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PC/Mac Patch Notes v5.1.5 (Scalebreaker & Update 23)

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
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Welcome to The Elder Scrolls Online v5.1.5 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 having abilities be more consistent with one another and how they interact with combat as a whole. You’ll find we’ve made a fairly substantial number of fixes and adjustments to combat abilities to support this goal, and have reduced skill respecs to zero gold for one week until August 19. We hope you enjoy this latest update, which is approximately 2.7GB in size.


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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
      • Fragments
      • Updated Item Sets
      • New Furnishings
      • New Titles
      • New Achievements
      • 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
      • Crown Store & Crown Crates
      • Dungeons & Group Content
      • Exploration & Itemization
      • Housing
      • Quests & Zones
      • UI
Edited by ZOS_CheriW on August 19, 2019 10:02AM
Gina Bruno
Senior Community Manager
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    Visual Effects
    • Reduced the screen shake effect from the Senche-raht Crush ability found in both Elsweyr and Sunspire Trial.

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    Developer Comment:
    Many of the adjustments you’ll find below are a result of our ongoing ability audit, to adhere to standards or for overall balance/quality of life as well as some fixes for issues that required further investigation from Update 22.

    Necromancer
    • Bone Tyrant
      • Bitter Harvest:
        • The heal from this ability and its morphs is now properly synced up with the essence you absorb, resulting in less of a delay.
        • Increased the healing per tick by approximately 11%.
      • Bone Goliath Transformation: Fixed an issue where you could occasionally become stuck as a terrifying giant after casting this ability or its morphs, and never return to your frail, humanoid form. You must now find other ways to usher terror into Tamriel.
      • Bone Totem: Increased the duration of this ability and its morphs by 1 second to help improve its animation of the totem crumbling, along with adding a new function. These abilities will now pulse a fear once every 2 seconds after the initial 2 second delay, rather than only once. 
    • Grave Lord
      • Blastbones:
        • Removed the delay of the skeleton summoned from this ability and its morphs before it would attempt to leap to its target, to help reliability.
        • Reduced the minimum range of the leap ability to 7 meters from 5 meters to reduce situations where the Blastbones becomes confused on what to do, causing it to stand still, pondering its own existence.
      • Boneyard:
        • Increased the cost of this ability and its morphs to 3780 from 3510.
        • Decreased the damage by approximately 32% per tick.
        • Increased the bonus damage modifier for consuming a corpse to 50% from 20%.
      • Pestilent Colossus: Reduced the escalating damage bonus each hit this morph deals. The total adjustment will result in an approximate 5% damage reduction.
      • Skeletal Mage: Increased the base cost to 4320 from 2430, and increased the damage per tick by approximately 90%.
        • Skeletal Archer (morph):
          • The archer’s base damage no longer ranks up by 1.1% per rank.
          • Reduced the scaling bonus to 2% per hit from 10%, which ranks up to 5% at Rank IV.
      • Shocking Siphon:
        • This ability and its morphs will now update their hitboxes when fighting large enemies.
        • These abilities no longer have a resource cost, and now scale off your highest offensive stats.
        • Decreased the damage per tick by approximately 14%.
        • Fixed an issue where the tether from this ability and its morphs would immediately break if you had bonuses to the ability range (like Battle Spirit) and cast it on a corpse further than 30 meters of you.
          • Mystic Siphon (morph): This ability now restores 35 Magicka per tick at Rank IV, down from 75.
    • Living Death
      • Render Flesh: Fixed an issue where the Befouled star from the Shadow tree was applying to the Minor Defile from this ability and its morphs.
      • Restoring Tether:
        • This ability and its morphs no longer have a resource cost, and now scale off your highest offensive stats.
        • Decreased the healing per tick by approximately 14%.
        • Mortal Coil: Reduced the Stamina return per tick to 35 from 79 at Rank IV.
      • Spirit Mender: Increased the cost of this ability and its morphs to 4320 from 2430, and increased the healing per tick by approximately 90%.
        • Intensive Mender (morph): This morph now heals for twice as much per tick, rather than 3 times. Reduces the duration in half, but also reduces the cost to half.

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    General
    • Improved Dragons' digestion. When slaying a Dragon, you will no longer find a few spare coins amidst all of their other loot.
    • Adjusted the placement of a number of crafting resource nodes throughout Elsweyr to make them more easily accessible.
    • The Hidden Moon Band, a quest reward from the quest "Path of the Hidden Moon", is no longer hidden while you try to enchant it. It will now accept Jewelry enchantments, as intended.
    • Fixed an issue that was causing Bahlokdaan and Mulaamnir to not drop any loot during their respective quests.
    • Fixed an issue preventing many quest rewards from Elsweyr from being enchanted properly. They would previously be awarded with enchantments that simply could not be updated.

    Achievements
    • The achievement "Dro-m'Athra Destroyer", earned for defeating Zalsheem on the Nightmare Plateau, is now named "Flattened the Nightmare Plateau" to ensure it no longer shares a name with a Title earned in the Maw of Lorkhaj Trial.

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    General
    • Fixed myriad clipping chests, resource nodes, and other miscellaneous spawners.
    • Fortis Asina was evicted from his wagon and, much to his chagrin, the invention of the lunch truck in Tamriel will be delayed a few more centuries.
    • Fixed an issue which could cause Zamarak to respond with incorrect dialogue when interacting with him after completing the Star Haven Adeptorium.
    • Reduced the number of hostiles at the base of the Stitches to improve performance.
    • The Sealed Imperial Summons is now available to read on the table next to Abnur after completing The Demon Weapon.

    Quests
    • Cross-Cultural Confusion: You now properly require Intimidating Presence to intimidate Thadarra during this quest.
    • Jode’s Core:
      • Fixed an issue where you wouldn't be kicked from the instance if you abandoned the quest on the step to Leave the Plane of Jode.
      • Fixed an issue where ground targeting AoE effects could injure an invisible Abnur Tharn used for directing warning shouts. As much as you may want to kill him, he is fairly critical for this scene and thus is now properly invulnerable.
      • Mulaamnir now animates properly during one of his attacks before the final boss fight.
    • The Battle for Riverhold:
      • Fixed an issue where Zamarak would keep drawing and sheathing his weapons.
      • Clarified what you should be doing right after arming Cadwell's traps in the goal tracker and on your compass.
      • Kaalgrontiid's health bar is no longer visible during the Battle for Riverhold.
      • Player characters who leave the fighting area will now be returned by Bahlokdaan more aggressively.
      • Player characters who are returned to the fighting area are no longer teleported inside Bahlokdaan’s damage aura.
      • Anyone inside the fighting area are no longer teleported unnecessarily when Bahlokdaan returns others to the same space.
    • The Final Order: Fixed an issue where Calo could be in two places at once after you find the Dragonguard Report.
    • The Lunacy of Two Moons: Fixed an issue where Haduras’s greeting couldn’t always be heard.
    • The Usurper Queen: Fixed an issue where one of Lieutenant Lepida’s VO lines was not playing as intended.
    • Thick as Thieves:
      • Sereyne is no longer under the bench on a particular ending.
      • Fixed an issue where Vole would, at one point, stand inside a barrel. When interrogated by Khasda's guards about who he was and how he got there, he replied, "I'm a locksmith, and I'm a locksmith."
    • Wisdom in the Winds: The chest containing an ancient scroll will now be within the intended radius.

    Tutorial
    • Fixed an issue where you could interact with the wrong Zamarak after the tutorial was complete.

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    General
    • Sunspire Motif Chapters and Books no longer display a Required Level, because the Required Level was always just "Level 1".
    • The Sunspire Champion Senche-Lion mount now has the correct icon.
    Gina Bruno
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    Dungeons
    • Falkreath Hold
      • Falkreath Defenders will no longer display nameplates during the fight with Domihaus.
    Gina Bruno
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    Dungeons
    • White-Gold Tower
      • The Adjudicator
        • The Adjudicator is now immune to crowd control effects.
        • Fixed a typo in one of the Adjudicator’s death recap hints.
        • Fixed an exploit that made it easier to defeat the Adjudicator.
      • Molag Kena
        • Storm Torrent now has the correct icon, and will no longer display extra effect icons.
        • Shock Wall no longer displays extra effect icons on players hit by the ability.
        • Removed extra icons displayed by the Lightning Surge ability.
        • Shock Surge no longer affects players under the effects of Barrier and/or Shield Wall.
    Gina Bruno
    Senior Community Manager
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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
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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.
    • Player-sourced Oblivion Damage will no longer bypass immunities on bosses. 
    • Block mitigation now has a cap of 90%. This was done to prevent situations where you could reach 100% damage mitigation, which is not okay, m’kay?

    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
      • Searing Heat: Rank II of this passive now increases the duration of the affected abilities by 4 seconds, up from 2. It also increases the damage dealt of the abilities by 10%, up from 3%. 
        Developer Comment:
        These changes were done to ensure these abilities keep up with our current DoT standards, and to help emphasize the Dragonknight’s more attrition-based combat style. 
      • 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.
      • Corrosive Armor: The penetration granted from this ability now only applies to the ability itself, and Direct Damage attacks or channeled attacks like Flurry. 
        • If you would like more insight on this change, please read the developer comment under the Two Handed Onslaught changes, which has similar adjustments. 
      • 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.
        • Shadow Image (morph): Your Shadow Image has gotten over its misguided protective nature, and will now once again allow you to teleport to it when it is on a destructible piece of terrain such as keep walls, bridges, or resource towers. It also would like to apologize for the previous frustrations in your relationship, and wants you to know that it still loves you. 
    • 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 200 Weapon Damage for 8 seconds.
        • Sap Essence (morph): Increased the healing from this ability by 23.3% since it was missing rank up progression, and was being reduced by 20% if you failed to hit a target with the damage of this ability. This also fixes the issue where casting the ability in rapid succession while hitting no targets would decrease the heal by 20% per cast, until it would reach -100%, and stop healing. 
      • 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.
        • Increased the shield size limit for this ability and the Empowered Ward morph to 50% of your Max Health from 40%. Hardened Ward is increased to 60% from 50%. If you would like additional insight to these changes, please read the developer comment under the Light Armor Annulment changes, which has similar adjustments.
          • 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.
        • The Heavy Attack from this ability and its morphs can no longer be interrupted. 
      • 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.
      • Surge:
        • Critical Surge (morph): Increased the healing granted from this morph by 10%. 
        • Power Surge (morph): This morph now grants its healing to up to 6 targets, but will trigger off Critical Heals rather than Critical Damage. The cooldown is 3 seconds rather than 1, to ensure it offers similar healing to other AoE heal over times. 

    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.
        • This ability and its morphs will now use an older version of camera controls, predating the adjustments with Murkmire. This was done to prevent many of the errors occurring explicitly with gamepad mode.
      • 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. These abilities can now only be active on one target at a time.
        • 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 66% 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%.
    • Green Balance
      • Healing Seed:
        • Budding Seeds (morph): This morph now also introduces a Heal over Time while the Area of Effect grows. If the ability is consumed early, this Heal over Time is also consumed. 
      • 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: 
        • Updated the healing from this ability and its morphs to happen faster and be focused more on the initial heal, rather than the heal over time. 
        • The initial heal now scales off 25% of your Max Health, up from 15%.
        • The Heal over Time remains at 3% of your Max Health per tick, but happens every 1 second for 5 seconds instead of every 2 seconds for 10 seconds.
      • 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%.
    Edited by ZOS_GinaBruno on August 9, 2019 7:13PM
    Gina Bruno
    Senior Community Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
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    General
    • Certain item set-sourced pets will no longer be filled with fear and dismay when you enter Stealth, which would cause them to cease existing. They will now only disappear into the void when their time on Nirn has ended (death or duration end).

    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
    • Adept Rider:  The Major Evasion from this set will now properly apply to Area of Effect damage. We’re aware the nature of this set is not ideal for its proc conditions, and will investigate future adjustments for a future update beyond Update 23. 
    • 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.
    • Cruel Flurry (Maelstrom Duel Wield): 
      • Reduced the amount of Weapon and Spell Damage granted from this set to 1000 from 2003. 
      • The bonus Weapon and Spell Damage will now apply to any target-applied Damage over Time effect cast within 4 seconds of the bonus being applied, rather than being consumed on your next target-applied Damage over Time effect. This will result in less total power from the set, while being easier to engage with in a real-time combat with target swapping and movement. 
    • 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.
    • Gossamer: 
      • The Major Evasion from this set will now properly apply to Area of Effect damage. 
      • Removed the 10% chance to proc, but reduced the duration of the bonus to 2 seconds from 6 seconds. 
      • Note: These changes were done to improve the use case of the set, while requiring a more constant rate of healing to retain it. 
    • Grace of Gloom: 
      • The Major Evasion from this set will now properly apply to Area of Effect damage. 
      • Removed the 10% chance to proc, but reduced the healing to 2000 from 3440. 
      • Removed the hidden 500ms cooldown from the heal proc. 
    • 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.
    • Hist Bark: The Major Evasion from this set will now properly apply to Area of Effect damage.
    • 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.
    • Necropotence: Fixed an issue where the bonus from this set was not applying its Magicka gained to Necromantic pets. Now you can properly Necro on your Necro. 
    • Nightflame: 
      • This item set now has a 10% chance to proc on healing, up from 5%. 
      • Increased the cooldown to 10 seconds from 6 seconds. 
      • Fixed an issue where this set could critically strike. 
      • Reduced the healing per tick by approximately 27%.
    • Oblivion’s Foe: This set now grants up to 1000 Weapon and Spell Damage to your Soul Trap ability, rather than increasing its damage by 100%.
    • Pillar of Nirn: Increased the damage of the bleed by 25%, resulting in a 20% total damage increase of the entire set.
    • Pirate Skeleton: 
      • Reduced the duration of the proc from this set to 10 seconds from 12 seconds. 
      • Increased the cooldown to 20 seconds from 15 seconds. 
      • The Minor Defile is now Major Defile. 
      Developer Comment:
      These changes were done to adhere the set to our itemization standards, and was prioritized over others as a large callout by the community that this set was enabling far too much protection with too little draw back. 
    • 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.
      • Reduced the healing per tick of this item set by approximately 5%. 
      • Reduced the Stamina per tick to 500 from 524.
    • 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.
    • Spectre’s Eye: 
      • The Major Evasion from this set will now properly apply to Area of Effect damage. 
      • Increased the cooldown to 10 seconds from 6 seconds, but increased the duration to 5 seconds from 3 seconds.
    • 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.
      • Fixed an issue where the bonus from this set would occasionally double dip and increase faster. It will now properly increase each tick of Volley and its morphs after the first tick of damage is dealt. 
      • Fixed an issue where Endless Hail was not getting the bonus of this set on its final tick. 
      • This item set will now retain its bonus if you bar swap before it can first register its damage. Rejoice, as you no longer need to sit around twiddling your thumbs before continuing your rotation!
    • 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.

    Traits
    • Protective:  Reduced this item trait to 1190 Physical and Spell Resistance at CP160 Legendary quality from 1844, to ensure its strength is similar to other jewelry traits.
    Edited by ZOS_GinaBruno on August 9, 2019 7:28PM
    Gina Bruno
    Senior Community Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
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