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Traumatic Burns and Group-Wide Flame Damage taken debuffs.

ESO_Nightingale
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Hey @ZOS_Kevin I wanted to talk about the Traumatic Burns debuff since i think it's pretty problematic that it's still in the game given the feedback that's been given in the past.

For the longest time Engulfing Flames (Now Traumatic Burns) has created a bizarre situation where flame damage has been disproportionately valued higher than other damage types, often being the default damage type for many builds looking to maximise their dps. Encratis's behemoth, Traumatic Burns and the Morag Tong item sets are the only group buffing effects for specific damage types, and while the morag tong isn't used as often due to being a 5 piece bonus set and the sources of poison and disease damage being significantly harder to find than flame damage, the engulfing and encratis bonuses are much easier to aquire and justify as well as benefiting more skills. There is no equivalent bonus for shock, physical, magic or frost damage. I still, to this day, do not understand why this is still the case. Why does flame damage need to be better than other damage types in groups? why should flame damage be more important than being incentivised to use the damage types native to most people's classes?

is there a plan to create similar passives for warden, sorcerer, nightblade, etc for all of the different types of damage? or is flame just going to remain the best damage type for groups?
Edited by ESO_Nightingale on January 17, 2026 2:49AM
PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Radiate77
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    Agree 100%. Sets that buff group-wide elements are incredibly fun to work around.

    Imagine the fun you could have theorycrafting group comps without general buffs like, here’s 5% more damage to everything…

    I would love to see a Frost or Lightning version of the sets you mentioned, or even just a pass on some of the Frost and Lightning sets we have currently that don’t perform even remotely close to our best options.
    Edited by Radiate77 on January 17, 2026 5:48AM
  • Turtle_Bot
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    Been asking for communication regarding this for a long time now. Even went into full detail on one thread comparing all damage types and their total percent bonuses (both solo and group wide) and it was shocking (excuse the pun) how bad lightning damage was compared to every other damage type (only +5% from Sorc passive and nothing else), but also how far ahead flame damage was, especially for group play.

    For solo play at least, frost and bleed surprisingly came out ahead of flame damage (bleed has blooddrinker which is +20%) and frost has frostbite iirc that can reach up to +14% damage done alongside the winters embrace passive totaling around +18% iirc, whereas flame had like +16% for solo play, but for group play there is no other damage type that matches the bonuses flame damage gets.

    Imo, another factor that has hurt the other damage types a lot, beyond the lack of buffs for most of them, is how the generic damage buffs have gotten so close to, or exceeded, these niche sets now, with sets like:
    - deadly granting +15% to channels and DoTs
    - tide-born granting +12% to direct damage (against monsters)
    - essence thief granting +10% to everything (+ sustain and a heal)
    - Velothi granting +15% against monsters
    - malacath granting +16% to everything

    There's zero need to build around a specific damage type anymore because the generic sets provide the same or more bonuses and are not limited to a single damage type.
  • YandereGirlfriend
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    Like others have said, these class elemental passives should be +Elemental Damage Done for the PLAYER ONLY so that we avoid the situation of enshrining Golden Child elements like Flame that warp the meta for years and years.

    And then same deal with the element specific sets. Those are interesting in theory, but, a) not all elements are even covered, b) most of them are stupendously weak compared to generic meta stat sets.
  • ESO_Nightingale
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    Like others have said, these class elemental passives should be +Elemental Damage Done for the PLAYER ONLY so that we avoid the situation of enshrining Golden Child elements like Flame that warp the meta for years and years.

    And then same deal with the element specific sets. Those are interesting in theory, but, a) not all elements are even covered, b) most of them are stupendously weak compared to generic meta stat sets.

    Huge agree.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • flizomica
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    Ive enjoyed each class *historically* having a meaningful and unique group-wide buff/debuff, to incentivize group comp diversity. With hybridization, itemization, and subclassing, diversity has severly diminished.

    Id therefore still like to see DK keep some sort of appealing buff/debuff, but it would also be cool to see the flame damage debuff be only for the user *and* be significantly stronger. That would incentivize DKs to use flame damage specific sets, instead of the generic increase of all damage/direct damage/etc sets that are currently meta. It would also incentivize sticking to "pure" classing or perhaps subclassing into lines that also have some flame damage.

    Essentially, anything that encourages more build diversity and thoughtfulness with build crafting, instead of just being able to pick the same skill lines or sets that just give raw, but boring power (e.g. Assassination just for crit passives, Ansuul for % damage done, etc.) is highly appreciated.
  • Radiate77
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    flizomica wrote: »
    Ive enjoyed each class *historically* having a meaningful and unique group-wide buff/debuff, to incentivize group comp diversity. With hybridization, itemization, and subclassing, diversity has severly diminished.

    Id therefore still like to see DK keep some sort of appealing buff/debuff, but it would also be cool to see the flame damage debuff be only for the user *and* be significantly stronger. That would incentivize DKs to use flame damage specific sets, instead of the generic increase of all damage/direct damage/etc sets that are currently meta. It would also incentivize sticking to "pure" classing or perhaps subclassing into lines that also have some flame damage.

    Essentially, anything that encourages more build diversity and thoughtfulness with build crafting, instead of just being able to pick the same skill lines or sets that just give raw, but boring power (e.g. Assassination just for crit passives, Ansuul for % damage done, etc.) is highly appreciated.

    I’ve been thinking on this, and yeah I kind of agree when it comes to this passive, and this would be a smart way to go about future reworks.

    We already have something similar with Winter’s Embrace where the Chilled status effect gets a huge boost, and that is just for the user.
    Edited by Radiate77 on January 18, 2026 8:26AM
  • robpr
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    Even if you remove the bonus for the group, flame damage will pull ahead because Burning is generally better status effect than Chill and Concuss on anything other than Wardens.
    There is a reason almost everybody run flame/poison glyphs on their weapons.
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