Below is part three of our written PVP Q&A, based on questions from the official ESO forums and ESO Reddit communities. This next one covers questions and answers about Cyrodiil & Imperial City. Thank you to everyone who asked a question!
Bugs & IssuesQ. Sometimes, quality of life fixes are appreciated even if performance cannot be improved. How are you all doing with the "Stuck in Combat" bug?Being stuck in combat is something every PVPer dislikes. There was a time, just before how defensive ticks were changed, when we could get out of combat after six seconds. Everyone was amazed how being "stuck in combat" was finally fixed. But soon after the new patch that introduced the new defensive ticks, we were back to being "stuck in combat." No reason was ever given as to why it was reintroduced. And I vaguely remember you all saying that you didn't want a "bandaid" fix, but that you were working on it. But...it's been years since then and we still suffer from being "stuck in combat." Fixing this would go a long way with the PVP community. - maxjapank
A. This was one of our most asked about topics. The stuck-in-combat bug is, in a nutshell, an extremely complicated issue. Over the years, we’ve tried various potential fixes, only to have the issue persist. The number of factors that contribute to the “in combat” state are part of the complexity. We must check things like ongoing kill credit, monster hate lists, and more.
That being said, we implemented some fixes in Update 46. They are currently working, and thus cutting down on reports of players being stuck-in-combat. We continue to monitor this and will continue to explore other places where we can make improvements to cut down on occurrences where players are getting stuck-in-combat in Cyrodiil.
Q. Are you planning to address map irregularities/disadvantages in Cyrodiil? (i.e. ability to siege Glademist or Faregyl from mine and/or cliffs without showing siege count (distance issue) or range to that location for defensive siege? - TenebraeUmrosus
A. Some of the map nuances you described are things we’re aware of, and any changes are dependent on world building availability bandwidth. So, it’s possible that we could address some of the more problematic ones at some point. The reason the map and much of the world building are the way they are is to stay true to Cyrodiil's original design from other
Elder Scrolls games, and to provide some environmental variety to each keep and fort.
Additionally, we also want to provide advantages that offer distinct differences in maps and gameplay. Anything that allows for bypassing keep defenses or accessing areas regardless of being on the attack or defense side of things, are areas where we would like to address as time and team bandwidth allow.
Q. When will the fortress door bug be fixed? In big fights you either can't activate it, or it activates twice and you're outside again... - katemedina666
A. This is an issue with lag, in general. When lag hits, actions like door activations can get delayed. We see this more commonly in non-Vengeance campaigns such as Gray Host. This is something we are still looking to address in the future as we continue to investigate ways for Cyrodiil to be more performant.
Q. In the thread regarding lags and freezes, the devs recently wrote that the Bandits UI addon affects the game's performance via MapPingAPI. What measures have you taken or are you planning to take to fix the situation? And how will this affect other addons using this API. - katemedina666
A. In the case of Bandit UI, it utilized a sort of back door add-on to add-on communication pipeline to function. Something about hitting that backdoor too much started causing noticeable issues in client performance, even for folks not using the add-on. So, we worked with the Bandit UI add-on devs to temporarily disable the backdoor part of the add-on. We worked to add a new bespoke pipeline to let add-ons communicate within reasonable limitations and no longer needing the backdoor pipeline. The add-on community created a new library (LibGroupSocket) to utilize this new pipeline and integrated it into any add-ons that were relying on the backdoor. If there are similar instances with other add-ons, we’re more than happy to take a look and work with add-on creators to see what can be addressed.
Q. Has the team investigated the disconnect that occurs when approaching structures where large amounts of players are fighting? From our investigation it appears to be due to the order that objects are being loaded and failing as large numbers of players are loaded. Perhaps a more gradual loading system or reduced asset initial load could be considered? - Izanagi.Xiiib16_ESO
A. We have. It is a combination of what you're suggesting along with graphics settings, and add-ons that create a heavy load on the client. If you're disconnecting/crashing a lot in Cyrodiil, consider removing your add-ons to see if it helps. Managing your add-ons is something you can do on your end while we continue work on making the experience better on our end.
Future ImprovementsQ. Will there be more ways to communicate with the rest of your faction? At the moment the map tells very little with text chat blowing up. I'd like to ping enemy locations and other things.
A. We do have some ideas for this to help players better communicate with others in their alliance in Cyrodiil, and to make the map more interactive, like you suggested! Something that will help with communication in-game, rather than using external sources like Discord. However, this is a longer-term project and will take us some time to get to.
Q. At the moment, organized groups are difficult to kill without specific bomb strategies. Is there something in the works to reduce the raw survivability? I believe excessive healing may be a culprit. Personal healing seems fine, but healing to other targets seems over-tuned. This allows non-healers to heal the group a bit too much.There's currently a burst meta going on causing non burst players to build very tanky. To remedy this, I suggest reducing damage taken and reducing healing by even more. This allows short fights to last longer and long fights to be shorter. Burst would no longer be king and unkillable tanks would cease to exist. - WhitishRogue
A. We are actively working on ways to combat identified strategies, like heal stacking, among others. You will see the first steps to address this in Update 49, next year. As noted in some of the answers
here, we are leaning into solutions that utilize Battle Spirit.
Q. Is there a chance of destructible resource towers returning to Cyrodiil? - RonaldRegan18
A. There’s a possibility, yes, but any destructible structures in Cyrodiil come with a client-side perf cost, especially on lower-end machines. (Crashes can occur due to lack of memory, for example.) This is something we will need to measure against older platforms in order to make a more informed choice. All destructible structures in Cyrodiil have a client memory footprint tradeoff, and they are not all equal. We understand this is something many of our PvP players would like to see, though.
Q. Can you have a Guard Boss in each keep that is essentially a world boss that has to be defeated to be able to take the keep? Reason for it would be to deter the ability to take a keep solo and require more group incentives. There could also be a specific rare drop that the different Guard Boss's drop to compete a style, skin, or mount. For example, the 6 Emperor keeps have the boss drop for the mount, then the 3 AP buff resources drop the skin parts and home keeps drop the style pages that would add a lot more reason for people to go into the lesser populated campaigns. - RonaldRegan18
A. This is a neat idea for Cyrodiil and itemization – we'd have to discuss the use cases. For example, if we implemented a monster kill requirement to claim/flip keeps, that can be broken and/or exploited. We also want to avoid anything that would encourage keep-trading behavior. We could have a “keep lord” as an extra bonus, just not a requirement to flip the keep.
Q. Could you add an AP/EXP bonus for being in a group of 3 or more? (This could be something small like 2.5-5% to incentivize people to group up more instead of going solo and allow for more community building.) - RonaldRegan18
A. Maybe! We'd want to think through the use cases and if this would lead to people feeling like they
have to group. We don't want to penalize solo and small group players. Groups already have a significant advantage in Cyrodiil and Imperial City, including a better chance to get more XP/AP, better survivability, etc. You’re already more likely to “win” when grouped.
Q. Have you guys discussed allowing players to mount in combat while in Cyrodiil to circumvent the stuck in combat bug? In the same area as this question to also allow players to add siege or potions to their quickslot while in combat. - _Satyrical_
A. We would rather address the stuck-in-combat issue at its core than implement ways to get around it. As mentioned earlier, we had an additional fix to the stuck-in-combat issue earlier this year, and it has reduced the frequency in which the bug comes up.
Q. Have you guys any plans to update the Cyrodiil Experience? Update map, new structures, etc? - Tourniquet88
A. As we followed up with our latest
Vengeance Testing and Cyrodiil Update, there are a few things we are doing. One, we are working on revamping rewards as part of a PvP progression system (more on this in 2026). We will also continue to look at ways to improve the overall performance of all available Cyrodiil campaigns such as Gray Host. We are also looking into offering a smaller scale PvP space that is thematically similar to Cyrodiil to offer a fresh take on three-faction combat. Lastly, we would like to offer a Vengeance special ruleset campaign to round out the larger scale combat fantasy with reduced performance issues. As noted, we are still looking into how this will evolve, but our preference would be to give everyone choice in the experience they would like to play.
Q. Are there any plans to update the gameplay of Imperial City? - spartaxoxo
A. We don’t have anything planned for the immediate future. While this is something we would like to work on later down the line, right now our work on Cyrodiil.
Cyrodiil Population & CampaignsQ. Is there going to be a way to get more people on a PVP server in Cyrodiil? I don't often do PVP, but when I do, it's the Cyrodiil map and Imperial City. I kinda like it but it's always quite "empty" or a bit lifeless even. There's all the NPCs you fight when taking mills and forts and whatnot, but they seem to be it. It could also be that I happen to join at a time no one is really playing but that can't just be every time I play it right? - Frozen-Thunder
A. Increasing the overall population caps in Cyrodiil is one of our main goals for the Vengeance tests. We agree with you that a higher population makes every Cyrodiil campaign more active and fun, and increases the opportunities for more of everything from small skirmishes to large-scale keep battles against other players. Throughout the testing we’ve done this year, we have found that Gray Host does suffer quite a bit once we raise the cap above 360 total players. With the added work in Vengeance to have lighter-weight skills, and class templates, we are able to push the cap much higher without massive performance hits. As it currently stands, Gray Host will have cap of 360 total players and Vengeance will be set to 900 total players. We will continue to look for ways to improve the experience, but these are the current total player caps for each campaign.
Q. Will there be a handicap system to replace the Low Population Bonus which has many problems in its design? There are many alternatives, but the simplest would be a point handicap system inversely proportional to population. For instance, hourly tick points would be the current points for a faction at 1 bar, 1/2 points for a faction at 2 bars, 1/4 points for a faction at 4 bars and so on (could be more accurate with actual population or even active population and not bars). - Dyngrin
A. Thanks for the suggestion! This is something we can look into for the future. We know from player feedback that there could be an alternative to this. As for right now, you do get an AP/EXP bonus when you have a lower score. Applying a combat bonus could open pathways to exploiting, so that is something we need to be careful of, but we will continue to explore and see what is possible.
Q. When will the campaign point and buff system be revised? Campaigns are decided when Cyrodiil is empty, so why care about the campaigns? In addition, the alliance dominating the map get buffed. Why? - LarsS
A. We are exploring ways to give interim or during campaign benefits to alliances, regardless of whether they are winning or losing. Nothing to announce yet, but this is something we are aware of and looking into, and will want everyone’s feedback on.
Q. Is the team planning to adjust campaign scoring to consider population ratios? Currently the factions have very imbalanced populations and campaign score is usually determined solely by non prime time population imbalance. - Izanagi.Xiiib16_ESO
A. We do have some form of campaign scoring adjustments based on population. However, we are open to revisiting this system if the current mechanisms triggering current benefits are not seen as beneficial.
Q. Have you guys considered NPC raid groups in Cyrodiil that join whatever is the low pop faction - groups capable of sieging / taking / defending keeps - as a solution to population imbalances throughout the 24-hour cycle? - Celas_Dranacea
A. That has been talked about in the past (mercenary groups that players could deploy, which existed during launch). These caused server performance issues - they have some technical overhead due to always being "awake" (checking and always there) and needing to path.
We may be able to revisit this in Vengeance since there is less performance overhead compared to traditional campaigns like Gray Host.
Q. Why did you stop changing the names of campaigns to align with the content cycle that we're on, and, can we please go back to changing the names of campaigns to align with the content cycle that we're on? It's a super, super, tiny thing, but it just helps make PVP feel cared about. - acastanza_ESO
A. We wouldn't mind going back and revisiting this. It does create some uniqueness per year! This is something we are open to, and we’d want your input on names.
Q. Any plans to update the Under 50 "newbie" campaign so it is actually a helpful training ground for new Level 10 PVP players? Encouraging new players in a better atmosphere may lead to healthier PVP in general. - anadandy
A. Unfortunately, the current reality of level 10-49 Cyrodiil is that it doesn't get a very high population. In internal conversations, we’ve talked about introducing more tutorials to the campaign to make it a true new-player-friendly experience. This would be nice to do, but there is nothing planned at the moment.
Q. In order to encourage more low-level and introductory players to join Cyrodiil, can double AP and double XP be permanently enabled on the below level 50 campaign? These should be doubled again to 4x normal amounts during the Whitestrake events. - LonePirate
A. This is something we are exploring with the new midsized PvP zone discussed in our Vengeance Test and Cyrodiil Update. This is still in early development and we look forward to sharing more details with you next year.
Q. Why are characters under level 50 allowed in regular campaigns? The majority I encountered probably got there mostly by accident. But shouldn't they be restricted to that one training campaign? Provide more insight on how the joining of campaigns happens, and better tutorials for newcomers. - Erissime
A. There are two sides to this from our perspective. As noted in the question above, we would love to have more tutorials to create a better onboarding experience for new and returning players that builds up to to the level 50 campaign. However, we are also a social game. We want folks to be able to play with their friends and having that restriction could hinder Veterans who would like to coach/teach new and returning players in a full competitive environment. We don’t want to create barriers there.
All that being said, that is not to say there isn’t a better way to approach this. This is just where we are right now. We’re happy to take suggestions for our teams to chew on.
RewardsQ. Can the rewards for activity in Cyrodiil and rank up be revised? The current situation is that the AP reward in Battlegrounds is higher and more stable than the average reward in Cyrodiil. Meanwhile, Cyrodiil is much more time-consuming and difficult. Rank up also requires a lot of time, perseverance, and skill from the player. It would be cool to give special collectibles for rank up that cannot be earned in any other way, like in PVE trials. One bear is not enough...Perhaps in order to earn these rewards, more players who currently have no incentive will begin to delve into the PvP mode. - katemedina666
A. We are always looking for ways to reward players more for participating in the game content they love. The original intent for Rewards of the Worthy was meant to be equal to that of PvE rewards. As mentioned in one of the answers above, we are revisiting rewards for participating in PvP content as part of a holistic PvP progression system that we’ll share more details about – and get your input on – next year.
MiscellaneousQ. PvP is pleasantly but dauntingly complex. I am part of a small community of veteran PvPers on XBOX NA trying to help make PvP more accessible to PvEers and new players by teaching what we know. What else can or will be done (either in collaboration with the community, or from ZeniMax's team) to demystify and help new(er) and returning PvPers learn to PvP? - TenebraeUmrosus
A. So this is something we would like to address in the future. Cyrodiil 101, streams, etc. To teach new players the ropes from fellow community members is something we want to cultivate over time. We love that there are players out there, like you, who enjoy teaching others aspects of ESO.
Currently, collaboration with some of our ZOS Community Team and Web Team friends for Cyrodiil 101 type opportunities is the way to go. They do a great job of doing community round ups and collaborating with creators to help amplify the hard work of people like yourself. If you’re hosting an event that you’d like to amplify, we may also be able to help give it a boost! You can reach out via the forums or our official social media channels.
Q. Could we be able to mount when in combat but with no mount stamina (meaning any damage, even DoTs will dismount you)? - BixenteN7Akantor
A. Unfortunately no. We'd need to redo dozens upon dozens of animations. Also, the server having to keep up with combat while on a mount, is the main reason. Being able to hit someone at an accelerated rate and have the server catch up will create contact issues in combat and add to overall performance degradation, as well as possible exploitable situations.
Q. Have you considered updating the reward structure and the rank system in Cyrodiil? Would you consider adding new ranks after rank 50 so older PvP players have something to strive for? - Wolfkeks
A. It’s a little early, so we can’t share much right now. What we will say is you’ll hear about some of our additional PvP plans early next year, and be able to test later in 2026. What we are working on is something we’ll want the community’s early input on, so keep an eye out for more detailed news next year.
Q. Perhaps the least Cyrodiil related issue - but reflective of it I should like to propose is the choice of Guild Alliance. Namely a token of sorts which may enable a guild to switch to a desired alliance. I figure that since we have alliance change tokens, a similar thing should exist for guilds as well. Why? Because (this being my own particular case) I created my guild long before I even considered joining PvP, and I just went with whatever character I had logged in at the time, completely disregarding that choice. Nowadays my alliance of choice is quite another, and unlikely to change anytime soon, but I cannot in any way either disband the guild and re-create it, nor am I happy with my (noob-then) choice. - Erissime
A. While there are no current plans to do this, we can certainly look at allowing guilds to change alliance affiliation. However, we do want to stress, if this is something we do in the future there will need to be some limitations such as a lengthy cooldown, to prevent issues with alliance spying and exploiting. We’ll look into it!
Q. Are you planning to introduce more PvE elements with very strong bosses in Cyrodiil? Or significantly increase the difficulty and change the reward for closing dolmens specifically in Cyrodiil? For example, some new very valuable currency like Telvar? I assume that this would lead to the emergence of new points of confrontation between the sides and would motivate to explore the map outside the transit lines between castles. - Noreno
A. Yes, we would love to do so. We would need to measure this against Cyrodiil server perf. With the Vengeance campaign being in a more optimal place performance-wise, it is a better candidate, but all Cyrodiil campaigns share the same world space. So, this one is a “Maybe” and we’ll let the community know if it’s something we move forward with testing.
Q. What do you think about the ability to leave a battle that is unfavorable for you with impunity by simply moving to the Imperial Sewers and back during the battle? Is it fair? - Noreno
A. We can confirm we’re looking at adjusting this, but we don’t have any specifics to share today. We will keep you updated as we have more info.
Q. Movement speed increases in Cyrodiil are causing severe issues with targeting and rendering. Are there any plans to reduce speed via Battle Spirit or otherwise address the targeting issues? - Izanagi.Xiiib16_ESO
A. We have ongoing discussions about utilizing Battle Spirit to slow down in-combat player speed in Cyrodiil and Imperial City. (This would only be while in combat.) This is in the exploration phase, so we don’t currently have any additional details to share.
Q. When new features are introduced, such as armory and scribing, Cyrodiil often feels like an afterthought, stations not being added etc. Is the reason for this due to the complexity of the zone or is it for some other reason? For example it took almost a year to get an armory station in Cyrodiil. - Izanagi.Xiiib16_ESO
A. To be clear, the main concern about performance hits is the singular reason why items introduced in the rest of the game are not added into Cyrodiil. Ironically, it’s performance being in the forefront, rather than an afterthought.
As we determine that these systems do/do not have significant overhead, we will look to add them back into PvP zones.
Q. Does the team feel that faction locks are still beneficial considering the current population? - Izanagi.Xiiib16_ESO
A. Yes, we still believe they are beneficial. Faction locks help to reinforce alliance identity and the social aspect of the game. They are more of a social reinforcement rather than a technical issue. Population really isn’t a factor here with the exception of cutting down on spying and strengthening the social contact among active players.
Q. Destructible objects were introduced for the bridge and milegates whilst resource towers were removed in the name of performance. Would the team consider changing either of these back to the original versions to freshen up the map? (Perhaps on 3-month rotation for example.) - Izanagi.Xiiib16_ESO
A. Sure, it’s something we could consider! It would need to be one or the other, but we could talk about a rotation. Those memory issues leading to performance degradation are still a factor, but something we could chat about seeing how far we could push things while still ensuring a performant experience.
Q. Have you considered that not the Skills, but other things lead to the poor performance? For example certain server side updates, which lead to big performance regressions. Even if you run around alone in Cyrodiil, running can be slowed down, or riding on your mount can be sluggish and get slow downs, without ANYONE being near. - RedJohn_COF
A. Yes, we've considered and tested what contributes to game performance impact and have looked at the various things including physics processes (the things that control destructible states on keeps and such). We’ve looked into collections, outfit stations, quests, inventory, etc. Everything pales in comparison to ability usage combined with passives (this includes item sets, CP, and skill line passives), which is why they were the focus of our Vengeance tests.
Q. Are you planning to fix Volendrung spawning? There are soooo many spawn points over the map but it only spawns in the same 3 spawn points for every alliance, which leads to people going to them right away. Why isn't it really random? - RedJohn_COF
A. We do plan to address the respawn logic, as we have time. We’re looking at the location of where players and the Emperor are, keep ownership statuses, recent combatant locations, and how that all contributes to where Volendrung spawns.
Q. I'm not a PVP player. Are there any plans to have a version of Cyrodiil that PVE geeks can come visit and do silly little quests without getting our innards polymorphed into outards? - Avoriaa
A. We do hear this suggestion from time to time. While we think it’s an interesting concept, there are no plans for a PvE version of Cyrodiil at this time.
Q. Is it possible to increase the drop rate of Cyrodilic Cakes? They are simply impossible to find. - katemedina666
A. We did revisit this when we did 2-sided battlegrounds in Update 44. If this has still been a concern in the later months of 2025, please let us know and we can investigate this in early 2026.
Q. Do you have understanding, knowledge and/or insight in what addons that are "private" / "non-official" and used in PVP? Do and do you have plans to monitor or limit the behavior of such addons? - Idinuse
A. We’d like to provide a bit on our philosophy before answering this question. From a technical sense, in our perspective, there is no such thing as a private or unofficial mod. All mods are technically unofficial, since we don’t have a verification process.
Now in the sense that a “private” add-on is something someone made and didn’t post it for wider distribution, we do have a way to keep track of those by user. However, that does not give a clear indicator of what every add-on does. We go by reports and behaviors. So, if we see behavior that shouldn't be possible, or a user reports that an addon-on someone built is suspected of allowing for actions or behaviors that violate our Terms of Service, we investigate, close any API loopholes we find, and ban anyone caught exploiting. To be fair, the add-on community is rather good at self-managing instances like this. They would rather settle it among themselves without our intervention, as that could lead to everyone unintentionally losing more tools in their creative toolkit.
If you see instances where someone is exploiting through add-on usage, please report it to us so we can properly investigate and reduce the harm done.
Q. Can healers PLEASE get credit for assists? After all, we gave up a lot in order that our friends can continue further and take out the people trying to kill us. Edit: I may not have LA the guy, but I still feel like I contributed to my team’s success. That healing gets no credit is pretty disappointing. - BetweenMidgets
A. Regarding battleground medals, we do plan to revisit these for heal assists. We intend to look at our timelines and see where we can add it in, but we do want to revisit this. If this is for quest credit, that gets into revisiting quest conditions and requires a
bit more in-depth adjustment.
We'll move this to the PvP forum section on Monday, Dec. 22. That way, the Q&A will be in the same section as the others.