Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of January 19:
• [COMPLETE] NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
•[COMPLETE] EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)

PTS Update 49 - Feedback Thread for Classes & Abilities

  • BardokRedSnow
    BardokRedSnow
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    I Love most of the new Two Handed Animations. Only one Thing bothers me: All the Animations are kinda Orange, But Rally is pure Red. Would fit better if it had the orange Color as well.

    Please no. Rally looks amazing and badass, its the one skill I dont want them to change.

    gl70p7cft5r9.png
    mhdwcurkzhiu.png

    Mmmm dang that looks good.

    Besides that rally was always shiny and stood out. If they're gonna lessen the flash of or change skills it shouldn't be this, it should maybe be spammables.

    I think all the two hander skills look great but I wouldn't be upset if the spammables got toned down some. Rally though should look epic and boy does it.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    The outrageously ill-considered global nerf to healing received after exceeding two HOTs is probably the worst single change that I've ever seen in a Patch Notes release. The spirit of the idea is sound, limiting the effectiveness of HOT-stacking in PvP; but the execution is absolutely abysmal.

    The first and most obvious reason for why this change is a complete disaster is because you, as a player, have ZERO CONTROL over whether or not you will receive this essentially death-sentence. It makes casual zone healers the literal scourge of the earth in Cyrodiil because they will be, rather than assisting their faction, walking Grim Reapers sentencing their own side to death by simply trying to help them. It is also a fantastic opportunity for trolling and sabotage as logging-in on an enemy faction for the specific purpose of destroying their healing becomes a very appealing strategy for a subset of players.

    Easy ways that you can salvage this situation:

    1. Disallow sticky HOTs of the same morph from stacking with each other and call it a day (this is by far the best option)
    2. Apply the 50% healing nerf specifically to sticky HOTs

    Both of these achieve the intended goal of the change without pitting players at each other's throats or having disastrous impacts downstream of the change.

    I sincerely hope to see one of those two listed in the PTS Notes for Week 2.

    Consider this a vote from me @ZOS_Kevin to especially pay attention to this and send to the team. This is a change I feel needs to be made before update 49 goes live, not after. Its very important.
    FoJul wrote: »
    da0sibe6mbpc.png

    Great. So, very good.
    What this means is that in 4v4, you should decide the role of the healer.
    For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
    DPS and tanks can use just one HoT without any problems.
    The penalty for having three or more HoTs is very well balanced.
    "Ward Ally" will attract attention.
    However, HoTs like "Radiating Regeneration" should not stack.
    You don't want to accidentally receive two HoTs from another player.
    Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.

    Pale order bis

    Slept on reply
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Crowborne
    Crowborne
    Soul Shriven
    new two handed animations look' like genshin impact, black desert, final fantasy, and street fighter. they need more weight/ pause on impact, and far less colored trails. I liked the more grounded old look. the new ‘critical charge’ does not look like ‘critical charge’, it used to slam the ground, now it just slices the ground. each ability originally had a distinct style, ‘critical charge’ was a heavy slam, ‘cleave’ was a clean slice, and so on, now they all feel the same.. it's like you’re trying to mimic 'combo combat' games, but eso isn't that. honestly needs reworked, this might make me and others leave the game. it needs to have more impact and pause on contact. hate to give criticism but it needed to be said.. 🫤 and please leave the flashy trails for the crown store. some of us want a less flashy color option, aka, remove the bright color trails. it needs to make a thud, ‘visually and audibly, on impact. and revert to the more original mmo coloring on the weapon. not this 'genshin impact' leaving trails of color. I'll go play 'genshin impact' if I want that. But I won't play eso if they do that.
    Edited by Crowborne on January 18, 2026 7:40AM
  • Vaqual
    Vaqual
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    I also find the particle effects on the 2h animations to be too much. The animations themselves are good. A bit of shrinking and lower opacity might do the trick.
  • Alondil
    Alondil
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    I am disappointed in the decision to table the HoT changes to Battle Spirit for now. When the devs said they would be working to iterate with us during the PTR cycles going forward during the reveal event, I had hope that we would see that occur with this change in particular, since it is absolutely a necessary change that needs to be done sooner rather than later. There has been no shortage of feedback on this idea over the years.

    Personally, I think the idea of allowing only one instance of any sticky heal to be applied to a target at a given time is the best way to go (i.e., if there is a single stack of Radiating Regeneration on me and someone else casts it on me again, it does not stack or add healing; instead, it simply refreshes the duration of the HoT). This would make groups need to think about what heals people are running, while also giving healers a more defined role in PvP groups.

    On another note, I recall that during the reveal it was said that the devs would be doing stopgap/band-aid class changes to the other classes alongside the major class reworks in order to address some of the glaring problems with the current state of balance and subclassing. When can we expect this to occur?

    As for the DK changes, I think they are in a great spot. I am concerned that feedback is indicating they are underpowered. Maybe in PvE; however, based on the changes you made, you turned DK from a single-target, DoT-oriented class into one that lines up abilities for damage. This rewards skilled gameplay and timing. This is fantastic for PvP, but it is not conducive to PvE, as PvE DPS is largely about maintaining high-critting AoE DoTs (such as Arcanist beam, Wall of Elements, Blade Cloak, etc.).

    In the end, because PvE does not reward burst damage combos over maintaining uptime on DoTs, I do not see PvE returning to a state where pure classes are competitive without sacrificing good class design to accommodate the way PvE DPS is optimized. The best overall solution to this problem is to balance classes exclusively for PvP with strong, interesting class design that synergizes within each class, and then balance PvE encounters around rewarding skilled, combo-oriented gameplay. I understand that this is a much more labor intensive long term change but i think it would bring more balance and dynamic gameplay to ESO in the long run.
  • Artem_gig
    Artem_gig
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    First of all, I’d like to say that, in my opinion, the developers are heading in the right direction. However, there’s still a lot of work to be done. Below, I’d like to focus on the following aspects:
    • what has been done;
    • what causes issues;
    • what needs to be done.

    What has been done
    The impact has indeed improved: the skills are now more dynamic and visually appealing. The sound effects and animations are pleasant. Overall, the combat experience feels better than before.

    However, it’s still not up to the standard we’d expect for 2025–2026. Here’s why:

    Although the skills now have new animations, they still have some shortcomings that make combat feel less dynamic than it could be. I’m referring to combos.

    When we combine different skills by pressing them in sequence, it looks great. But as soon as we use the same skill twice, everything starts to look awkward again.

    Suggested improvement: add several animations for the same skill so that it can combine with itself.

    For example, the very first skill in the two‑handed weapon tree has a two‑hit combo — that’s good. However, two animations are still not enough. Three would be ideal (the third one could deal increased damage or have a lower cost).

    This also applies to skills that directly attack the enemy. For instance, skill 5 doesn’t need changes.

    Another noticeable issue is camera shake. While it enhances the combat experience by 100 %, skill 3 lacks camera shake, which makes it feel weak in terms of impact — the hit doesn’t feel satisfying at all.

    The same applies to DK skills: there’s no camera shake, and only the claw attacks have combos. When playing as DK, I felt a stark contrast compared to the two‑handed weapon tree — I stopped feeling the combat, even though the skills look beautiful.

    What causes issues
    Weaving — this is the main problem. Animations break when using weaving and fail to play correctly. The character literally holds a sword but doesn’t move it, yet damage is still dealt while the character just stands there.

    Suggested solution: either remove weaving or give skills more windows to accommodate it. Otherwise, it will look terrible in actual combat.

    DK wings — for some reason, they appear in the air rather than on the character’s back.

    What needs to be done (my suggestions)
    As mentioned earlier, combo attacks need further improvement.

    Light and heavy attacks also require attention:

    they need combos and camera shake;

    currently, they look too bland compared to skills, yet we use them most often in combat;

    we use them for weaving, resource generation, etc.

    Goal: make light and heavy attacks as satisfying to use as skills. They should have impact and be fun to play with.

    Specific suggestions:

    introduce three‑hit combos for light and heavy attacks;

    add camera shake even for regular swings.

    Important note: many players dislike camera shake, so it’s essential to add a setting that controls the intensity of camera shake.

    Conclusion
    These are the key points I consider important for future updates. As you can see, I haven’t addressed balance or skill stats — my feedback focuses solely on the combat experience.
  • nightbringer1993
    What I can see is that if other PTS follow the same route as this one where only one class is being and the others remain untouched then the future looks grim because underpowered classes like Necro that are left at the end of this class refresh will go unplayable and forcing people to change class is not acceptable.
    PC EU
  • MXVIIDREAM
    MXVIIDREAM
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    Radiate77 wrote: »
    I don’t agree that Off-Balance should leave Dizzying Swing, if anything, we need more combat mechanics like Off-Balance that reward active play.

    Medium-weave interaction is the best part of it.

    Agreed, removing off balance from dizzy ruins the point of that skill existing, absolutely not.
    It’s a nice touch when you medium weave after for a stun
  • SirIronclad
    SirIronclad
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    Based on the new 11.3.1 PTS patch notes the devs are content with the new 2H stuff, and we will not see the new animations revised. I'm very disappointed by this, since this makes it look like a lot of feedback pointing out issues was ignored.

    I gotta be honest: If what's on the PTS currently hits the live servers as is, these new animations will be a downgrade for me. Still hoping the team will find a middle ground and give the new stuff some oomph while also toning down the flashiness.
    Edited by SirIronclad on January 21, 2026 5:20PM
  • Kaltivael
    Kaltivael
    Soul Shriven
    What I can see is that if other PTS follow the same route as this one where only one class is being and the others remain untouched then the future looks grim because underpowered classes like Necro that are left at the end of this class refresh will go unplayable and forcing people to change class is not acceptable.

    yeah not having any class skill line balance changes aside from DK is pretty wild. tired of the same old stuff since june release
  • CameraBeardThePirate
    CameraBeardThePirate
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    Kaltivael wrote: »
    What I can see is that if other PTS follow the same route as this one where only one class is being and the others remain untouched then the future looks grim because underpowered classes like Necro that are left at the end of this class refresh will go unplayable and forcing people to change class is not acceptable.

    yeah not having any class skill line balance changes aside from DK is pretty wild. tired of the same old stuff since june release

    I really do agree that the meta is stale, but I think the way they're focusing on 1 class at a time is a necessary evil. There's no point to do anything to other classes when the class is just going to get overhauled from top to bottom like DK. I'd also rather them devote all of their focus on the class receiving the overhaul then split their efforts and end up with a mid class refresh.

    Trust me, I'm really done seeing Assassin/Storm/Animal in PvP but at this point we at least know that each class is getting an overhaul.
  • nightbringer1993
    I play Necro and am rather afraid of not being able to play it next year because all the subclasses lines would have been remastered and not match Necro skills. Three years of having to drop and come back to my main char but then massive nerfs like the removal of stalking blastbone forced me into arca and heavy atack sorc in pve dd and sorc and nb in PvP. I was forced to drop necro again and again because of stupid changes like grave lord sacrifice that nearly nobody uses.
    PC EU
  • katorga
    katorga
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    I play Necro and am rather afraid of not being able to play it next year because all the subclasses lines would have been remastered and not match Necro skills. Three years of having to drop and come back to my main char but then massive nerfs like the removal of stalking blastbone forced me into arca and heavy atack sorc in pve dd and sorc and nb in PvP. I was forced to drop necro again and again because of stupid changes like grave lord sacrifice that nearly nobody uses.

    The class is in such bad shape it is beyond me how it was not the first refresh.

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