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New Telvar for Queueing Limit is too low

spartaxoxo
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If someone is farming, they obviously shouldn't be able to just queue out. That's been lame and needed a fix.

But you can get 100 Telvar extremely easily. It's a low enough number that someone who hasn't been farming Telvar can't get out either just because they defended themselves. There are things like fishing achievements or keys they may want to turn in.

Something like 500-1000 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.
Edited by spartaxoxo on January 16, 2026 11:11PM
  • ESO_player123
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    Next in crown store: a new emote for flagging down a death taxi in IC.
  • spartaxoxo
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    Next in crown store: a new emote for flagging down a death taxi in IC.

    It's looks the same as the Legion Zero... I mean "alliance," banners, but now in white!
  • Izanagi.Xiiib16_ESO
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    In general this is a good change but it should be waved when within your alliance base so people can queue out without needing to bank.

    Similarly it should be extended to dungeon queues.
    The way the change sounds on paper means players will just queue into a random dungeon as a 4 man instead.

    Additionally need to test how it works if you're in queue and then go to IC and earn Tel'Var, does it cancel your ongoing queue? Hopefully not since it's already frustrating you can't do BGs or some other activity whilst in queue for Cyrodiil.

    @ZOS_Kevin
    Edited by Izanagi.Xiiib16_ESO on January 12, 2026 11:15PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Markytous
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    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!
  • spartaxoxo
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    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Edited by spartaxoxo on January 13, 2026 12:29AM
  • Markytous
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    spartaxoxo wrote: »
    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.
  • spartaxoxo
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    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.

    This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.

    I would very much like that not to increase.
    Edited by spartaxoxo on January 13, 2026 12:37AM
  • Markytous
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    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.

    This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.

    I would very much like that not to increase.
    I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).
  • acastanza_ESO
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    My advice would be to bump the queue out limit to 2500 Tel Var, anyone who cares about that little amount clearly needs it more than I do, but it wouldn't make leaving IC an obnoxious chore just because I needed to do one quest and maybe got a kill in the process.
  • spartaxoxo
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    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.

    This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.

    I would very much like that not to increase.
    I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).

    People aren't bloodporting/death taxing because they don't understand the basics of the zone. They're doing so because the amount of time it would take doing nothing worthwhile is too long. It's a time saver, especially for people with low end machines who don't want to be stuck in a multiple long loading screens.

    If someone has so little tel var that they don't care about dying on purpose, then they may not have even intended to gather it. You can seriously get 100 just going up to the key vaults to dump your anniversary keys.
    Edited by spartaxoxo on January 13, 2026 12:48AM
  • spartaxoxo
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    My advice would be to bump the queue out limit to 2500 Tel Var, anyone who cares about that little amount clearly needs it more than I do, but it wouldn't make leaving IC an obnoxious chore just because I needed to do one quest and maybe got a kill in the process.

    2500 would be too much because then you've killed multiple bosses. I think the total should be low enough that anyone killing bosses or engaging in serious pvp can't port. But it also should be high enough that you won't get it by accident doing basically nothing.
    Edited by spartaxoxo on January 13, 2026 12:53AM
  • Markytous
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    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    spartaxoxo wrote: »
    Markytous wrote: »
    Having a limit at all is not ideal for the design of the Imperial City, but 100 is not enough to warrant any exploitative behaviors of attempting to queue out of combat situations while holding a significant amount of Tel Var Stones (100 is basically nothing). I do not want to see exploitative behaviors return to the Imperial City! Use this:

    lzs569vaa2a8.png

    Thank you!

    Anyone with a lot of Tel-Var is going to use that to protect it. Anyone with very little they don't care about isn't going to run all the way back on the long trip to the base through multiple loading screens. They're going to just death taxi. And maybe take their unrelated allies with them.

    Very much doubt anyone spends 10k alliance points to save 50 Tel-Var.
    Exactly. The problem is effectively solved. If you're carrying large sums of Tel Var Stones you don't deserve to queue out of combat, period.

    This thread isn't about carrying large amounts of tel var. I actually agreed with you in the opening posts that this is a good change for that. People who are carrying a lot should not get to exit. My issue is with people who are carrying a low amount of tel var. In the game during MYM, I have gotten killed by people who running into me from my own team and dragging enemies or players behind them. Some of them were looking for help. Some were death taxing. Presumably, the ones using taxi service didn't even know about the queue.

    I would very much like that not to increase.
    I think it would be more advantageous for ZOS to give a proper tutorial to players entering types of content, especially for the Imperial City so that people understand what the design, purpose and gameplay mechanics of the content are. This will greatly reduce the miscommunication to people who think they need to just die to mobs on purpose (however I don't think we need to dampen the design philosophy of any content in any game because of people who refuse to play as intended aka purposefully die to enemies)(I also don't like the idea of "bloodporting" in Cyrodiil either and hope that goes away).

    People aren't bloodporting/death taxing because they don't understand the basics of the zone. They're doing so because the amount of time it would take doing nothing worthwhile is too long. It's a time saver, especially for people with low end machines who don't want to be stuck in a multiple long loading screens.

    If someone has so little tel var that they don't care about dying on purpose, then they may not have even intended to gather it. You can seriously get 100 just going up to the key vaults to dump your anniversary keys.
    I simply don't think we should have the design of the Imperial City deteriorate because people don't feel like getting back to the base camp for whatever reason. Its not fair for the people who fully embrace the PvPvE environment/design. The District Vendors are a part of the rewards of participating in the Imperial City. There are IC Dungeon Vendors which are safe however. If leaving the Imperial City is a hassle to a person, entering the Imperial City shouldn't be advised. That's just how I see it.
  • Gabriel_H
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    spartaxoxo wrote: »
    Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.

    Farm 2,000.
    Run to nearest mob pack to die
    Res at base
    Bank 1,000.
    Rinse
    Repeat

    I don't see how it solves farming abuse?!

    Edit: Also, what's to stop someone just getting to a safe area through a door and logging out?
    Edited by Gabriel_H on January 13, 2026 5:01AM
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • SummersetCitizen
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    As a casual PvP player, this change will largely keep me out of IC unless it becomes absolutely necessary to go there.

    I occasionally enjoy completing a daily in IC, but not under these circumstances. Fortunately, there are other PvP activities I enjoy, so this change is fine for me overall.

    I do expect there will be fewer casual players present for veteran PvP players to overwhelm. That may lead to more frequent stalemates and longer, more evenly matched encounters.
  • Markytous
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.

    Farm 2,000.
    Run to nearest mob pack to die
    Res at base
    Bank 1,000.
    Rinse
    Repeat

    I don't see how it solves farming abuse?!

    Edit: Also, what's to stop someone just getting to a safe area through a door and logging out?
    I think thats working as intended. That 50% Tel Var you maintain is supposed to make your effort feel somewhat worth it (Just in case people don't realize that Imperial Fragments is the real treasure with the best payoff). It's not really abuse to be satisfied with half the Tel Vars you farmed. What the abuse is currently is queuing out at any risk of losing Tel Var Stones. Players who do this never had interest in doing PVP in a PVP oriented content zone and honestly shouldn't be there. Cyrodiil/Imperial City should not change for players who don't like the content/despise the players who like the content.

    I don't complain that I can't just solo-farm Trials, get all the rewards for free without risk. I don't see why Imperial City has to be an auto-win farm for players who don't want to actually engage in its core mechanics/despise it. Folks need to understand that within ESO, the developers have made content for a wide array of player types and engage with the content that they like. If they hate dying to players/losing Tel Var Stones, they shouldn't be there. Likewise, I don't do Trials. Unlike them, I cannot buy Trial Sets from Guild Vendors like they can buy Hakeijos. Never once have I complained about it or demanded that the content fit my demands despite me hating it. Queuing out of IC was always an exploit. In no universe could I "queue out" of a raid while also getting all the drops for myself lol
  • spartaxoxo
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    Something like 500 Telvar would still prevent farming abuse without requiring death taxis for people who are there for non-farming purposes. I guess death taxis aren't the worst thing in the world if you don't have much Telvar to speak of anyway. But I'd kind of preferred people who were purposely trying to die wouldn't run into me on the rare occasion I'm actually playing IC.

    Farm 2,000.
    Run to nearest mob pack to die
    Res at base
    Bank 1,000.
    Rinse
    Repeat

    I don't see how it solves farming abuse?!

    Edit: Also, what's to stop someone just getting to a safe area through a door and logging out?

    That's not farming abuse. That's the normal mechanics. They ate a significant amount of Tel-Var loss.

    The issue is some people were using the queue to avoid losing Tel-Var while actively in combat. There was even add-ons for it.

    The devs are looking to fix that. But the method they have chosen will also prevent people using the queue the way it was meant to be used. This means people who don't have much Telvar on them wont be able to queue without purposely dying or going through a bunch of loading screens as well. Even something as simple as opening your daily quest reward, which has intentionally meager amounts of Tel-Var, will prevent queueing at the current amount selected. Instead such a person will have to bank their Tel-Var or exit ic entirely to queue.
    Edited by spartaxoxo on January 13, 2026 6:57AM
  • Personofsecrets
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    This was the only escape mechanic for DK. I cant believe that they are nerfing our port too!
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Awbuz
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    I don't understand all the fuss with the quest giving more than 100 telvars.
    Wait to open the box in base🤣.

    Also this is a good change. Let's not tweak it again for casual questers.
    It's a pvp zone, treat it as a pvp zone.
  • Gabriel_H
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    spartaxoxo wrote: »
    The issue is some people were using the queue to avoid losing Tel-Var while actively in combat. There was even add-ons for it.

    Then why not simply disable queuing while in combat? Why put it on the amount of Tel Var?

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • spartaxoxo
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    The issue is some people were using the queue to avoid losing Tel-Var while actively in combat. There was even add-ons for it.

    Then why not simply disable queuing while in combat? Why put it on the amount of Tel Var?

    No. I agree. They should just make it out of combat in any safe zone, including like the safe zone of the vaults. If you're in that position then you're not actually PvPing anyway.

    But, the devs themselves already decided to tie to Telvar. So, I'm just trying to work within that parameter.

    I don't particularly want to get killed by people who aren't playing the zone because they're trying to die on purpose. Or get blocked from queueing because I messed with my bag in a safe zone.

    If IC gets too annoying, I'm just not going to bother with it anymore. My playtime in there is already pretty low anyway.
  • Gabriel_H
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    spartaxoxo wrote: »
    But, the devs themselves already decided to tie to Telvar. So, I'm just trying to work within that parameter.

    Dev's minds can be changed. It's rare but it does happen.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • AzuraFan
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    As a casual PvP player, this change will largely keep me out of IC unless it becomes absolutely necessary to go there.

    As a PvE player who goes into the sewers to explore, and the districts to quest, I agree. (I know it's a PvP zone. I have no problem with being killed - or killing others, if I must.)

    I sometimes go into the sewers just for a change of pace. I'm not there to farm telvar. Just to have fun. It sounds like after I've earned 100+ telvar from killing skeevers, I'll have no convenient way out. I'll have to go all the way back to my alliance base when I want to do something else. That'll just mean I never enter the sewers (or IC districts) again.

    If the problem is people queuing while in combat, why not just prevent that? At the very least, the 100 limit should be significantly raised.
    spartaxoxo wrote:
    They should just make it out of combat in any safe zone

    I don't think that'll work in the sewers. Could be a solution in the districts.

    ETA: Someone mentioned in another thread just logging out and then back in. Yeah, I could do that, I suppose. A bit inconvenient, and the danger is that I don't log back in, whereas if I'd been able to just leave IC, I'd continue playing the game.
    Edited by AzuraFan on January 13, 2026 3:48PM
  • allochthons
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    Logging out and logging back in again, if you're in a safe zone, like when you're blue after going through a door, or in a vault, will just place you back at that location. You don't spawn back at base.

    There is another thread about this, but this thread seems more active, so I'll point the other thread here.

    In that thread I'm also proposing bumping up the tel var limit, to 500.
    I'm another casual. If this change goes through, the risk vs reward will no longer be worth it, and I'll no longer do anything in IC. If the intent of the change is to remove players like us from IC, that's fine, I'll leave.

    But I really think this is an unintended consequence. Bumping up the tel var limit to an amount insignificant to farmers and gankers, but enough to let the daily questers continue, would keep us there (and easy kills to serious PvPers) but also fix the problem the devs are targeting.
    Edited by allochthons on January 13, 2026 4:52PM
    She/They
    PS5/NA (CP3000+)
  • imPDA
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    AzuraFan wrote: »
    It sounds like after I've earned 100+ telvar from killing skeevers, I'll have no convenient way out. I'll have to go all the way back to my alliance base when I want to do something else.

    p2a3kuf9l06m.png

    It always was here and meant to be used for convenient way out. Cyrodiil queue just broke this mechanic, it should be addressed long ago, and I am glad it is finally fixed. Amount of Tel Var can be adjusted in the future, 100 is too small imo.
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • valenwood_vegan
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    I suggested in another thread, but this one seems to be zos' "favored" one on this issue so I'll throw it in here too. Please give players a convenient way out of IC.

    A good compromise could be if players could still queue out (or have some option to port out) while in safe areas, but would suffer a telvar loss by choosing that option. (Or, an alternate idea is that much cheaper sigils of retreat could be sold that allow players to leave but with a telvar loss).

    I totally understand the intention behind this change and I do think players actually farming telvar and then using the queue to escape with their full haul is an exploit that needed addressing. But changing it so that players with more than the most trivial amount of telvar can't leave the zone easily is just going to, pardon my french, *** folks off.

    As long as players are being funneled in there to do chores rather than pvp, they should have a way out. And even some who *do* want to pvp, might find the zone is dead or get invited to another activity or something and just want to leave. Wasting peoples' time when they don't want to do an activity anymore is not the best idea.
  • spartaxoxo
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    -snipped for brevity-
    A good compromise could be if players could still queue out (or have some option to port out) while in safe areas, but would suffer a telvar loss by choosing that option.

    That's a good solution as well. If people don't have to death taxi but can instead choose the option in a menu, then they're less likely to interfere with others gameplay experience.
    Edited by spartaxoxo on January 13, 2026 7:22PM
  • heimdall14_9
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    players should NEVER be let to TP out 10million or 0 telvar you should have to leave out the front door , now they just need to fix players doing this in PVP i hate having someone who tried fighting me TP out mid fight just to see them 3 mins later with 20 friends zerging me down all because the one who TPed out afraid to die ( the one most likely to tea bag also after jumping you 20v1)
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Ishtarknows
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    What about when you get knocked outside the map by a sewer boss and get stuck? TPing to Cyrodiil has been the only way I've found to counteract this.
  • CameraBeardThePirate
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    What about when you get knocked outside the map by a sewer boss and get stuck? TPing to Cyrodiil has been the only way I've found to counteract this.

    There is a /stuck command.
  • Ishtarknows
    Ishtarknows
    ✭✭✭✭✭
    What about when you get knocked outside the map by a sewer boss and get stuck? TPing to Cyrodiil has been the only way I've found to counteract this.

    There is a /stuck command.

    That works in combat?
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