultimate can't be used.


    Top Pain Points (in no particular order):

    1. Gamepad UI: (a) When I have a lot of items to deconstruct, having to select them individually and then press "Deselect multiple" is a pain. Would like a "Deconstruct all" button, where I don't have to select anything and can just hit that button. (b).When selecting a style material, they are ordered by when the style appeared in the game. It's crazy to expect the player to know that, especially new players. That means I have to scroll through everything, looking for the white arrow (if I have a quest). The game knows what I need. Why can't it move that style material right to the front of the list so I don't have to scroll at all? In fact, whenever the game knows something and it's making me scroll, make it so I don't have to scroll. It's unnecessary busy work, and from an accessibility point of view, not good. (c) For stuff like recipes, style pages, etc., move the "Already known" text to above the description. Otherwise, for longer descriptions, I have to scroll to see it.

    2. Inventory management: Everything should be stackable, and anything related to "combine X of these and you get Y" should be storable elsewhere, other than the inventory. That's already true for some items like this, but not all.

    3. Master writs: When I look at the writ, tell me if I can construct it, i.e. if I don't know the style, the writ should be in red or something like that.

    4. Having to run a dungeon 48 times or something like that to fill the sticker book for that dungeon. There are 50+ dungeons now. Have all major dungeon bosses drop weapon/jewelry. Curation is great, but not enough. Expecting players to run dungeons 2000+ times total to fill the sticker book is insane.

    5. RNG for leads - too punishing. Not asking for easy, but there needs to be some type of pity system, or the success rate needs to be raised. Also, remove all double RNG stuff, meaning that if a lead is available in a treasure map, it should be 100% success rate when that treasure chest is opened.

    Bonus pain point: Companions, and how they stand in stupid. The companion combat AI should be improved. Also, once a companion is obtained by one character, it should be available to all characters on the account.
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    1 stuck in combat not letting you do anything
    2 ball group meta oppressing large scale pvp
    3 rushing agony proc set in pvp
    4 gold economy gatekeeping competitive pvp and pve
    5 max range attack spam in pvp
    Bonus for the tab ignoring body blocking by targetable pets in pvp and critters in pve
    Edited by xylena_lazarow on February 1, 2025 7:34PM
    PC/NA || Cyro/BGs || RIP ground oils
  • noblecron
    noblecron
    ✭✭✭✭
    Stackable treasure maps, enchant runes, weapons.

    Stuck in combat taken care of

    Revert to the mag morph of blastbones

    Companion rapport doesn't decrease for stuff they don't like. It's really annoying for questing especially when you're trying to level them up.

    Lag taken care of

    Ability for perm werewolf and vampire form in homes for immersion reasons

    Better search function implemented in home tours. Like how EHT you can port to a specific player and their home as well as search for a home title. Example for a search would be like @nobleboivin Proudspire manor. For an example of a title would be like "Fighter's Guild."

    Story mode for dungeons.

  • Finedaible
    Finedaible
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    Top Bugs and Issues:

    1. Critical Charge. Sometimes you are locked out of taking any action after using this ability until you walk a bit. Critical Charge also tends to place you behind the target you are casting it on, which can take you farther than intended like in the Vateshran fight and ring of skellies.

    2. Combat pet kills do not count as your kills despite being one of your abilities. This prevents you from benefitting from certain "on-kill" procs and effects like Pelinal's Wrath. Noticed this with Nightblade's Shade but not sure if this happens on other classes.

    3. Teleport Strike is the only gap closer that has a cast time.

    4. Elemental Susceptibility does not have a cost. Considering how much pain this free ability causes in PvP, I don't see why this should be so freely spammable.

    5. The game has grossly outgrown the guild trader system. Even with the help of addons and player-made websites, it is no longer feasible to search every single, scattered NPC across all of Tamriel for an item that may or may not even be available on the market. Even if a vendor had something at one point, odds are it gets snatched up before you can even get to it. Being bombarded with loading screen after loading screen in a futile search for that one item you need just isn't a pleasant experience. The worse part is you can't even search for more than one item per query so you need to research every NPC for something else.

    Top Pain Points:

    1. The Armory cannot store or remove sets to or from the bank.

    2. Hybridization of Alchemy and other promised reworks have been left in a state of limbo for years. This is beyond overdue and if these reworks have been abandoned players want to know about it. Nobody appreciates being left hanging with indefinite silence.

    3. Non-stackable items like Treasure Maps. These should stack like surveys do. There are many other items that still do not stack like identical runeboxes, and many more which should be saleable to npcs or destructible without jumping through confirmations.

    4. Almost all sets which enable more flavor and variety are underpowered overland or crafted sets. Players want to be able to summon Hungers or flying swords and other cool effects and still be effective in harder content. There's little power fantasy if you want to play smart.

    5. Transmutation Stone capacity is too low for how many sets there are in the game.
    Edited by Finedaible on March 3, 2025 12:34AM
  • React
    React
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    Pain Points

    1. PVP Balance as a whole. Things like HOT stacking (10+ casts of the same morph HOTs, such as echoing vigor), maximum HP frequently being around 35-40k and often higher, proc sets/status effects doing ridiculous amounts of free damage, hybridization and scribing having both introduced hosts of balance issues that were never addressed.

    2. Unfinished Hybridization - It feels very lazy that this system was never "finished", and things like spellpower/weaponpower pots/poisons, minor class passives, etc were never hybridized. At this point they serve as awkward roadblocks to setups and don't add anything of significance to the game. Furthermore, it doesn't seem like a "balance pass" was ever done post-hybridization to bring the lesser used skills up to par. Since ability cost no longer really mattered under hybridization, people simply choose the best morph of every skill, leaving many morphs underutilized/underperforming and many skills completely unused due to drastically stronger counterparts existing.

    3. Lack of short duration events for cyro/IC - Let's take a look at the "BG weekends". You originally introduced these at the end of the year of the "code rewrite", as something to tide us over since you had told us there would be no PVP content while the code rewrite was underway. However, originally we were led to believe that we would be receiving short duration AP/telvar events, rather than the poorly received (and relatively worthless) battlegrounds weekends. Short duration events are a great way to get people to sign onto the game, and running just one or two monthly would go a long way towards keeping your PVP playerbase interested. Perhaps a double AP weekend on the first weekend of the month, then a double telvar weekend two weeks later on a rotation.

    Bugs


    1. Stuck in combat. I saw you said you'd be addressing this in the Q&A, but come on. This has been an issue for like 7 years. It has a huge impact on how enjoyable PVP is when I spend half my time RUNNING ON FOOT ACROSS THE MAP. The fact this is still an issue is absurd. Give us a workaround if you can't fix it, like mounting in combat with 0 stamina (so you can be instantly dismounted by any damage) or something.

    2. Dragon leap/ferocious leap/take flight ignoring snare immunity rules - This is an extremely annoying "intended mechanic" that may as well qualify as a bug. Find a way to make this skill work without having it ignore the rules of combat. It is so clunky to cast a snare immunity then to be rooted in place by a leap, or to be CC immune mid dodge roll only to have a leap pull you out of the animation because the game can't process you being CC/snare immune but still having a snare applied to you regardless.

    Edited by React on February 1, 2025 4:56PM
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Spoiler
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    Youtube.com/@ReactFaster
  • Reginald_leBlem
    Reginald_leBlem
    ✭✭✭✭✭
    Bugs, in no particular order
    1) Bugged audio/audio not syncing with visual
    2) When you go to heavy or light attack and your character does the animation halfway and gets "stuck", not firing the attack
    3) Group finder not popping the que based on who has crown, phase of the moon, color of socks your dd is wearing, whatever
    4)Isobel's !&@^"$@%!^!^ing quest.
    5) enemies spawning in walls or invisible and ruining achievement runs of dungeons and trials.

    Honorable mention: unreachable fishing holes, chests, nodes

    Pain points:

    1) For the love of God let surveys and treasure maps work differently. If I have 13 maps in my inventory let me harvest 13 maps worth of stuff at one go. Let treasure maps S T A C K. And while we are at it, why don't furnishing materials drop from surveys?
    2) Dds in dungeon finder doing no damage, supports not understanding their role. I personally think that joining que on a new character for the first time should pop you into an undaunted training center where you are walked through the responsibility of each role and given some unique gear that is related to those roles, so at least brand new people understand what is expected of them, and have the tools to do it
    3) Some enemies have absurd aggro range. I'm a mile away being chased by a skeever? Especially bad in some trials, where enemies aggro from across the room.
    4) Hybridization has stalled. There's a thread about elemental catalyst that brings up some excellent points so I won't rehash them, but potions, foods, and many sets are simply not up to date with how the game works now.
    5) Revisiting and nerfing older, popular sets. Relequen is the current example. It's not even addressing PVP balance, it's just being nerfed for PVE and no clarity has been given for why this is happening.

    Honorable mentions:
    1) furnishing limit too low, especially in some of these huge houses

    2)WHY isn't Mountain God a title?!

    3) No cow pets or mounts. There's just no excuse for this.
  • madmufffin
    madmufffin
    ✭✭✭
    Top Bugs/Issues
    1 - Adds getting clipped into the environment (looking at you first trash pull in Rockgrove)
    2 - Randomly getting stuck in heavy attack animation despite not casting a heavy attack
    3 - Lag/Connectivity issues
    4 - Solar Barrage passive damage not working with Might of the Guild passive slotted
    5 - Blastbones being uncastable when it should be firing or just standing around after being summoned randomly

    Top Pain Points
    1 - Necro skills having to be active for buffs to apply instead of slotted like pretty much every other class (Archer/Mage and Siphon)
    2 - GLS being completely unusable garbage in every possible capacity
    3 - Throwing knife only having frost as an option for elemental damage, but having all martial damage types (mag sorc needs shock knife spammable)
    4 - Pyrebrand being William Wallaced in town square and ruining a really cool themed set
    5 - Set diversity is horrific
  • SilverBride
    SilverBride
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    Top Bugs/Issues
    Bug 1 - Having to Roll/Dodge before I can loot, often after having been in combat

    Bug 2 - Getting disconnected for spam when crafting or gathering surveys (that happened to me recently)


    Top Pain Points
    Pain Point 1 - Please do NOT implement a mandatory increase in Overland difficulty as this would ruin the questing and story experience so many of us enjoy as it is now. Then please lock the Overland pinned thread.

    Pain Point 2 - Please stop making World Bosses and Story Bosses more difficult, and stop the multiple immune phases. And please bring the difficulty of all the World Bosses and Story Bosses from High Isle forward back in line with what they were before High Isle.

    Pain Point 3 - Please give us a furnishing crafting station, and give crafting stations subcategories and a search function.

    Pain Point 4 - Please let us skip unlocking Companions once we have done it on one character.

    Pain Point 5 - Please increase the drop rate for the Sovereign Sow (and other) pet fragments and/or make them purchasable with tickets (I've been trying a few years for the last 2 fragments for the Sow).
    Edited by SilverBride on February 2, 2025 6:58PM
    PCNA
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Top Bugs/Issues
    Bug 1 - Crash when approaching large fights in Cyrodiil due to loading of multiple characters (around 40+) at once.
    Bug 2 - When entering a delve in Cyrodiil queue position is not reserved causing you to get stuck in the delve at locked population (also might be a population exploit)
    Bug 3 - Debuffs stuck on characters for 49000 days after some combat encounters - only cleared by relogging or entering a delve
    Bug 4 - Disconnecting and then trying to log back in whilst character is online causes endless server connection messages until at least 5m have passed, causes you to lose your spot in Cyrodiil. There should be a record of if you are trying to log back in to a character which is online with the same PC/connection to prevent this.
    Bug 5 - Speed increase effects cause targeting issues for opponents (melee skills and line of sight issues circling objects), especially problematic for high ping players.

    Top Pain Points
    Pain Point 1 - Cyrodiil queuing system, often bugs out, no way of queuing with friends to be able to do content whilst waiting / have friends join you in the queue if they log in late.
    Pain Point 2 - Hybridisation has greatly reduced skill diversity and class uniqueness (no more stam/mag class builds), HP is the only attribute which matters really.
    Pain Point 3 - Lack of in game GM service, poor CS responses and CS understanding of the game
    Pain Point 4 - inconsistency with combat rules, Healing ultimates with cast times due to the fact their other morph is a damage ultimate, or sets like Rush of Agony which break CC rules.
    Pain Point 5 - Housing item limit, this could easily be solved by having a slider for players to increase / decrease housing items displayed, players could then choose to place more items knowing that some players may not see them

    Bug/Pain point honourable mention - Stuck in combat- allow mounting in combat but at 0 stamina (so if you are hit / dot ticks you instantly fall off)
    Bug/Pain point honourable mention - Low pop bonus is completely broken / doesn't apply when its actually an issue and also doesn't do anything to increase the population due to the faction lock.
    Pain point honourable mention - let me send my companion on crafting survey/treasure chest gathering jobs whilst I'm offline with a 'companion bank'
    Edited by Izanagi.Xiiib16_ESO on February 3, 2025 1:53PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • nessarose_0112358
    nessarose_0112358
    Soul Shriven
    I play on PS5/NA and primarily focus on PVE content.

    Top Bugs/Issues
    Bug 1 -- Performance issues. Issues with lag, audio desync, skills not firing, blocks not registering, invisible adds that have not spawned in on screen but definitely are there are are killing you or someone in the group, dcs/getting kicked from the game, not being able to travel into your group's instance (being in the group and getting auto-removed from the instance once you travel in). I really enjoy more difficult PVE content (dungeon and trial HMS and trifectas). Finding enough people to fill a group is already hard. There are few things worse than getting the whole group together and calling it quits very early into a trial or dungeon run because you are getting "Zos'ed" (content unplayable due to bugs, latency, dcs, etc.). Much of the later dlc content is difficult enough without having to battle server/performance issues.

    Bug 2 -- Dungeon bugs -- things like the bat circle in Castle Thorn not working correctly, overburning Mylene Moon-Caller in vmhk causing a dungeon breaking stuck in combat bug that will not let you advance to the next part of the dungeon despite her being dead, adds in walls (cradle of shadows), issues completing skill point quests (this particularly applies to base game dungeons where players have to talk to npc, kill additional bosses that are typically ignored in a standard pug group, or press switches.....volenfell)

    Bug 3 -- Bosses despawning/resetting due to temporary pets (warden netch, necro skeleton, night blade shade). Frequent offenders include the bone menagerie in Fang Lair, Cernunnon in Falkreath hold, and the dinos and triplet bosses in Halls of Fabrication.

    Bug 4 -- Trial bugs. Synergies in Cloudrest not working correctly. Head colors on twins fight and conversions not displaying correctly. Bahsei not moving despite being taunted and out of range.

    Bug 5 -- Inconsistent display of aoe danger colors. There are some dangerous enemy aoes that are not accompanied by the aoe danger color. Notable offenders are any enemies that have a "rock" effect on the ground -- the cleavers in blackrose prison, giant bosses (like Runa in vMA arena 5). Others include any sort of ghost wall mechanic (vDOM last boss, Fang lair last boss) -- it's really hard to tell sometimes where exactly the hit box/danger area is for these. Having a consistent application of danger aoe colors would be helpful for many players -- but especially any players that might be color-blind or have any kind of visual/sight difficulties.


    Top Pain Points
    Pain Point 1 -- Lack of knowledge about game mechanics/difficulty bridging the gap between mid-game to end game. First off, the game does not do a great job teaching players its basic mechanics or how to fulfill basic group roles. "Tanks" don't always know to taunt things, "healers" don't bring a single heal or even slot an orb, and "dps" just stand in the back of the room light attacking on a bow or heavy attacking with a sword and board. It seems like a lot of players are able to get by in pve content by more or less powering through it with heavy attack/oakensoul builds. Having this kind of build is a fantastic option for many players (anyone with disabilities, people who have a hard time light attack weaving, etc), but being able to power through content on a relatively tanky/relatively good damage build has come at the cost of actually learning the mechanics of the game (this of course does not apply to everyone using a heavy attack build -- I've run across quite a few with solid game/mechanics knowledge and it really shows). I solo queue for random vet dungeons frequently, and I notice far too often that players on these builds will just zone out and heavy attack things -- even when the things are gold barred, or there's an interrupt that someone needs to get (failing usually means someone dies), or there's a group wiping mechanic (vDoM ghost wall on the last boss). There is a huge knowledge gap between getting from mid-game (can complete vet dlc dungeons/trials) to endgame (hardmodes/trifectas) and there aren't a lot of opportunities for gaining this knowledge/getting reps. Part of this I think is lack of incentive to repeat content (ie - why should I help people prog EoF when I've already gotten that achievement?), part of it is performance issues (ie- I already have GH, why should I go back into buggy cloudrest to help a group get purple when I know that I'm just going to be beating my head against the wall fighting bugs that are well beyond my control to fix). (I have well over 1,000 keys, a full 1000/1000 transmute crystal count (plus geodes and reconstructed gear made simply to hold transmutes), a nearly complete pve sticker book, most of the motifs learned, and many achievements ticked off. Why should I continue to do PVE content?) This pain point is complicated and I don't think there is an easy fix for it, but if something isn't done to try to address at least a few parts of this -- well -- the pve endgame community is already quite small and it seems to be shrinking rapidly.

    Pain Point 2 -- Inventory management issues. The cap on the number of transmute crystals I can have is maddening. Much of my inventory management time is spent on managing transmute crystals. There is no good way to manage furnishings besides either designating a character as a storage mule or purchasing/acquiring houses for the sole purpose of being a storage house. treasure maps should stack. being able to hold more than 12 event tickets would be amazing. Sometimes there's just nothing that I'm interested in spending my tickets on or sometimes I already have all of the collectibles from a particular event. When this happens, continuing to collect tickets/participate in an event is de-incentivized.

    Pain Point 3 -- Alchemy ingredients. This in particular applies to the ingredients for tri-stat potions. Columbine prices are out of hand. I don't PVP, but from a PVE standpoint, tri-stat potions are a staple for tanking (and dps now that we've got arcs and banner). There have been numerous vet dlc pug dungeons that I have dropped from and a few trials that I won't tank for inexperienced groups because the cost of potions is just too high to warrant the frustration of dealing with an under-experienced group. Even if I keep up with doing daily crafting writs and doing alchemy surveys, I can never collect enough columbine to cover the demand for tri-stat potions in endgame content.

    Pain Point 4 -- Leads sourced from treasure maps. I enjoy the antiquities system and like to read/collect all of the codex entries. Leads from treasure maps is just too much RNG layered on top of even more RNG. On top of the layers of RNG, some of the green and blue furnishings that have leads that drop from treasure maps (as well as a few from infinite archive) are not purchasable from achievement furnishers even after you've completed the codex entries. Additionally, treasure maps should be stackable and if I already have a particular map in my inventory or in my bank, I shouldn't be prevented from picking up an additional one that happened to drop in a random container that I looted as I was traveling around Tamriel.

    Pain Point 5 -- Unwieldy nature of collectible items (motifs, furnishing plans, recipes, even sets to an extent -- that kind of thing). The outfit system is fun, but overwhelming to use because there's so many options and there's now way to efficiently search. Crafting furnishings is similarly frustrating. Some of the plans are not intuitively categorized and it can be difficult to find a particular type or style of furnishing. It is next to impossible to keep track of which recipes my character knows/doesn't know without the aid of a separate spreadsheet. Finding unknown recipes/plans at guild traders is extremely difficult -- unless you want a very specific plan (in which case you can just search for that). There are so many armor/weapon sets in the game that it is difficult to keep track of (even with the sticker book).

    EDIT:
    Pain Point 6 -- The dissonance between the fact that the game advertises itself as "play your way" and the fact that if you want to complete difficult PVE content (particularly trials -- Rockgrove HM and on), you are essentially at the mercy of whatever the meta dps/tank/healer builds are. Time is limited, and I don't think that it should be more or less a requirement to be able to play certain classes (or all classes) on a given role to get into a prog group. Many classes (particularly more single target dps classes) are not desirable in later content due to the amount of cleave damage fights have.
    Edited by nessarose_0112358 on February 1, 2025 7:19PM
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