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

  • Tiath
    Tiath
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    My biggest pain point is the lack of saved progress in the Infinite Archive.

    It's very hard to find the time to do a long Infinite Archive session: I've never made it much past the end of Arc 3: Not because I've run out of threads, but because I don't have time to continue.

    While you still have threads remaining, the arc, cycle and stage you're at and the visions and verses you've collected should be saved, so that you can leave the archive and return with equivalent progress.

    Progress not being saved makes it impossible (at least for me) to get to higher arcs when real life keeps intruding: Family, meals, needing to walk the dog! (not to mention comfort breaks!)

    I understand with the roguelike nature of the IA it's unlikely that the map you're on could be saved, but that's not important: It doesn't matter if you come back and the stage is on a different map as long as it's the same progression as when you left.

    Naturally, running out of threads or resetting the instance with the hourglass would reset you back to arc 1 cycle 1 stage 1.

    It would be a huge quality of life improvement if possible.

    Edited by Tiath on April 21, 2025 3:29PM
    PlayStation EU / PC EU
  • Chufu
    Chufu
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    Top Bugs/Issues
    Bug 1: Dungeon queuing with friends, sometimes the crown gets stuck and can't queue the group anymore, so needing to disband, then re-invite. This whole dungeon queuing in general could need an overhaul/repairing.
    Bug 2: Having to re-press certain skills after death or zone-change is quite annoying, e.g. banner.
    Bug 3: Playing Necromancer still feels quite clunky/buggy with some skills.
    Bug 4: Getting the message "client needs to be repaired" sometimes when starting the ESO Launcher (I'm playing on PC via the game itelf, not Steam or any other platform). But when I reload the launcher or start the game anyway, the message is gone and all works fine even though I didn't repair. Just confusing...
    Bug 5: Housing furniture placement: Still awful in some houses, when you try to place it with the ingame option to automatically align it to the ground/wall, but instead it just flicks around and you have to manually adjust it. Happens to me still quite a lot with pictures that I want to put on the wall or items I want to put on the grass (the ground items are then still floating sometimes).

    Top Pain Points
    Pain Point 1: Overland difficulty, most monsters/NPCs are still ridiculously easy. I still remember good old Veteran times, where there were at least challenges involved and mechanics needed to be played and not just out-dps'ed.
    Pain Point 2: Treasure maps need to stack.
    Pain Point 3: Transmute crystal cap higher please (especially for ESO+, why can't we have 5000 instead of 1000?)
    Pain Point 4: Resetting resource-node-surveys (from crafting) needs to be easier, why do I always need to run away 100 meters or logg off and then come again to be able to harvest the node again? This is such a hassle, especially when you have like 20 of them for one specific location.
    Pain Point 5: Grinding companions to max Level is super boring as only kills count. I'm questing quite a lot with them, why does quest-XP not count as well?
  • mook-eb16_ESO
    mook-eb16_ESO
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    1 BUG stuck in combat especially after death. I have noticed when you respawn in pvp, players are still being hit by damage that was received before they died and they instantly they get put back in combat and also who ever happens to be standing next to them at the spawn point gets hit which can trigger gear that is proced by damage get proced e.g ddf. Why on earth the dev team cannot apply a complete reset to all effects on respawn: the same that would be applied as if you had travelled to another instance, I do not know. This would save some server load and stop people having to visit uncle Sheo to remove 12 million days of burning, stuck in combat etc. Reset should also be applied after using way shrine.

    2 BUG rush of agony see https://forums.elderscrollsonline.com/en/discussion/675006/rush-of-agony-set-pulls-through-block

    3 BUG CC Applied dk leap needs a fairer fix as it also breaks cc rules see
    https://forums.elderscrollsonline.com/en/discussion/673877/dragon-leap-is-breaking-the-rules-by-ignoring-cc-immunity

  • Bithabus
    Bithabus
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    Why cant we mount in combat?
    Edited by Bithabus on April 21, 2025 11:22PM
  • Ascarl
    Ascarl
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    Animation canceling. I used to be a bug, than declared a feature.
  • Ecgberht_confused
    Ecgberht_confused
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    1- Weaving destro LA and swallow soul is super clunky! I haven't seen any other skill that's that clunky when weaving. People were discussing it on the forums since 2017 but it has not been addressed?
    2- Stuck in combat
  • MreeBiPolar
    MreeBiPolar
    ✭✭✭✭✭
    Pain point: missing Tutorial skill point on old characters.

    ... Not that we /need/ it, it's just a PAIN for completionists.

    ... On that note, same with the 2SP for the mages' guild quest reward. It's the ONLY quest in the whole game that gives the different reward, with the concept that you get same rewards and the way you do stuff does not matter enforced even in most idiotic cases elsewhere, and this one is not just a little bit different, it's... OVERWHELMINGLY different.
  • Wolfy2512
    Wolfy2512
    ✭✭
    Pain Point.

    Have started an Ice Mage Warden alt, purely for fun, using just Winter's Embrace and Destro skills, with double Ice Staff.

    However, when levelling up, the rewards aren't that much of a choice.

    Level 9 - Prophet's Inferno Staff
    Level 15 - Prophet's Inferno Staff
    Level 25 - Ooh, a Lightning Staff

    I know I don't have to use the above, it's a reward, but a choice would be nice (ice baby)
    PS4 EU since 2015, PC EU since 2024
  • Artem_gig
    Artem_gig
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    I remembered another pain point in this game that makes me drop the game for a week or even a month. In fact, that's why I hate this game. Namely, the daily experience bonus for playing cards or battlegrounds. Sometimes it happens like this (every time I decide to enter these disgusting modes for some reason) that even after 7-9 games, I haven't won a single game. And it's just disgusting to spend so much time and not get what you came for. I hate it. The feeling that I wasted 3 hours when I could have been doing something useful instead of playing this junk, hoping for a bonus. I would like a guaranteed daily bonus for a second defeat.

    That's the only way I could enjoy these modes. But for now, I hate them, and sometimes the whole game goes with them.
  • Maggusemm
    Maggusemm
    ✭✭✭
    BUG: Chef Arquitius's Lost Thesis is bugged, not on the market for months.
    In the patch notes it was said that the drop rate was increased but this was not working as intended as it looks.
    Edited by Maggusemm on April 26, 2025 8:13AM
  • Shadow-Fighter
    Shadow-Fighter
    ✭✭✭✭✭
    Bug #1 Lorebooks
    Lorebook bugs that can't be completed

    Bug #2 Quests
    Quests that can't be completed (Murkmire Choinxth / Stonefalls)

    Pain Point #1 Class identity
    Class identity not exits anymore(!) thanks to hybridization (!)
    No to subclasses(!)

    Pain Point #2 100k+ Dps builds
    Add Softcap @20k dps - Overland easy mode and your so beloved hybridization will also be solved.

    Pain Point #3 Unknown motifs
    Collectibles / Motifs / etc - Only unknown ones should be given. "Unknown"-Filter.

    Pain Point #4 AWA
    Account Wide Achievement

    Pain Point #5
    Guild store
    Natch Potes is like a box of chocolates - you never know what you're gonna get
  • zaria
    zaria
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    i say 1 is stuck in combat, especially in Cyrodil groups.
    Why is this group related and worse group related to member outside of any skill range?

    Npc idiotic behavior who is a bit related. You pull an group of enemies like bandits while riding or running to an location.
    You then stop, if too far from the enemy assigned range they will run up to you, do an single attack and run back.
    Putting down an ground AoE like endless hail or wall or elements will also make the enemies run back without their single attack. Behavior makes no sense, if enemies followed you until attack they should continue not just do one attack and run back.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Maggusemm
    Maggusemm
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    Psijic skill line also does not have a scribing skill which would be nice.

    Also, thieves guild does not have a scribing skill
  • cmetzger93
    cmetzger93
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    Swimming underwater
    Remove the weird block animation/graphic
    Mount swim animations (like oblivion)
    Housing gardening (like Skyrim)
    Dressable mannequins for housing
  • cmetzger93
    cmetzger93
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    Also allowing us to put helmets on companions or at least by default the faces of other people's companions should be randomized so there aren't as many clones
  • FadeShade
    FadeShade
    ✭✭
    Top Bugs/Issues
    1. Bug 1
      combat prayer & other ground skills like wall of elements that often simply don't work. it may because they are 'ground' effects and almost seem like they need a flat surface or slight upward angle in order to activate. It isn't always possible in faster combat to find this slight upward angle or flat surface (horizontally aligned reticule?) and, judging from past forum posts, it seems like this bug has been around since the beginning of eso. I would like to see all these skills looked at and fixed so that they are not as strict on character & weapon alignment; f there is such a check, just get rid of it as it would probably fix the bug.
    2. Bug 2
      desynch between audio and visuals. this is amy be at my end but it would still be handy to have a timer to adjust so I could manually synch them. but there is a general desynch in game, worse in group content like dungeons but happens in overland where, for example, sometimes something is killed but takes a few seconds to update before the 'dead' creature is actually dead. this sometimes happens with resource nodes where you see one, move to it but it disappears when you get closer, too: i've seen players comment that it's because the nodes are shared but there's never been any official zos statement about this so just seems to me to be player speculation. Please either fix or clarify this latter issue.

      There are also some long-standing load screens that appear and have been there for years: leaving daggerfall and heading towards the baelborn wayshrine, there's load screen that often happens as you exit the town. There's another like that in Grahtwood, just east of the gil-var-delle wayshrine just at the top of the hill on the road and to either side; as you crest the hill mounted or on foot there is a load screen often that either flashes but always interrupts action. There are others that I can't recall but you need to fix these two I've mentioned because they've been in the game forever.
    3. Bug 3
      it takes too long for a bug report in game to process and it locks the client until it's finished whatever it's doing. this needs to be fixed so it's instant. if the game is already tracking position etc, it shouldn't have to lock my game for a bug report to send, it should just 'go' instantly when I'm done. with this delay in the reporting system, I have to be pretty motivated to send a bug report in game because of this huge time delay imposition.
    4. Bug 4
      fix the main & zone quest order and timing. it's great that stuff can be done in any order but it ends up not making much sense. when I started the game I just grabbed stuff as I went along and it just was meaningless and confusing. It took other players & google to provide information that the game should have given. the zone quest guide is ok - barely. keeping the flexibility is good but I'd like, maybe, a toggleable setting so I get a warning or some indication that I am about to take a quest out of story order - even a difference in colour or shading would help. for example the next quest in order has the npc quest arrow bright whereas one further removed in story order is progressively darker/greyer/shaded. Or numbered. Just something, anything to indicate the story quest timing order.
    5. Bug 5
      stop making universal changes to the ui and layout so that it's all enforced. changes should be optional. why can't I create character who doesn't have to wait for specific level milestones before I can unlock undaunted or housing quests? Or crafting? It's really bugging and painful with undaunted, for example, because you don't get any credit for advancement of skill line until you've unlocked the skill line. I get it that you want to make it new player friendly but do you really need to make everything so horrible and unfriendly for more experienced players? When a character is created there's a skip option for the tutorial replay - this should be extended to include an option to have all skill lines revealed like they used to be, including the ability to pick stuff up like undaunted once a new character enters the game.
    Top Pain Points
    1. Pain Point 1
      there's no way to link skills in chat so they are clickable with associated popup and skill tree. this makes it hard to explain or share info with other players about builds and setups for skills. It would be handy to able to explain "I have *this* skill" and I can insert a clickable text into chat that opens up the full skill tree including morphs with my selected ones highlighted. This would be useful both for me to explain to others and so others could help me.
    2. Pain Point 2
      the ui is not consistent. for example there is no 'bind' option when deconstruct is selected in a craft table. seems like the devs assumed character that was interacting that way would bind-by-deconstruction rather than a player deciding they want to keep an item but bind it. It's too curcuitous to come out of the interface or switch things around just a bind an item then return to the deconstruct craft ui and that's because the menu options are missing. There's plenty more like that, too many to describe and devs need to go through and check and make sure they're consistent.
    3. Pain Point 3
      mentioned above but it's a real pain point. STOP making UI changes and enforcing them on everyone. Options are much better. I see that u46 is changing the ui after many years but, instead of giving us an option to stay with the original look, it's yet again being shoved on us. I don't want to have to use an add-on to restore a feature of the game that was default for years. So quit with this enforced changes - give us the OPTION, that's all. You need to understand and recognise that every time you force an unnecesary change it's a another notch in the 'this game sucks' stick: you get enough of those and it's quitting time over something that you could have provided an opt out for.
    4. Pain Point 4
      some way to restore character specific achievements even at a local or client-side level. And don't make it horrible. give us the character specifics as an optional extra tab. it's better for replayable and would maybe encourage a lot of players to return who left over awa. this is not so much my pain point as my grandad's but it's valid nonetheless - it was a pretty rotten thing to do in the way you did it, so it's the least you could do by returning a decent and workable interface to thse who really enjoyed the character specifics.
    5. Pain Point 5
      fix the fonts that you changed a while back. books, scrolls etc cannot be read easily because the fonts are thinner and just not as readable. You need to provide more options to configure this stuff so everyone can pick what works best for themselves.

    And I have to say that other players who have been in game longer than me have said this whole thread or process is a waste of time, that nothing will actually be done. But I remain hopeful: please don't let this be another notch in the quit-stick!
    Edited by FadeShade on May 2, 2025 11:20PM
  • Schared
    Schared
    ✭✭✭
    Hello,
    I will hold off on the bug reports as so many people these days chose to do. In the past the was a large group of people that spearheaded in the multitudes of content, be it raiding, trading or even roleplaying. These over-active people usually figured out what was going on quite rapidly. However as there was no direct avenue, support tickets fell on deaf ears and forum posts got heavily edited or removed entirely - while their online activity or forum voice got punished there is significantly less bug reporting these days as there is no connection of trust.

    Pain Point: Roadmap: While a very blunt roadmap has been provided there has not been any reasoning for the "why" decisions are made. Many decisions made are still questioned to this day and it is the general belief of the playerbase that the thing that prevents rollback is pride.

    Painpoint2: Communication. As I had the pleasure to talk to some of the devs first hand and they generally seem capable and interested in improving the game, a sentiment shared by constructive players, i believe the issue lays within the middle-layer between the player and the dev that fails to establish communication.

    Painpoint3: This is perhaps hard to blame on anyone, but it appears that making mistakes is a big nono on all levels of the company. I come to this conclusion as very rarely strong statements are made and most sentences are contructed with innate wiggle-room. Perhaps Iam alone on that front, but Id much more appreciate someone who tries, fails and apologizes instead of constantly keeping everything in a soft-limbo.

    Painpoint4: Presentation of success - this was perhaps most prevalent during the covid player surge, as during the time most games saw a massive influx of players ESO like other games reported it as a success. While Iam impartial to it, I believe this perceived success was taken as confirmation for the path taken and has led us down to the current state of the game. And while I cannot argue that covid injected players into the game, if that is put into context of the competition like WoW or FF14 that reportedly doubled its population, I would still log it as "failure to attract the masses".

    Painpoint5: Perception of Accessibility - Accessibility is a great thing, especially in a realm that is so removed from reality and people can truly take up a different personality. However, I believe there is a fundamental misunderstanding about what accessibility entails. The interpretation seems to be making the game easier instead of providing the correct tools.
    To speak metaphorically: If a baby is sharing the table with adults, the adults should not have to eat baby formula.

    Alas, hope this did not enrage or offend, as even though I have been through years of decline I still wish for the game to be better and for it to reinvite the people that have quit over the years due to the multitudes of changes. I also do believe that many eso-related content creators and people of the community could within minutes provide information that takes apparently ages to gather.

    Best Regards
    cleared AA once i know what iam doing
  • Sachsen71
    Sachsen71
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    Pain Point 1: Could we please be able to mount up inside our homes? At least in outdoor areas? It would make some of these huge homes so much easier to get around in.

    Pain Point 2: This is more of a request than a pain point. For some of the older DLC dungeons (Fang Lair, Scalecaller Peak, Moon Hunter Keep, March of Sacrifices, Frostvault, Depths of Malatar, Lair of Maarselok, Moongrave Fane), can you please make the trifecta achievement an earnable title? I REALLY want Apex Predator (March of Sacrifices trifecta) and Mountain God (Scalecaller Peak) as titles...
  • mbeetley_ESO
    mbeetley_ESO
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    Two unrelated pain points:

    1) This seems rather low hanging fruit: DARK ELF BED OF COALS. Why on Nirn isn't that in the crown store? Come on. We can get two in game total unless we're lucky enough to find someone who doesn't want them (or wants the money more) selling them in the guild trader. The very fact that there are three homes where they fit, but only two are available through normal means, is SILLY. Come ON. We'll buy them.

    2) Why aren't companions flagged in the UI unless they're dead? I can easily identify my group members, I can see my summoned pets. Why can't I see which one of the Sharps (or whomever) is my companion when he's alive? The "dead companion" icon is fine, but just take the plus sign off and use the rest as a "live companion" icon.
    Edited by mbeetley_ESO on May 4, 2025 10:59PM
  • film
    film
    ✭✭✭
    Transfer accounts from console to PC.

    Follow the stream if you like the stream. Marry the stream if you love the stream.
  • xencthlu
    xencthlu
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    I know I've already made a post about the bugs and pain points that concern me, but as I've played a lot more of the game since then, I've got more pain points.

    1) 15 USD per outfit slot for a single character unlock is, I think, the worst deal I've seen for that particular feature in the 20 years I've been playing MMOs. Most MMOs charge 5 USD for an account unlocked outfit slot, if they charge real money at all; most have slots purchasable for in game currency. I'm comparing ESO to SWTOR, STO, ***, FFXIV, LOTRO. It's wildly out of line with industry standards. I wonder how many people have bought one intentionally, versus how many bought one thinking it was an account unlock and had immediate regrets. It's a shame, because clearly, a lot of dev time went into it, and except for the fact you can't get outfit slots, it's genuinely a good system of customisation. I wish I could use it more than once per character. If you made outfit slots account wide, I'd buy like three immediately even at that crazy price.

    2) I put together one of the meta tank builds on my dragon knight and, my god, tanking in ESO is the worst tanking experience I've ever encountered in an MMO. I'm not shocked ESO suffers an extreme deficit of tanks. You don't *feel* like a tank, at all, even with top trial gear on, upgraded all the way, and a thousand and change in champion points invested. You get knocked around, pushed over, stunned near constantly because a tank's the target of every enemy mez, and every enemy has a mez. (I know about potions of mez protection. I have some. Tanks aren't really supposed to use them, because they need tripots to recover every resource, because they need every resource.) Of course, that's an ideal situation; most guides and general advice tells you not to bother getting aggro of groups of enemies, and to only focus on the big tough guys, because there's no AOE taunt in the game. God forbid you have adds in a boss fight -- the adds will body-block your single target taunts, and if you're doing the kind of content in game that requires a real tank, the boss will then one-shot your DPS or healer. After tanking some DLC veteran content, I no longer wonder why the community focuses on parsing numbers over any other build goal. Good DPS can cover for a bad tank in difficult content; a good tank can't make up for anything with bad DPS. Beyond enabling a group to try difficult content, a good tank in ESO has very little impact on how successful a group is even if they're running support sets (as Hyperioxes recommends.) ESO's a game where a tank often has to dance around a boss fight battlefield to avoid the bad that's as lethal to the tank as it is any other role, so I never feel particularly tough because I'm running away like a scared little kid. A number of serious fights like vet Fang Lair's Thurvokun even call for a tank to outright kite the boss. All with a significant penalty to speed, because one of the best tanking passives from the fitness tree, bracing anchor, reduces your speed at 16% per stage, and it has 5 stages. ESO is an action game where positioning is critical to success, and in order to tank, I need to put a ball and chain around my ankle. No matter that I'm also eating so many snares I have no special protection to, because they're so common amongst trash mobs and adds.

    It's terrible at fulfilling the class fantasy. The play feel is atrocious. It's wildly unrewarding. I don't see the tank deficit getting better while tank gameplay feels so bad. I know a lot of people who main tanks in other games who try it briefly in ESO and bounce off it hard.

    Additionally, and this is unique to ESO amongst the other big 5 MMOs offerings, tanks are completely miserable to play in solo content. It takes about 30 seconds for a trial-equipped tank to kill an overworld enemy. No other role has to make a sacrifice like this in solo play. Healers are still capable damage dealers without needing to swap to a new armory build, just a few skills off their bar. DPS get a decent amount of survivability with a similar skill swap. The way damage links to attribute distribution uniquely handicaps tanks just trying to clear a delve, no matter handle a world boss or do the main story. Yes, you can just make a new build with the armory system and swap between them, but why should a tank have to do that for *solo* content when other roles don't? At that point, why even bother with tanking? You're going to have an easier time doing anything just running around as a DPS or healer all of the time, no fiddling with the armory system needed. I'd like to see base tank damage brought up to a level where overworld and solo content isn't total misery to do. I could forgive every other problem with tanking if this were true.

    To summarise into bullet points that can be easily parsed:
    • Getting constantly mezzed, knocked over, thrown around as a tank makes a tank feel weak, powerless, and squishy; when it's happening constantly, there's not really meaningful counterplay. A mez is basically just being told you're not allowed to play the game for <x> amount of time. I'd like to see tanks get a measure of built in protection from this.
    • Having only single target taunts means tanks are nearly useless in trash pulls. I'd like to see some AOE taunts.
    • I don't think adds should be able to body-block single target taunts intended for bosses. This would become a non-issue if AOE taunts were added to the game.
    • The scribing system is a good start, especially since it's being added to the base game, but in class skill lines I'd like to see more tanking tools have debuffs and buffs built in that can help DPS produce better numbers. As a tank, I'd like to contribute more directly to my team's performance that way.
    • I wouldn't mind how much a tank has to move around so much in so many boss fights if other tanking issues were resolved. It's just insult to injury.
    • I think being hard to kill=being slow is an archaic way to balance tanks and should be totally removed from the game. If positioning is important, no role should have to suffer movement penalties. It makes the game less responsive and less interactive.
    • Echoing everyone's complaints about how the base game UI doesn't give you enough info. Special effects make visual cues disappear; without addons, it's impossible to tell when you need to be blocking against a powered-up attack or interrupting a spell.
    • Boost tank damage in overworld/solo content, or even on small teams of two people. I don't want to parse 100k on dummies or anything crazy, but I don't want to have to swap builds to do zone dailies while I wait for a queue to pop. It wouldn't take much to achieve parity here, given the state of overworld content.
  • iankoala
    iankoala
    Soul Shriven
    Top Bugs
    1. Not being able to pass through doors in certain dungeons if the game thinks you're in combat, especially when the enemy is really far away. At some point you should be able to pass through if you're not actively being attacked, like it works in the overworld. This has killed dungeon runs for me tbh.
    2. Lightning Staff HA Tri Focus splash not being affected by battle spirit when the initial bolt hits an NPC but the splash hits a player. Funny in IC, but it's been an issue for a while.

    i cannot think of three other bugs right now.

    Top Pain Points:
    1. Banner Bearer FX & Focus - It's too strong to pass up, especially for DPS Arcanists. But it's not a fun skill and it has some issues. First of all, the visual is disproportionately intense for its impact, prone to bugs, and crowds out ground effects that are actually important. It would be better without it, or perhaps just pulsing once upon activation so the user gets a feel for the radius. Second, the focus/damage buffs need to stack / overlap. Not in the sense that you'd get three 6% bonuses if three banners were affecting you, but in the way that if those banners were different focus/types and your skill's damage matched one of them, you would get the bonus. Right now you only get the bonus of the first banner that affects you, which adds both a coordination challenge to make sure everybody has the same one, and also further centralizes the arcanist meta. Not super great impacts. Having different types of banners should be better!


    2. Not enough styles for clothes/civilian/non combat are available. Costumes are nice but they're not super customizable. Maybe buying a costume could give you corresponding styles for pieces of it when applicable?


    3. A lot of BiS support arena weapons are locked behind solo arenas, which are really best done on DPS characters. It'd be nice if drops from group arenas were buffed, and maybe there were more options & sources for arena weapons overall.


    4. Furniture storage. There's gotta be an elegant craft-bag esque solution here. I think higher limits on how many you place could also be cool, but for performance purposes maybe you need to weight how many slots an item takes up based on its complexity/FX/etc. A separate subscription to some sort of housing-plus thing might help cover the cost without eating into the general ESO plus value.


    5. I can echo the tanking struggles mentioned right above. Tanks need a little bit more solo power and carrying power for how much extra work and investment they need. Even just a passive or skill that boosts your weapon attack damage after taunting / against taunted targets could go a long way; something that can't really be leveraged by DPS. I don't think other MMOs require supports in general to juggle so many combinations of gear for different groups and encounters.
  • MJallday
    MJallday
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    1- Weaving destro LA and swallow soul is super clunky! I haven't seen any other skill that's that clunky when weaving. People were discussing it on the forums since 2017 but it has not been addressed?
    2- Stuck in combat

    i see your swallow soul and raise you channeled accelleration

    lasts for 2 seconds but takes 1.9 for the animation to finish.

  • xylena_lazarow
    xylena_lazarow
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    Updated for PTS!

    1) double spectral bows from Grim Focus in PvP

    2) Rushing Agony in PvP
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • mistformsquirrel
    mistformsquirrel
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    Pain Points:

    1) Per-Character Mount Progress - I'm an altaholic... it drives me bananas that every single one of my characters needs to separately level up their mounts. I don't think everything needs to be account unlocked but mounts are a bizarre time gate that honestly confounds me why it's like this to begin with?

    2) Character deletion limit - I understand the reason is to combat botters; but as an alt-aholic who re-creates characters just to see how they look... it's quite annoying to deal with.

    3) Companions - I love them as a concept, and I really do enjoy some of their personalities... but on a fundamental level, I want them to be an accessory to my character. Right now, with the 'no helmets, no hats, no polymorphs' thing? means they can't be that. I can't change them enough to fit with my character if I want to. One option might be to allow for more generic companions - hirelings you can customize from the ground up, or contracts to hire in your own other characters; or maybe hand-raised animal companions or (heh) hand-raised undead. Maybe a dwemer construct.

    There's a lot of ways you could go with this. - And remember, if we can polymorph companions that might get people buying polymorphs they would never use on their own character. I'm just saying.

    4) - This is the one that always manages to drive me away from the game in the end.

    It's really hard to be a straight up fighter/barbarian/rogue type in this game. This game demands you use magic on every character. Even if the casting cost is stamina, most of the class abilities are blatantly magical effects that feel way outside the fantasy of "someone who hits stuff with a big axe" to me.

    Even within one of the weapon skill lines, you have Razor Cloak in Dual Wield - which is another blatantly magical effect in one of the few otherwise non-magical skill lines in the entire game. Lack of polearms is a similar thing too - you have an entire line of spear skills... but for some reason it's got to be specifically a magical summoned spear for Templars. Why... can't we just have those animations with a regular old spear? Why did it have to be for a specific class and be magical?

    Wardens - Cliff racer plows directly into enemies instead of swooping by them. It feels more like a cliff-racer shaped fireball than calling on help from an animal pal. I also don't understand why it's a Cliff Racer specifically instead of just... a bird. It feels way too Morrowind-specific that way.

    What I'm getting at with the above is - it feels hard to put together a character I want to play because I always have to *heavily* compromise my idea in a way other MMOs generally don't make me have to do.

    Subclassing will help, but it does not solve the fundamental problem; though long term adding more stuff to Scribing might.

    5) The store rotation - "Oh hey what is that cool outfit? I'll buy that in a heartbeat!" ... *looks it up* Oh it was available for sale last month when I wasn't able to play for some reason so I guess it'll be back in a couple real years. I'm trying to give you money, please let me?

    I have literally had times where something I desperately wanted 6 months ago came back and I ended up not buying it because I was still annoyed I couldn't get it when I did want it. I doubt I'm the only one.
    Red Diamond, Red Diamond~ the Heart and Soul of Memes~
  • BretonMage
    BretonMage
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    BretonMage wrote: »
    1. Antiquity leads for furnishings in the new zones, especially after the first codex, don't seem to drop reliably, if at all. I experienced this in the IA, and have seen this reported for Apocrypha and West Weald zones. Alternatively, please make antiquity furnishings purchasable after acquiring the first codex.

    I just wanted to return to my number 1 pain point, which is antiquity leads. I think that the drop chances really need to be boosted, for the 2nd and 3rd codices, especially.

    Farming antiquity leads in the Infinite Archive is incredibly painful because the drop pool is massively constrained by limiting them to marauders and portals to the unknown (I don't even get them from the Pilferer), and then drop chances are diluted even further by competing with style page drops.

    Antiquity leads are also not dropping from treasure map chests in West Weald as has been reported in this thread:
    https://forums.elderscrollsonline.com/en/discussion/672580/west-weald-treasure-map-leads-are-bugged#latest

    If they are dropping, the chances are so slim as to be completely unrealistic for any but a full-time farming player, who must also have 10-15M in gold to waste on West Weald maps, assuming reports are true that upwards of 350 maps or more are needed.

    At the end of the day, I think the biggest pain point is the grind that ZOS seems to think is acceptable for players to undergo. Please rein it in for antiquity leads.

    Adding for U46:

    SUBCLASSING - It's not a terrible idea in itself, and can potentially lead to interesting builds, but please, for the love of Mara, balance it carefully, so that pure classes are not at a disadvantage, and so that ESO doesn't end up looking like a Star Wars convention with green lightsabers everywhere.
  • Defatank
    Defatank
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    I'm late to the party on this one but I still wanted to chime in :)@ZOS_Kevin

    Top Bugs/Issues

    1. Queue finder getting stuck and having to pass lead to someone else just to get the queue to instantly pop. (issue has existed since pretty much day 1)
    2. Cyrodiil performance. I dont feel like I need to expand on this, Devs making progress :) Keep it up!
    3. Vampire feeding and cancelling the animation with right click / left click leads to infinite heavy attacks being done until you enter combat with something and use different abilities.
    4. UI Bug when you preview some furnishing items the camera's maximum distance is cut in half. It looks like some progress has been made here by being able to open your inventory and close inventory and the cams max distance returns to normal. Before /reloadui was the only way to fix it.
    5. Cyrodiil when population is high if you go in a delve you get stuck inside and cant load back into Cyrodiil. Could we please just not make delves instanced in Cyrodiil? :(



    Top Pain Points

    1. Transmutation Crystals... By the three can we please address this. The cap is to low, containers are piling up in my inventory, I cant bank the containers, I cant open them because my cap is at 1000. I cant create items and break them down because it just gives me the crystals back. Like I am literally stuck with letting them eat away at my inventory OR just out right deleting the container as soon as I get them OR just make some random pieces of gear and toss in my bank and let the gear start piling up in my bank which is also typically over 400 items at all times. See my dilemma? :(
    2. Lack of detailed information with character stats and just how powerful wep / spell dmg truly is, how much pen I have and how it affects the dmg I have, resistances in all forms and how powerful they are. Like there is nothing that says 4k wep spell dmg with 9k pen will deal X dmg to 30k resistance targets. Also building on this pain point having some kind of comparison tool for abilities so you can see what you had stat wise versus something you changed and how much it raised / lower the tool tip for that ability. Lastly building on this idea of a comparison being able to see things like peak stats during combat because realistically you cant look at the stats and do what you need with abilities and see both. Addons help but my point is having something that captures all this and shows you clearly yes the changes you made are better or no you're going in the wrong direction.
    3. Accidentally purchasing the wrong item from writ vendors... Welp there went 600 writs I didn't mean to click wrong :( Can we get a buy back from these vendors to just sell them the wrong item back as long as we didn't try to open anything / interact with the item after being purchased.
    4. Character Quick Swap... Instead of /logout > Load screen > Character screen > Choose Character > Login > Load screen. Could we get another wheel screen where tools and stuff are for our favorite characters to be able to quickly switch between characters? Kind of think of it like the GTA5 swap between the 3 main characters.
    5. Outfit station previews. Maybe I'm just getting old and my eyesight is going, but the small squares to get a quick preview of something you may like is very small. You basically have to equip each item and see what it looks like and theres TONS of options so yea its alot to sift through. Could we just have the outfit station window enlarged so we can get a more detailed preview of items we might want to put on our characters?


    Thank you,
    Defatank
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    No worries and thanks for the feedback, @Defatank. Funny enough, I was talking to someone at the studio about Transmutation Crystals. So we are going to get that to the powers that be to consider for future QoL features.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • KaironBlackbard
    KaironBlackbard
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    ZOS_Kevin wrote: »
    No worries and thanks for the feedback, @Defatank. Funny enough, I was talking to someone at the studio about Transmutation Crystals. So we are going to get that to the powers that be to consider for future QoL features.

    I have a couple Ideas for them:
    1: Allow transmuting into items to upgrade their level. Turns the item into a transmute item, if it removes the ability to get materials from the items.
    2: Allow transmuting items into trait research items that can be stored into the craft bag and can be stacked like trait items, but are for a specific item type like bow or shield. Basically, turns item into a stackable research item that doesn't clog inventory because craft bag, allowing alt-o-holics less pain.
    3: With a higher cap, potentially the ability to merge sets into duality sets, items that count as two sets. Power creep warning, but more sets will find use this way.
    4: transmuting material A into material B? Let some of those unused materials exchange instead of collecting dust? (maple to beech and vise versa, etc)
    5: transmuting a number of lesser upgrade materials into a higher grade, and split-transmuting higher grade into a few lesser grade? (highly unlikely but could be something)

    I think 1 would be most likely to 5 being least, although 3 might actually be even less likely than the rest.
    What do you think @ZOS_Kevin?
  • Sarannah
    Sarannah
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    ZOS_Kevin wrote: »
    No worries and thanks for the feedback, @Defatank. Funny enough, I was talking to someone at the studio about Transmutation Crystals. So we are going to get that to the powers that be to consider for future QoL features.

    I have a couple Ideas for them:
    1: Allow transmuting into items to upgrade their level. Turns the item into a transmute item, if it removes the ability to get materials from the items.
    2: Allow transmuting items into trait research items that can be stored into the craft bag and can be stacked like trait items, but are for a specific item type like bow or shield. Basically, turns item into a stackable research item that doesn't clog inventory because craft bag, allowing alt-o-holics less pain.
    3: With a higher cap, potentially the ability to merge sets into duality sets, items that count as two sets. Power creep warning, but more sets will find use this way.
    4: transmuting material A into material B? Let some of those unused materials exchange instead of collecting dust? (maple to beech and vise versa, etc)
    5: transmuting a number of lesser upgrade materials into a higher grade, and split-transmuting higher grade into a few lesser grade? (highly unlikely but could be something)

    I think 1 would be most likely to 5 being least, although 3 might actually be even less likely than the rest.
    What do you think @ZOS_Kevin?
    Or just make the transmute crystals cap unlimited with ESO+.
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