Maintenance for the week of September 16:
• PC/Mac: No maintenance – September 16
• PC/Mac: NA and EU megaservers for patch maintenance – September 17, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – September 17, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – September 17, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
We will be performing maintenance for patch 5.2.0 on the PTS on Monday at 8:00AM EDT (12:00 UTC).

PTS Patch Notes v5.1.0

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
In order to squash the ongoing rumors surrounding certain “leaked” patch notes and what might be real or fake, we’ve decided to publish the real patch notes the Saturday evening before the PTS update for Scalebreaker and Update 23. The responsible party associated with these leaks is no longer a part of our programs or community, and has been introduced to our friends in the Legal department. All associated PTS feedback and bug threads will be published on Monday during maintenance. Enjoy the rest of your weekend.


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Welcome to The Elder Scrolls Online v5.1.0 and the Scalebreaker DLC game pack! In Scalebreaker, you’ll discover two new 4-player dungeons – Moongrave Fane and Lair of Maarselok – in addition to a number of new item sets and collectibles. The base game introduces a number of quality of life improvements you’ll enjoy including multi-crafting, multi-bidding, Undaunted Key improvements, and more! We’ve also updated a number of existing item sets, which you’ll find detailed below.

Our ability audit also continues in this update, with the goal of bringing abilities to be more consistent with one another and how they interact with each other. You’ll find we’ve made a fairly substantial number of fixes and adjustments to combat abilities to support this goal.

All PC/Mac North American characters will be copied, and a Scalebreaker template is also available for you to use. We hope you enjoy this latest update, and we can’t wait to read your feedback!


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  • New Features / Updates / Big Changes
    • Scalebreaker DLC Game Pack
      • New Dungeons
      • New Item Sets
      • New Collectibles
      • New Titles
      • New Dye
      • Furnishings
    • Base Game Update
      • Multi-Crafting
      • Guild Trader Multi-Bidding
      • Undaunted Key Improvements
      • Jewelry Crafting Master Writ Improvements
      • Master Writ Merchant Updates
      • New Collectibles
      • Updated Item Sets
      • New Houses
      • New Furnishings
      • New Titles
      • New Achievements
      • The Dragonguard's Legacy
      • Skill Lines for Alternate Characters
  • Fixes & Improvements
    • DLCs & Chapters
      • Dark Brotherhood
      • Elsweyr
      • Horns of the Reach
      • Imperial City
      • Morrowind
      • Murkmire
      • Orsinium
      • Summerset
    • Combat & Gameplay
      • Combat & Abilities
      • Itemization & Item Sets
    • Base Game
      • Alliance War & PvP
      • Art & Animation
      • Combat & Gameplay
      • Crafting & Economy
      • Dungeons & Group Content
      • Exploration & Itemization
      • Housing
      • Quests & Zones
      • UI
Edited by ZOS_GinaBruno on July 7, 2019 2:26AM
Gina Bruno
Community Manager - The Elder Scrolls Online
Dev Tracker | Service Alerts | Facebook | Twitter
Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
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    General
    • Ruko, found in Shadowfen, will now wander away from her spawn point, allowing for a cleaner murder for the contract.

    Quests
    • Dark Revelations: Astara will now consistently appear, ready to talk to you for ultimate quest completion.
    Gina Bruno
    Community Manager - The Elder Scrolls Online
    Dev Tracker | Service Alerts | Facebook | Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
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    Dungeons
    • Falkreath Hold
      • Falkreath Defenders will no longer display nameplates during the fight with Domihaus.
    Gina Bruno
    Community Manager - The Elder Scrolls Online
    Dev Tracker | Service Alerts | Facebook | Twitter
    Staff Post
  • ZOS_GinaBruno
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    General
    • Bolugbeka no longer walks over a table in her tent.

    Quests
    • Forcing the Faith: Shaldagan and the others will no longer blink in and out while you are leading them out of Paragon's Remembrance.
    Gina Bruno
    Community Manager - The Elder Scrolls Online
    Dev Tracker | Service Alerts | Facebook | Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
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    Developer Comment:
    In the theme of our ongoing ability audit, many of this Update’s ability adjustments have been set on the goal of bringing values (such as Healing or Damage per Second, and cost) to be more consistent with one another. We believe that auxiliary effects and passives that are paired with these abilities are the primary means of adding depth and variety to each individual ability, while the core function should remain relatively close so you have an easier time discerning effectiveness of these abilities, and there are less overall situations of "dead abilities". Many changes you'll see also strive to add more consistency to the behavior of how these abilities interact with things like critical strike chance, or scaling mechanisms, in hopes to remove some of the many "hidden" expertise moments where some abilities just feel weaker for certain builds, because of arbitrary mechanisms, and required failure to learn. This being said, we also want to make it clear that our standards are not unflinching, and just because we've done a pass of abilities with the audit, it doesn't mean we'll never return to them or make adjustments. The goal of standardization we’ve had with Update 21 and 22 is not done under the guise that our standards are perfect, but rather the focus on consistency and order. The concept of balance is highly contextual, so we've taken the stance of reigning in the varied behaviors of our incredibly dynamic game so we can do a better job moving forward addressing abilities that fall out of line.

    General
    • Increased the duration of the Off-Balance effect on all of its player sources to 7 seconds from 5 seconds to improve the window it may be interacted with.
      • Note: We are still investigating additional messaging improvements to help make it more obvious when it activates.
    • All player sources of bleeds will now respect a target’s Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
      Developer Comment:
      This change was done to reduce the volatility of effectiveness of these abilities in PvE and PvP. Ignoring mitigation was detrimental to this due to the high swings of character optimization with varying builds while always being static while fighting monsters, leaving many dead zones and problem spaces. We're aware of the concerns of high mitigation that is currently obtainable in the game, and we've targeted some other areas (such as Oblivion Damage) to offset the loss of these tools.
    • You will no longer become stuck sprinting if you managed to be accosted by a guard while sprinting, even though you were pretty terrified.
    • Ground targeted abilities will now be un-queued after weapon swapping. This should help reduce situations where you could become stuck casting one of these abilities, such as Grand Healing or Lightning Splash.
    • Fixed numerous instances where well-timed ability uses from charges, leaps, teleports, blinks, and pulls could allow you to bypass collision.
    • Many Damage over Time abilities, both single target and Area of Effect, have been re-standardized to follow similar behaviors to other ability types. Area of Effect DoTs will now be 33% weaker than a single target DoT counter-part and cost 30% more, just like direct damage AoEs vs single target ones.
      Developer Comment:
      The duration of these over-time effects are equated into their total cost per second, rather than simply following a base “is a DoT” catch all cost. You can expect to see many adjustments to abilities of this nature in this update. We’ve also rebalanced more of these ability types in the game to help all classes gain access to sources of them, and to reduce situations where abilities were being merely used for passive slots.
    • Adjusted the animations and cast times for many Ultimates that are meant to have high impact to better synchronize their attacks to their animations. These abilities cannot be interrupted, and canceling them or being stopped while casting them will not consume your Ultimate. This affects the following abilities:
      • Death Stroke & morphs: Added a 400ms cast time to these abilities to sync up with their animations.
      • Dawnbreaker & morphs: Added a 400ms cast time to these abilities.
      • Berserker Strike & morphs: Added a 400ms cast time to these abilities.
      • Soul Shred & morphs: Added a 500ms cast time to these abilities.
      • Lacerate & morphs: Added a 500ms cast time to these abilities, rather than the 500ms delay they had before.
    • Improved the responsiveness of leaving or CC breaking knock up and knock back abilities, and increased the standard range of a knockback to 8 meters from 6 meters.
    • Fixed numerous issues where Area of Effect-based Damage over Time abilities were being considered Direct Damage in some circumstances. They will now always be treated as Damage over Time.
      • This will also help their tooltips reference proper modifiers, such as Thaumaturge.
    • Pets will now properly gain the extra 5000 Health from Battle Spirit, rather than having their Max Health increased by 5000 but not healing for the difference.
    • Fixed an issue where default telegraphs on Area of Effect abilities would occasionally not appear in some PvP areas.
    • Sources of Stamina, Health, and Magicka cost reduction that are obtained from passives, abilities, or item sets are now all multiplicative, rather than being a mixture of additive and multiplicative.
      • This was done for a more streamlined behavior across the board, and limit the opportunity to reduce an ability's cost to 0 by stacking multiple sources of cost reduction.
      • Below is a list of the affected sources that also had adjustments made to them, since this will ultimately increase the cost of abilities when using multiple sources of cost reduction. 
        • Restoring Spirit: Increased the cost at Rank II to 5% from 4%. 
        • Unholy Knowledge: Increased the cost at Rank II to 6% from 5%. 
        • Vampire Lord set: Increased to 6% from 5%. 
        • Armor of the Seducer set: Increased to 10% from 8%.
        • Eyes of Mara set: Increased to 15% from 12%. 
    • Resource agnostic sources of Healing will now use your highest Critical Strike chance, rather than defaulting to your Spell Critical only. Resource agnostic refers to abilities that utilize only your Max Health to scale, or are based off flat values. Below is a list of all affected abilities:
      • Bitter Harvest and its morphs
      • Death Scythe and its morphs
      • Dragon Blood and Green Dragon Blood
      • Battle Roar
      • Killer’s Blade
      • Mark Target and its morphs
      • Siphoning Strikes and its morphs
      • Repentance
      • Blood Magic
      • Dark Exchange and its morphs
      • Summon Unstable Clannfear’s special activate
      • Bond with Nature
      • Arctic Wind and its morphs
      • Bone Goliath and its morphs
      • Absorb Missile (previously known as Absorb Magic)
      • Consuming Trap
      • Undaunted Command
      • Unflinching Rage
      • Resourceful
      • Drain Essence and its morphs
      • Feed (Vampire synergy)
      • Hircine’s Bounty and its morphs
    • The abilities listed below now properly use Precise Strikes to scale rather than Elfborn, since they are Stamina abilities.
      • Leeching Strikes
      • Killer’s Blade
      • Dark Exchange and Dark Conversion
      • Ruinous Scythe
      • Absorb Missile
      • Draining Shot
    • Player sourced Oblivion Damage now deals its damage based on the target affected’s Max Health, with a maximum damage threshold to prevent them from dealing obscene damage against Elite type enemies. Oblivion Damage continues to bypass positive and negative bonuses, and cannot be Blocked or Shielded.
      • Decrease Health (Oblivion damage enchantments): The Max Health percent these enchants deal will now only scale with the enchantment’s quality (common, uncommon, epic, etc) but their maximum damage will scale in the traditional sense, where the value is based on your enchantment’s level and quality.
        • The maximum bonus of Health percentage these enchantments can do is 3.75% at Legendary quality, CP160.
        • The maximum damage they can deal is 4875 Damage.
      • Sload’s Semblance: This now deals 3% of the target’s Max Health per tick, up to a maximum.
        • The health percentage it deals is now static, while the maximum damage is based on your item set’s average level and quality.
        • The maximum damage it can deal is 3000 Oblivion Damage per tick.
      • Knight Slayer: This set can now proc on any target, instead of only players. It continues to deal 8% of the target’s Max Health with a fully charged Heavy Attack. The maximum damage dealt will scale based on the average item set level, up to a maximum of 8000 Oblivion Damage.
      Developer Comment:
      Oblivion Damage has now been designed to fulfill the role of a "giant slayer" in order to help balance its purpose, where it will deal much less damage to targets who do not specialize heavily into survivability, while becoming much stronger against high health targets. We also wanted to ensure that Oblivion Damage had a role in PvE, where it could be used as a base line without over-performing other forms of damage that require heavy investment to optimize their impact. Note that Oblivion Damage will continue to bypass all forms of mitigations and bonuses, and will be unable to critically strike. 
    • Fixed an issue causing some players to not be visible to fellow group members.

    Buffs and Debuffs
    • Major Heroism: Fixed an issue where some sources of Major Heroism would stack with one another including Hanu’s Compassion and the Last Stand passive.
    • Minor Lifesteal: The heal from this bonus will now use the activator’s highest Critical Strike chance, rather than only Spell Crit.

    Dragonknight
    • Ardent Flame
      • Combustion: Decreased the cooldown from this passive to 2 seconds from 5 seconds. This was done to help alleviate many of the duration-based ability cost increases, as well as helping this passive synergize with more build customization such as using the Charged trait.
      • Fiery Breath:
        • Increased the cost of this ability and its morphs to 2808 from 2700.
        • Decreased the DoT damage per tick by approximately 15%.
      • Lava Whip:
        • Molten Whip (morph): Reduced the stacking Spell Damage bonus from this passive to 75 at Rank IV from 125.
      • Searing Strike:
        • Fixed an issue where the visual effects from this ability and its morphs would fail to apply if the target was blocking.
        • Increased cost to 2160 from 1350.
        • Increased the DoT damage by approximately 26% per tick.
    • Earthen Heart
      • Ash Cloud:
        • Decreased the healing of this ability and its morphs by approximately 30%.
        • Increased the cost of all morphs to 5670 from 4590.
          • Cinder Storm (morph): This morph is now 50% stronger than the base ability, which will result in an approximate 1% heal reduction comparatively.
          • Eruption (morph): Reduced the damage over time by approximately 30% per tick.
      • Petrify:
        • Increased the cost of this ability and its morphs to 4050 from 2970.
        • This ability no longer ranks up in cost reduction, but instead ranks up in 1.1% damage per rank.
        • Reduced the range of this ability and its morphs to 7 meters from 8 meters.
          • Shattering Rocks (morph): Fixed an issue where the heal from this ability was missing a previous rank up, which will result in an approximate 3% increase in the healing.

    Nightblade
    • Assassination
      • Grim Focus:
        • Fixed an issue where the spectral bow from this ability and its morphs could consume all of your stacks even if you failed to fire the projectile.
        • Reduced the amount of mitigation the stacking bonus of these abilities provides to 2% from 3%.
      • Mark Target: This ability and the Reaper’s Mark ability are now considered 1 negative effect, instead of 3. Piercing Mark will count as 2, due to the Reveal aspect. The conditional “if the target dies” bonuses from this ability and its morphs will no longer proc when using on pets.
      • Teleport Strike:
        • Lotus Fan (morph): Decreased the damage per tick of the DoT by approximately 22%, and fixed an issue where the final tick was not being affected by Minor Vulnerability.
    • Shadow
      • Concealed Weapon: Fixed an issue where casting this ability from crouch would apply the stun to your target, but not animate the stun.
      • Path of Darkness:
        • Twisting Path (morph): Decreased the damage per tick of this ability by approximately 14%.
        • Refreshing Path (morph):
          • Fixed an issue where this ability could heal you twice per tick after the first heal applied.
          • Increased the healing per tick by approximately 29%. Note the heal will be stronger than Twisting’s damage potential, because Twisting also gains increased area coverage.
      • Shadow Cloak:
        • Fixed an issue where this ability and the Shadowy Disguise morph could fail to cast if you had “Prevent Attacking Innocents” turned on.
        • This ability and the Shadowy Disguise morph now last 3 seconds at base, but are no longer affected by the Dark Veil passive. This was done to help low level characters utilize the skill.
      • Summon Shade: Increased the cost for this ability and its morphs to 4050 from 2700.
        • Dark Shade (morph): Reduced the damage per hit of Corrosive Flurry by approximately 9%. The area attack, Corrosive Slash, now deals the same damage as the normal attack, instead of dealing 20% bonus damage.
    • Siphoning
      • Drain Power:
        • Power Extraction (morph): This morph no longer increases the damage dealt of the attack, but instead reduces the Weapon Damage of enemies hit by 300 Weapon Damage for 8 seconds.
      • Cripple: Decreased the cost of this ability and its morphs to 2970 from 3240, and increased the damage by approximately 17% per tick.
        • Crippling Grasp (morph): Increased the initial hit damage by approximately 37%, and dtecreased the DoT damage by approximately 2%.

    Sorcerer
    • Dark Magic
      • Crystal Shard: Decreased the base cost of this ability and its morphs to 2970 from 3510, and decreased the damage by approximately 10%.
        • Crystal Blast (morph): The AoE portion of this ability now deals the same damage as the initial hit.
        • Crystal Fragments (morph): Increased the bonus damage dealt of the proc from this ability to 33% from 20% to retain the damage of this proc.
    • Daedric Summoning
      • Conjured Ward:
        • Reduced the shield size of this ability and the Empowered Ward morph by approximately 18%, and increased the cost of this ability and the Hardened Ward morph to 4320 from 3510. These changes were done to make them more comparable to the damage shield / burst heal standard.
          • Empowered Ward (morph): The final cost of this ability is now 3780, and it no longer gains 1.1% shield size per rank as it already has a cost reduction rank up.
          • Hardened Ward (morph): Reduced the shield size of this ability by approximately 9%.
      • Rebate: Fixed an issue where this passive would dismount you if it procced.
      • Summon Unstable Familiar:
        • Decreased the special ability of this summon and the Volatile Familiar morph to 2808 from 3510.
        • Increased the damage per tick by approximately 8% of the base ability, but reduced the damage per tick of Volatile by approximately 3% since it was using the wrong rank up.
          • Summon Unstable Clannfear (morph): Reduced the healing granted from the special activation of this ability by approximately 14% to ensure it’s in line with other burst heal abilities, such as Rushed Ceremony or Dragon’s Blood.
      • Summon Winged Twilight:
        • The Zap and Kick attack from the Twilight and its morphs will now do the same damage, to help reduce volatility in performance.
        • Reduced the damage of the Winged Twilight and Twilight Matriarch by approximately 69% per hit.
          • Summon Twilight Tormentor (morph): Reduced the damage dealt by the Twilight’s Zap and Kick by approximately 35%. These attacks will now rank up in 1.1% damage per rank, rather than 5%.
    • Storm Calling
      • Bolt Escape: This ability and its morphs’ stuns can no longer be blocked.
        Developer Comment:
        Previously, these abilities could be blocked without draining resources. While investigating this issue, we determined that the theme of charging into a group of enemies as a ball of pure energy would not be thwarted by a measly shield.
        • Bolt Escape Fatigue (morph): Reduced the ramping cost increase from using Bolt Escape or its morphs to 33% per stack from 50% so it operates closer to Roll Dodge.
      • Overload:
        • The hitbox for these ability’s Heavy Attack will now properly update when fighting Dragons.
        • Fixed an issue where the Heavy Attack augment from these abilities was not gaining the 70% damage increase from Heavy Attacking Off-Balance enemies.
      • Lightning Splash: Decreased the cost of this ability and its morphs to 3024 from 3510, and decreased the damage per tick by approximately 37%.
        • Liquid Lightning (morph): This morph no longer increases in damage per rank and now lasts 9 seconds, ranking up to 12 seconds at Rank IV.

    Templar
    • Aedric Spear
      • Puncturing Strikes: Reduced the base cost of this ability and its morphs to 2700 from 2952. Biting Jabs retains the 15% cost reduction.
      • Spear Shards:
        • Decreased cost of this ability and its morphs to 3024 from 3240.
        • Decreased the DoT damage of Spear Shards and Luminous by approximately 37% per tick, and Blazing Spear by approximately 42% per tick.
      • Spear Wall: Increased the duration of the Minor Protection granted from this passive to 3/6 seconds from 1.5/3 seconds.
    • Dawn’s Wrath
      • Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack.
        • Their first attack causes the sphere to hinder them, reducing their Movement Speed by 30% for 4 seconds.
        • Their second attack causes the sphere to entangle them, immobilizing them for 3 seconds.
        • Their third attack causes the sphere to smother them, stunning them for 3 seconds.
        • These effect can only occur once every second.
        • Note that the sphere can no longer be CC broken early, but can still be cleansed.
          • Total Dark (morph):
            • Renamed this morph to Living Dark.
            • You now envelop yourself in darkness for 4 seconds, which protects you. Anytime an enemy hits you with a Direct Damage attack, they are immobilized for 3 seconds and you are healed.
            • This heal value has been decreased by approximately 25% compared to the original value, but can now occur every half second rather than every .75 seconds.
          • Unstable Core (morph): Each time the sphere activates on the attacker, they will take damage. This damage increases based on the stage the sphere is currently in.
        Developer Comment:
        The previous iteration of Eclipse was originally meant to be a tool to disincentivize your target from continuously attacking, and instead back off or remove the effect. Due to the effect being able to be removed through CC break, it lead to very binary performance situations. This new functionality is meant to retain the idea to punish the target from continuously attacking, but with less polarizing gameplay elements for both sides. We also wanted the ability to be used in both PvE and PvP, so we've removed the pseudo crowd control element it once operated from.
      • Solar Flare: Increased the damage of this ability and the Dark Flare morph by approximately 4%.
        • Solar Barrage (morph): Decreased the damage of this morph by approximately 33% per tick.
      • Sun Fire:
        • Reduced the cost of this ability and its morphs to 2376 from 2700.
        • Increased the DoT damage by approximately 17% per tick, but reduced initial hit damage by approximately 17%.
    • Restoring Light
      • Backlash:
        • Purifying Light (morph): Decreased the healing per tick by approximately 29%.
      • Cleansing Ritual:
        • Increased the healing per tick of this ability and its morphs by approximately 95%.
        • Increased the cost of these abilities to 4860 from 4320.
        • Note these abilities continue to only tick once every 2 seconds, instead of the standard 1 second. This is due to the multi-faceted operational power this ability boasts.
          • Ritual of Retribution (morph): This morph no longer states it grants additional modifiers to the damage and healing, and instead deals damage for an identical coefficient of the heal.
      • Restoring Aura: Fixed an issue where the Minor Endurance and Intellect from this ability and its morphs were stacking with other sources.
      • Rushed Ceremony:
        • Honor the Dead (morph): Fixed an issue where this ability would cause animation stutters when attempting to cast the ability at a target who was using Mist Form or its morphs.

    Warden
    • Animal Companions
      • Advanced Species: Reduced the damage increase per Animal Companion ability slotted to 2% from 3%.
      • Feral Guardian: Fixed an issue where the grizzly’s attacks could become desynced or stuck after using Crushing Swipe. This applies to all versions of the grizzly. This will result in higher damage per second for the grizzly, since it will be able to properly perform its next action more frequently.
      • Swarm: Increased the cost of this ability and its morphs to 2700 from 2430, and increased the damage per tick by approximately 17%.
        • Growing Swarm (morph): This ability can now infect any nearby enemy from patient 0, rather than only 6 enemies.
    • Green Balance
      • Nature’s Grasp: Decreased the heal over time for this ability and its morphs by approximately 24% per tick.
        • Bursting Vines (morph): Increased the burst heal by approximately 13%.
    • Winter’s Embrace
      • Arctic Wind: Increased the heal over time from this ability and its morphs by approximately 66%. It will now start scaling the heal at 5% of your Max Health per tick, rather than 3%.
      • Icy Escape: Fixed an issue where this synergy was not being properly recognized by conditional bonuses, such as “When activating a synergy”.
      • Impaling Shards: Increased the cost of this ability and its morphs to 4536 from 3510, and increased the damage per tick by approximately 9%.
        • Winter’s Revenge (morph): Decreased the damage per tick by approximately 29%.
    Gina Bruno
    Community Manager - The Elder Scrolls Online
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    Consumables
    • Bloody Mara: Reduced the Max Health granted by approximately 14% and the Max Magicka granted by approximately 13% from this consumable. This was done to retain the fact that drinks are meant to be slightly weaker than their food counterparts, due to special item sets and bonuses that key off them.
    • Glyph of Bashing: These enchantments now grant Weapon and Spell Damage to your Bash, instead of only Weapon Damage. Also increased the potency of these enchants by approximately 21%.

    Item Sets
    • Affliction: Fixed an issue where the Befouled passive did not affect the Defile of this set.
    • Briarheart: This set will now place an appropriate buff icon on your Effects Bar and Character Sheet.
    • Defensive Position and Perfected Defensive Position: Reduced the amount of Magicka restored if you failed to reflect or absorb a projectile with Defensive Posture or its morphs by 20%.
    • Ebon Armory: Reduced the Max Health bonus of this set to 1000 from 1118.
    • Eternal Hunt: Fixed an issue where weapon swapping would remove the rune.
    • False God: Fixed an issue where the Magicka return from this set would fail if you were also wearing the Perfected version.
    • Heem-Ja’s Retribution: The Major Berserk granted from this set now lasts 5 seconds, up from 3 seconds, but now only works on enemies who you are actively in combat with.
    • Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus.
    • Kra’gh’s: The Area of Effect for this ability will now properly update when fighting Dragons.
    • Kyne’s Kiss: Fixed an issue where the heal from this set could Critically Strike.
    • Merciless Charge: Increased the amount of ticks this weapon grants by 1, resulting in an approximate 20% damage increase. This effect can trigger off each tick of Stampede’s Area of Effect.
    • Pillar of Nirn: Increased the damage of the bleed by 25%, resulting in a 20% total damage increase of the entire set.
    • Plague Doctor: Reduced the Max Health bonus of this set to 3000 from 4000, since this set has no additional requirements to justify an increase in stat density.
    • Quick Serpent: Fixed an issue where the Stamina return from this set would fail if you were also wearing Vicious Serpent.
    • Roar of Alkosh: The Area of Effect for this ability will now properly update when fighting Dragons.
    • Savage Werewolf: This set now ticks once every second for 4 seconds instead of once every 2 seconds for 6 seconds. This will result in 1 additional damage tick.
    • Sentinel of Rkugamz: The Dwemer Spider spawned from this set will now always spawn on the target who procced the summon, rather than only on the caster. The spider is also now immobile, and will no longer move once it has begun channeling its heal ability.
    • Shadow of the Red Mountain: Fixed an issue if this set gained a killing blow, it would not grab a new target in the area.
    • Stinging Slashes: Increased the damage bonus to 1600 per tick from 1350.
    • Thunderous Volley: Increased the damage bonus of this set to be nearly double the original value, since Volley and its morphs only tick once every 1 second, instead of every half second. The values are slightly less than double, since they are now on prettier numbers.
    • Torug’s Pact: This item set will no longer increase the damage of Oblivion damage enchantments. It will still, however, decrease their cooldown.
    • Twin Sisters: Increased the Damage over Time from this item set by approximately 67%, but the DoT now happens over 10 seconds instead of 8 seconds.
    • Velidreth: This item set’s proc can no longer hit the same monster multiple times.
    • Warrior’s Fury:
      • This set now procs off taking any damage, rather than only Critical Damage.
      • Reduced the duration of the buff to 5 seconds from 6 seconds.
      • The stacking bonus can now only occur once every half second.
      • Reduced the total number of stacks to 20 from 25, resulting in a 150 Weapon Damage reduction. Upon reaching 20 stacks the bonus can no longer refresh, but will double in duration.
    • Wyrd Tree’s Blessing: Fixed an issue where this set would proc and go on cooldown after attempting to purge an un-purgable negative effect.
    Gina Bruno
    Community Manager - The Elder Scrolls Online
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