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Writhing Fortress Thoughts/Feedback

UrQuan
UrQuan
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Edit for emphasis: This thread is for thoughts and feedback about how the writhing fortress is designed, NOT for feedback on the bugs that stop it from working as designed, there are lots of other threads about that where you can and should share your feedback about the bugs.

I was one of the many many players (OK, I have no idea how many of us there were, but it felt like an army) on PC/NA who entered the writhing fortress immediately when it opened last night and brought the spire down, and I wanted to share some thoughts and feedback about it, and maybe start a discussion about how people feel about the writhing fortress itself.

First off, the elephant in the room is how buggy it is, like everything else about the writhing wall event. I was lucky enough to get an instance that didn't have any progress-blocking bugs, but I've seen all the reports here and in guild/zone chat about bugged instances, and that's a serious issue. I don't want to pretend that the bugs aren't a big problem, but I also don't want that to be a focus of discussion in this thread purely because there are already multiple threads devoted to the bugs, and I'd rather keep this focused on what the writhing fortress is like when things are working.

My primary takeaway from the writhing fortress is that if you get a non-bugged instance (which is a big if), and if you get an instance that hasn't already been mostly cleared by other people (again, a big if), it's chaotic and half the time I had no idea where we were supposed to go or what we were supposed to do, but overall it's actually pretty cool. The writhing fortress itself is the only part of the writhing wall event that I haven't found to be underwhelming, disappointing, and frankly boring.

Things I like about it:
  • Chaotic mass assault: sure, I didn't really know exactly what was going on a lot of the time, but it was fun to be part of a huge group of players swarming into a daedric fortress.
  • Grapple points: I love dungeons and fights that make good use of grapple points. It's just fun to grapple over from one place to another, especially during a fight when you need to rapidly get from one place to another. Grappling from platform to platform to get to different heights and spots around the battlefield is cool, and I love to see things like that.
  • Ballistae: I like that siege engines were incorporated into the mechanics of the writhing fortress. It's a game mechanic that you almost never get to use outside of Cyrodiil, and I like seeing it in other content, especially when it makes sense that you'd need siege engines to accomplish things, like it does in the writhing fortress.
  • Multiple paths that need to be completed by different groups more or less simultaneously: this feels appropriate for a mass assault on a huge daedric fortress, and it's good for replayability, because you're simply not going to see the whole writhing fortress if you only complete it once.
  • You can't just burn and ignore mechanics: I don't mind that there are a ton of fights in dungeons and trials where if your group DPS is high enough you can pretty much just burn and ignore mechanics, but I also like there to be fights where that's simply not possible, and writhing fortress has those (thanks in large part to the ballistae being required).

Things I don't think worked well:
  • Chaotic mass assault: yes, this is also something I liked about it, but at any given time it was usually pretty unclear exactly what we were supposed to be doing, which made it too chaotic as people were constantly running around trying to figure out where they were supposed to go and what they were supposed to do. It was still fun, but a few lines of NPC dialogue telling you what to do in very vague terms that you can barely hear because of all the combat noises just isn't enough direction to give. Not a huge issue, but room for improvement.
  • Ballistae: again, this is something that I liked about it, and I don't have a problem with the "repair a ballista with ballista parts to use it" mechanic in theory, but having a ballista only last for 2 shots before it falls apart made it feel like too much of a chore. Having a siege weapon deteriorate and fall apart like that doesn't really make sense from a logical point of view (IRL a well maintained ballista isn't going to fall apart during a siege at all, and even a hastily repaired one shouldn't either unless you really mucked it up, and if one does come apart the sudden release of all that stored up energy is going to make it fly apart and possibly kill anyone standing beside it), but I understand it's a mechanic added in for game balance. It's just that 2 shots, repair, 2 shots, repair ad nauseum is a little much. 4 shots before a repair is needed would feel much better IMO.
  • Wait, what do we target?: this is a bit of a combination of the first 2 things on my list of things I don't think worked well. When using the ballistae most of the time it wasn't clear exactly what we were supposed to target, and it was almost impossible to determine if the shots we were taking were having any effect on anything. One notable exception to this is the phase on the big harvester fight where the fire ballistae have to target wards of one colour, while the coldfire ballistae have to target wards of the other colour: this part was done well and it was both clear what we were supposed to be shooting at and we could tell that what we were doing was getting results. Other times we were using ballistae? Not so much. Like, OK, I get that we're trying to bring down that barrier over there, but are we supposed to target the barrier itself or the tower thingie beside it? If we're supposed to target the tower thingie, what part of it are we supposed to target, or does it even matter?
  • Likelihood of getting an instance that's already partly or mostly cleared: this was actually the main reason why I decided to get there and be amongst the first on the server to enter the writhing fortress. I wanted to be sure that I got at least 1 opportunity to do the whole thing. I very much dislike the idea of popping into an instance and finding there's barely anything for you to do. Maybe they could have implemented something where there's a specific schedule for when new instances of the writhing fortress open up (like every 30 minutes), and there's a muster area that's it's own instance just before actually entering the writhing fortress, with a countdown to when the assault will begin while the NPCs "gather the troops" or something. IDK.
  • Limited time only: OK, sure, if the writhing fortress stayed in the game permanently it wouldn't be too long before there just wouldn't be enough people doing it and you wouldn't be able to get it cleared without a big guild group or something, but with the replayabilty inherent to the design of the writhing fortress having it available for only a single week doesn't seem like long enough.

I'm neutral about the rewards you get for completion of the writhing fortress. The memento you get the first time is kind of cool, and I honestly couldn't even tell you what drops I got from actually doing the fortress, but I really didn't (and don't) care what the rewards were, I just wanted some content that was fun, and I (mostly) got that. I wasn't motivated in the slightest by what rewards you get, but of course other people may feel very differently about that.

I'm curious to see what other people's thoughts are about the writhing fortress when it's not bugged out.
Edited by UrQuan on November 15, 2025 3:57PM
Caius Drusus Imperial DK (DC)
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Falidir Altmer Sorcr (AD)
J'zharka Khajiit NB (AD)
Isabeau Runeseer Breton Sorc (DC)
Fevassa Dunmer DK (EP)
Manut Redguard Temp (AD)
Tylera the Summoner Altmer Sorc (EP)
Svari Snake-Blood Nord DK (AD)
Ashlyn D'Elyse Breton NB (EP)
Filindria Bosmer Temp (DC)
Vigbjorn the Wanderer Nord Warden (EP)
Hrokki Winterborn Breton Warden (DC)
Basks-in-the-Sunshine Argonian Temp
Someone stole my sweetroll
  • AcadianPaladin
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    Used the ballista (when I could get repair parts, which was rare), killed one of the bosses (my golden endeavor says though I have no idea), had no idea where I was going or much of what I was doing. That all said, was never in grave danger and was making progress. It simply was too confusing and tedious and chaotic to enjoy, so ported out with no intent to return. There are so many fun things in ESO to do that I'm not going to spend time doing things that are not fun.
    Edited by AcadianPaladin on November 17, 2025 4:00PM
    PC NA(no Steam), PvE, mostly solo
  • aetherix8
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    PC EU, I entered the fortress the moment our 24h countdown was over. I was lucky, it seems, as there were no bugs in this instance. Most of the time I had no idea what we were supposed to do and just followed the zerg. I liked the fortress overall, but I felt that bosses were too weak. The mobs they spawned were not very challenging for the most part.

    I liked the chaos of it as well, and I liked that siege was falling apart fast, because it allowed everyone to have a shot, and we were many, many, many players in that instance for a very limited number of siege.

    The one thing that I can’t wrap my head around is why to develop this dungeon just for one week? Wouldn’t it be better to use these resources to make phase 1 and 2 more interesting, like adding wandering bosses that someone mentioned in another thread? It just seems like a waste of time and effort because it will be gone in a few days.
    PC EU - V4hn1
  • NoticeMeArkay
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    PC EU - Any instance of the writhing fortress I can manage to get in is bugged. Either the Infernum is stuck, or the boss is stuck. Tried on multiple different character throughout the day. Some of them finished the the questline leading up to WF, some didn't. - It didn't make any difference.

    e605n0hmx2oa.png
  • duagloth
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    Feedback- dont bring an unproven weapon into battle.
    Test,test,test and when your given feedback do something productive with it.
  • UrQuan
    UrQuan
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    PC EU - Any instance of the writhing fortress I can manage to get in is bugged. Either the Infernum is stuck, or the boss is stuck. Tried on multiple different character throughout the day. Some of them finished the the questline leading up to WF, some didn't. - It didn't make any difference.
    duagloth wrote: »
    Feedback- dont bring an unproven weapon into battle.
    Test,test,test and when your given feedback do something productive with it.
    This is not what this thread is about. This thread is specifically about feedback on the writhing fortress when it's working. There are plenty of other threads about the bugs and about things not working, please discuss that there. If you haven't been able to experience an instance that isn't bugged, then that's unfortunate and I very much encourage you to make that known in the threads that are about that, because ZOS needs that feedback, but it's not what this thread is focused on.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • katanagirl1
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    Some of the mob spawns down on the lower level seemed to never end. I don’t know if this was intentional. It caused me to miss out on the two bosses on the bridges. By the time the ten minute mob spawn ended, players had moved on ahead of me and the whole area was empty. I had no idea where to go. The quest had some optional talk to someone back at the beginning that would not progress and was the only marker on the map, so I did not know where to go to move forward. I went back to the beginning twice before it gave me credit. I couldn’t tell you how I got there. I didn’t realize there were grappling points until much later. I got to see the last boss, which would have been cool, but had no idea where ballista parts could be found. I just started killing things, and got one repair kit, but still couldn’t use a ballista. I guess you needed more? After multiple waves of lightbringers (aren’t you only supposed to do things three times in video games? lol) it was over. I felt like I didn’t contribute much to the defeat.
    Khajiit Stamblade main
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    PS5 NA
  • iGuavaTH
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    First time I entered was before they fixed it, so I just ran around the whole thing to get my bearings of the place.
    Second time I was a little bit late, so missed half of it, but was there for the finale and got the title.
    Third time bugged.
    Fourth time I was first in and got to do both east and west bosses. It was chaos, but a good chaos, I loved it.

    I think the two shot ballistae is good, as someone said, it gives more players the chance to use this mechanic. I tried to do a bit of everything, and had a blast.

    This is, in my opinion, what saved this event from a total disaster. As the OP said, I have no idea what the loot was, it was to chaotic to really have the time to check it, but I don't care. The experience was enough for me to feel satisfied.

    I want more like this.

    I have a feeling that the fortress was in the initial plans for this Chapter. Then MS came in with their new margin requirements and they changed the plans to Seasons. The first two phases was sloppy and boring, because, I believe, they were never meant to be.

    I beg you ZOS to somehow keep the fortress in the game after the event closure. You spent way to much time and effort to create this to just throw it away never to be experienced again. For sure, you have to rework it so it will be playable after the masses move on, but just, please, let it live on in some shape or form.
  • BardokRedSnow
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    I loved it, I’m very glad that Zos had the balls to do something like this. Letting the crowd of people work out how to proceed made invading an unknown portal actually feel authentic. Some of the design of the level did halt progress a bit too much with the ballista and the crystals but overall it’s satisfying after your group figured it out whether you had a role in it or not.

    I would say they relied too much on ballista doing damage for the bosses and the fights sometimes dragged on too long, especially the path on the left portal, and its final boss.

    Also I get why the ballista had to die after two shots, to keep everyone engaged and have something to do/cycle out people who get to shoot, but if there were other ways to damage and fight the boss this would be less of an issue. You can target and light/heavy attack spam the third boss but that’s not really enough

    Biggest problem with the design is the quest arrow was not pointing to the portals so sometimes people left thinking it was over, while not realizing there’s a whole third boss ahead
    Tes fans hate Ulfric Stormcloak for imagined bigotry but love Dagoth Ur, the Empire, and the Telvanni unironically.
  • Recent
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    Once i figured out what i was doing i did enjoy it but it would exhaust me doing such a long public dungeon on a regular basis.

    I bow to zos cos i did end up really respecting the idea and work that went to implement them. I apologise f9r being negative about phase 1 and 2

    I do love this game. I loved seeing skordo and raz and darian again but upset that Gabrielle was killed off to make darien a romantic gigalo
    Edited by Recent on November 17, 2025 7:02AM
  • Erickson9610
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    I didn't like how long it took to defeat the bosses inside the Writhing Fortress. I don't see the appeal in this event returning again.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

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  • anadandy
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    Comment on the siege weapons only being good for two shots. I honestly think they added this mechanic so as many players as possible could have the experience to use them and one person wouldn't sit on the siege the whole time to prevent that.
    Edited by anadandy on November 17, 2025 2:05PM
  • Syldras
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    anadandy wrote: »
    Comment on the siege weapons only being good for two shots. I honestly think they added this mechanic so as many players as possible could have the experience to use them and one person wouldn't sit on the siege the whole time to prevent that.

    I agree. The only thing that might seem a bit strange is that they went for "defective" and "repair parts" when they could have just labelled the parts as ammunition. That would make more sense.
    @Syldras | PC | EU
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  • twisttop138
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    I went in right when it opened on psna. I went with my raid team and we didn't really have any issues figuring out what we were supposed to be doing. I liked it over all. I'm disappointed as a whole in the event but that night at 8pm it was a super cool experience. I have only done it twice because my multiple guild discords are blown up with anger and frustration over not being able to do it. I also see why it's a go away type deal. It's meant to feel epic, that said I don't feel that content that vanishes is something Zos can afford to do.

    Fun stuff really. There shouldve been a scaled option for private group instances so you could ensure you experience the entire thing but I have zero faith that ZOS could execute that. I'm glad they tried something new and cool and it sucks they bombed so hard. Hopefully this ends the experiment and we just go back to chapters and normal chapter events.
  • wolfie1.0.
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    It felt like the pve version of zerging in cyrodill and a trial prog leaders nightmare.

    Just run around kill things till you die, respawn, no idea where to go or what to do, dont even need to do much to anything if enough people present...

  • DoofusMax
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    I'll agree with the chaotic mess characterization. The players on the upper level need to do something so the players on the lower level can progress, then the lower-level players need to do something so the upper-level players can progress. It's a great concept as long as both groups know what they need to do. Having gone through on the lower level (twice) and the upper level (once), it was mostly "fight, keep fighting until the other players figure out what they need to do, and try not to die in the process (or at least bring some extra soul gems)." Honestly, I had a good time with that. And burned some soul gems at the barriers while waiting; some of those bosses hit really hard and DKs are not so great at the heals. This was not your typical bunch of overland trash and was pretty fun. Some clearer direction on which group needed to do which thing would have been good, though.

    The final titan boss was interesting and grappling from position to position was a lot of fun. Gathering ballista parts while getting mobbed by adds, not so much. I think I understand the underlying idea with the 2-shot mechanic (give others a chance to play with the toys). The rough part for me was finding the target. In one instance he wouldn't land (had to bail on that one) and in another I couldn't find him even though I knew he'd landed because I could see his health bar going down.

    The harvester needed some color adjustment on the shields. I don't run anything which changes on-screen graphics and the left and right shields were almost the same color on my monitor. I knew I had to destroy shields, but was firing blind on which shields could be damaged/destroyed by the ballista I was using. I'm pretty sure there was a decision to avoid simple red/blue tones to keep from dumbing it down too much, but the chosen tones left me guessing. Great idea for a mechanic that needs some more work.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Estin
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    ESO is a MMO, and I personally believe the game needs more events designed like the writhing fortress. The design of it can be improved so it's less of a chaotic mess and a chore, but I feel that the concept of such of thing is what the game needs more of. I like how the game can be played as a solo experience, but I dislike how much the game is moving in the direction of purely a solo experience. In another thread, I mentioned that I would like to see current events like Witches Festival introduce something like this, and potentially others like New Life. Content designed specifically for mass player engagement instead of 12 (talking specifically for overland type content) is what the game needs more of. All current public incursions immediately end when there's 12 people. Sure, they drag on because more ads will spawn or the boss will have immune phases, but the ads that do spawn instantly die and the boss immediately enters immune phases. In total, these incursions last no more than 2-3 minutes and become nothing more than a grind fest that gets old fast. A long mass incursion like this, imo, is more refreshing and less of a slog.

    The biggest requirement for such an event like the writhing fortress is that it can't be frequent and it can't last more than a week in order to prevent burn out.
  • wolfie1.0.
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    Estin wrote: »
    ESO is a MMO, and I personally believe the game needs more events designed like the writhing fortress. The design of it can be improved so it's less of a chaotic mess and a chore, but I feel that the concept of such of thing is what the game needs more of. I like how the game can be played as a solo experience, but I dislike how much the game is moving in the direction of purely a solo experience. In another thread, I mentioned that I would like to see current events like Witches Festival introduce something like this, and potentially others like New Life. Content designed specifically for mass player engagement instead of 12 (talking specifically for overland type content) is what the game needs more of. All current public incursions immediately end when there's 12 people. Sure, they drag on because more ads will spawn or the boss will have immune phases, but the ads that do spawn instantly die and the boss immediately enters immune phases. In total, these incursions last no more than 2-3 minutes and become nothing more than a grind fest that gets old fast. A long mass incursion like this, imo, is more refreshing and less of a slog.

    The biggest requirement for such an event like the writhing fortress is that it can't be frequent and it can't last more than a week in order to prevent burn out.

    One week is too short. But if they stick to the same formula of 13 to 15 days max they use for others it should be fine.
  • Estin
    Estin
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    wolfie1.0. wrote: »
    Estin wrote: »
    ESO is a MMO, and I personally believe the game needs more events designed like the writhing fortress. The design of it can be improved so it's less of a chaotic mess and a chore, but I feel that the concept of such of thing is what the game needs more of. I like how the game can be played as a solo experience, but I dislike how much the game is moving in the direction of purely a solo experience. In another thread, I mentioned that I would like to see current events like Witches Festival introduce something like this, and potentially others like New Life. Content designed specifically for mass player engagement instead of 12 (talking specifically for overland type content) is what the game needs more of. All current public incursions immediately end when there's 12 people. Sure, they drag on because more ads will spawn or the boss will have immune phases, but the ads that do spawn instantly die and the boss immediately enters immune phases. In total, these incursions last no more than 2-3 minutes and become nothing more than a grind fest that gets old fast. A long mass incursion like this, imo, is more refreshing and less of a slog.

    The biggest requirement for such an event like the writhing fortress is that it can't be frequent and it can't last more than a week in order to prevent burn out.

    One week is too short. But if they stick to the same formula of 13 to 15 days max they use for others it should be fine.

    I suggested a week because normally events are very populated for the first few days, but near the end they're almost empty. With something at a similar scale to the writhing fortress that takes roughly 40 minutes with max players to complete, it would either have to be extremely well scaled to not take longer with half or less the max players, but not be too short at max players, or only be available for a short time to prevent it from running on fumes for it's last couple of days. It could also still work as a 2 phased event, but only if the first phase isn't more than a week and isn't just monotonous grinding.

    I'll use witches festival as an example again since that's really the only event in the game with unique bosses. The first week can be how it normally is, but then week 2 introduces something similar to the writhing fortress. How it's implemented and what happens to the 2 boss fights will be its own topic for discussion, but it gets the point across that it adds something new in the middle of an event that gives players an incentive to do more than the bare minimum that won't overstay its welcome.
  • AllenaNightWood
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    was an epic piece of content and great baseline for the future and hope the issue dont discourage them from doing more like this
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