BetweenMidgets wrote: »I'd be interested in Sleek Creek house in Reaper's March being assessed for increasing it's furnishing limit. There are some single rooms with more allowed furnishings than this house with a building and outside area.
Ryder45790 wrote: »Not sure if anyone has noticed or if there has been another thread made but I want to bring to the attention of the new limit in update 49 where you cannot port out of imperial city carrying more than 100 tel var. I like the idea of the change but its concerning for the fact that large groups can now trap you from leaving by sitting in front of the sewer exit. There's basically no counter play other than keeping a recall stone on you at all times. Has anyone else noticed this new mech? Maybe off reduced cost recall stones and/or cause the recall stones to reduce your tel var by 20% for balancing? Just a thought..
Ryder45790 wrote: »Not sure if anyone has noticed or if there has been another thread made but I want to bring to the attention of the new limit in update 49 where you cannot port out of imperial city carrying more than 100 tel var. I like the idea of the change but its concerning for the fact that large groups can now trap you from leaving by sitting in front of the sewer exit. There's basically no counter play other than keeping a recall stone on you at all times. Has anyone else noticed this new mech? Maybe off reduced cost recall stones and/or cause the recall stones to reduce your tel var by 20% for balancing? Just a thought..
Ryder45790 wrote: »Not sure if anyone has noticed or if there has been another thread made but I want to bring to the attention of the new limit in update 49 where you cannot port out of imperial city carrying more than 100 tel var. I like the idea of the change but its concerning for the fact that large groups can now trap you from leaving by sitting in front of the sewer exit. There's basically no counter play other than keeping a recall stone on you at all times. Has anyone else noticed this new mech? Maybe off reduced cost recall stones and/or cause the recall stones to reduce your tel var by 20% for balancing? Just a thought..
Oh... I hadn't even noticed that.
For those of us who only go there to complete Fishing or Antiquities, that's awful.
Ryder45790 wrote: »Not sure if anyone has noticed or if there has been another thread made but I want to bring to the attention of the new limit in update 49 where you cannot port out of imperial city carrying more than 100 tel var. I like the idea of the change but its concerning for the fact that large groups can now trap you from leaving by sitting in front of the sewer exit. There's basically no counter play other than keeping a recall stone on you at all times. Has anyone else noticed this new mech? Maybe off reduced cost recall stones and/or cause the recall stones to reduce your tel var by 20% for balancing? Just a thought..
Before porting out ever became a thing, there would always be battles outside of each faction’s sewer gate. It’s part of the risk.
The counterplay is using Vampire invisibility, using the Shadow subclass, running with a group, or being good at PvP.
ZOS_JessicaFolsom wrote: »Hi everyone! Welcome to our first PTS weekly summary. In this post, you will find a high-level summary of the Update 49 PTS – Week 1 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. As mentioned in this post, this summary is not intended to be as comprehensive as our PTS incremental patch notes and as such just a gentle reminder that it will not include everything.
As this is a new initiative, we’ll be looking to evolve and optimize it over time. We’ll consider team bandwidth and look at contents and level of detail on our side. We would love to hear your thoughts, too.
Dragonknight Class Refresh
- Dragon Blood [Feedback]: We have seen community feedback about the visual change to this ability, and questions about if the new look is a bug. While it is not a bug, based on community feedback we are assessing possible updates to the visuals to update this ability and its morphs so the heart visual no longer appears above the character’s head. This change will go into effect in a later PTS incremental. (Related post.)
- Dragon Wings Visual Effects Misaligned on Multiple Skills [Bug]: The Dragonknight wings visual effect are misaligned on the player character with the Dragon Leap ability and its morphs, and the Wing Buffet ability and its morphs. Dragon Leap and its morphs will be fixed in PTS Week 2 (Related post.) Wing Buffet and its morphs will be fixed in a later PTS incremental.
- Earthspike Mantle [Feedback]: Based on community feedback, we have made some visual changes to the originally updated design. These changes are what we were able to do in the short-term, and will be viewable on the PTS in Week 2 (related post). We will continue to monitor feedback – it is possible we could make further adjustments to the Dragonknight’s visuals in the future as needed.
- Engulfing Dragonfire [Bug]: Fixing several issues with the Dragonknight Engulfing Dragonfire ability, including (but not limited to) players being able to recast the ability before the prior cast finishes, stacking damage. This will be fixed in PTS Week 2.
- General Dragonknight Class Power [Feedback]: Based on player feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we are investigating a number of additional improvements. Watch for a full article around PTS Week 4 that details these additional improvements.
- Various Dragonknight Visual Effects & Animations Issues [Bug]: We are tracking some additional visual effects and/or animations issues for Dragonknight class abilities including Corrosive Armor, Obsidian Shield, Fragmented Shield, and and Fire Keeper. These will be fixed in PTS Week 2 and a later PTS incremental.
Cyrodiil
- Heal-over-Time Changes [Feedback]: After feedback about the originally proposed changes to how Battlespirit modifies Heals-over-Time in Cyrodiil, we are reverting the change in PTS Week 2 (related post.) We are investigating alternate short-term and long-term solutions (related post.) One of the short-term solutions we defined in that second related post link would be possible for us to get in for an upcoming PTS incremental and Update 49. Longer-term solutions are still under discussion.
Player Experience Improvements
- Increasing Housing Population Caps [Feedback]: We’ve seen some questions and suggestions about whether housing population caps are also increasing alongside the furnishing cap increase. Based on this suggestion and piece of feedback, we are increasing the housing population caps with Update 49. Now Staple homes will have a population cap of 6 players, Classic homes will have a population cap of 12 players, and all notable homes will remain at a cap of 24 players. (Note: This will effectively increase the population cap to homes that were previously Classic but have since moved into the Notable category.) (Related post.)
- Respec Skills & Attributes in the UI for Free [Feedback]: Based on player feedback, we will be restricting the use of the new UI Respec feature in PVE Leaderboard content. Infinite Archive will continue to allow use of the UI Respec feature. This change will go in a later PTS incremental. (Related post.)
Miscellaneous
- Buccaneer’s Bay House [Bug]: We are tracking several bugs with the Buccaneer’s Bay house, including (but not limited to) the door being misaligned and prompt text inconsistent with other homes, the house not correctly supporting weather states, the door locks lacking audio cues, and it being difficult to find your way back on land if you fall into the water. Some of these fixes will be in PTS Week 2 and the rest in one of the later PTS incremental patches. (Related thread.)
- New Vampire NPC – Shrine Reference in Dialogue [Bug]: Azisa refers to the shrine at her location as a shrine of Molag Bal. This is inconsistent with her other dialogue. We are changing this line of dialogue and shifting the name of the POI and some related quest text. As this requires a new voice-over recording, the change will go in with Update 50. (Related post.)
- Transmutation Cap Increase [Bug]: There is an issue where players cannot earn more Transmute Crystals beyond the old cap. This issue will be fixed in the PTS Week 2 incremental. (Related post.)
- Vampire & Werewolf Reinfection [Bug]: There is an issue where players who have maxed both Vampire and Werewolf skill lines and cured themselves can become locked out of reinfection. This will be fixed in a later PTS incremental. (Related post.)
tye77732145 wrote: »Hello Jessica,
This is my first post on this forum, and I rarely take time to write feedback—but after extensive testing on the PTS, I felt it was necessary. I may be new to posting here, but I’m not new to Elder Scrolls Online or specifically the Dragonknight class. My playstyle is aggressive and optimized: I duel frequently, PvP in Cyrodiil, and run solo PvE content, including dungeon speed clears with highly effective builds.
Since the PTS launched, I logged in immediately and have spent days exclusively testing in duels and PvP scenarios. I’ve dueled a wide range of players (including friends and strong opponents) extensively, often for hours at a time. Some of you may have seen me in community videos or clips. Below is my detailed feedback, organized for clarity and from the perspective of an experienced DK player. I understand others may disagree, but the points below reflect real mechanical and functional observations.
Dragon Blood — Feedback:
Dragon Blood is generally well-designed and feels impactful. I appreciate that the healing effect is no longer invisible when triggered, which improves clarity in combat. Initially I expected it to function like the old Heart effect, potentially tied to the burst heal concept, but I understand the intention behind the current design. That said, as fights extend, Dragon Blood can feel expensive to maintain, especially in long PvP engagements. The cost vs. benefit curve could use slight tuning, but overall the ability feels satisfying and aligned with Dragonknight identity.
Dragon Wings — Visual Effects:
The misalignment of the Dragon Wings visual is noticeable and currently distracting. I’m glad this issue is acknowledged and slated for a fix.
Earthspike Mantle — Feedback:
I personally like the more restrained design, but the current visual feedback is too subtle. In the heat of PvP, I often enable Earthspike Mantle and only realize it has dropped after the effect has expired. The current cue, a small spike near the lower back isn’t prominent enough. A stronger visual indicator (larger spikes or an expanded aura) would drastically improve usability. For reference, visual effects similar to Skyrim’s Dragon Aspect (e.g., Miraak’s ethereal dragon energy) provide clear combat feedback and feel thematic. Renaming it Earthspike Aspect with a more noticeable effect could greatly strengthen clarity without sacrificing style. Mechanically the ability works well and I’m pleased with its function.
Engulfing Dragonfire — Feedback
This change has been the most disappointing for me personally. The original, instant burst effect of Engulfing Flames was my most used and favorite PvP ability due to its high impact and satisfying feel. Switching it to a channeled format significantly alters its utility and pacing. I believe a compromise could be effective: maintain the classic, instant burst version with PvP-balanced stats (e.g., analogous to current live Engulfing Flames) and associate Major Breach with that version. Meanwhile, keep the new channeled effect as a PvE-oriented “dragon beam,” which does feel visually powerful and appropriate for PvE scenarios. It also means i wouldnt have to subclass to the typical arcanist beam. Despite this change, I do want to commend the visual design of both Noxious Breath and the new Engulfing Flames they look excellent.
Dragonknight Class Power — General Thoughts:
Overall, the class feels serviceable so far in PvP. Some adjustments clearly aim to accommodate a broader range of players, including more casual ones. While I understand that balance must support a wide skill spectrum, the current feel raises questions about high-level competitiveness. I’m curious to see how balance evolves with further testing and tuning.
Corrosive Armor — Critical Feedback:
This is arguably the most imbalanced aspect I’ve encountered. In my experience, PvP duels have devolved into “who pops Corrosive Armor first wins.” After several days of testing, this ability alone often determines the outcome of engagements regardless of mechanical skill. Once Corrosive Armor is active, its damage-over-time ticks are overwhelming I’ve seen ticks around 19- 24k within 4 seconds, especially on crit-oriented builds. It feels less like a skill comparison and more like an ultimate win condition. Players use Heart and Home for major heroism, Nord race for the ULT. Regen and the bloodspawn monster set to constantly have a huge uptime of corrosive.
Additionally, the visual presentation is problematic. Corrosive Armor currently hides beneath other effects (e.g., Flames of Oblivion, Breath, Igneous Weapons), making it very hard to tell when it’s active. Prior versions of Corrosive had a clear green visual cue that could be recognized and reacted to; the removal of that feedback has reduced counterplay and awareness.
The old version was balanced, Noticeable, survivable, and signaled clearly to opponents. The current implementation, in contrast, feels oppressive and reduces dueling skill expression. Many players lean into it due to its strength, which I understand, but it ultimately reduces engagement depth.
Closing Thoughts
Thank you for your work on the PTS and for listening to community feedback. The Dragonknight class has a unique identity, and many of the changes show promise. I hope this more detailed feedback helps inform tuning decisions moving forward.
ZOS_JessicaFolsom wrote: »tye77732145 wrote: »Hello Jessica,
This is my first post on this forum, and I rarely take time to write feedback—but after extensive testing on the PTS, I felt it was necessary. I may be new to posting here, but I’m not new to Elder Scrolls Online or specifically the Dragonknight class. My playstyle is aggressive and optimized: I duel frequently, PvP in Cyrodiil, and run solo PvE content, including dungeon speed clears with highly effective builds.
Since the PTS launched, I logged in immediately and have spent days exclusively testing in duels and PvP scenarios. I’ve dueled a wide range of players (including friends and strong opponents) extensively, often for hours at a time. Some of you may have seen me in community videos or clips. Below is my detailed feedback, organized for clarity and from the perspective of an experienced DK player. I understand others may disagree, but the points below reflect real mechanical and functional observations.
Dragon Blood — Feedback:
Dragon Blood is generally well-designed and feels impactful. I appreciate that the healing effect is no longer invisible when triggered, which improves clarity in combat. Initially I expected it to function like the old Heart effect, potentially tied to the burst heal concept, but I understand the intention behind the current design. That said, as fights extend, Dragon Blood can feel expensive to maintain, especially in long PvP engagements. The cost vs. benefit curve could use slight tuning, but overall the ability feels satisfying and aligned with Dragonknight identity.
Dragon Wings — Visual Effects:
The misalignment of the Dragon Wings visual is noticeable and currently distracting. I’m glad this issue is acknowledged and slated for a fix.
Earthspike Mantle — Feedback:
I personally like the more restrained design, but the current visual feedback is too subtle. In the heat of PvP, I often enable Earthspike Mantle and only realize it has dropped after the effect has expired. The current cue, a small spike near the lower back isn’t prominent enough. A stronger visual indicator (larger spikes or an expanded aura) would drastically improve usability. For reference, visual effects similar to Skyrim’s Dragon Aspect (e.g., Miraak’s ethereal dragon energy) provide clear combat feedback and feel thematic. Renaming it Earthspike Aspect with a more noticeable effect could greatly strengthen clarity without sacrificing style. Mechanically the ability works well and I’m pleased with its function.
Engulfing Dragonfire — Feedback
This change has been the most disappointing for me personally. The original, instant burst effect of Engulfing Flames was my most used and favorite PvP ability due to its high impact and satisfying feel. Switching it to a channeled format significantly alters its utility and pacing. I believe a compromise could be effective: maintain the classic, instant burst version with PvP-balanced stats (e.g., analogous to current live Engulfing Flames) and associate Major Breach with that version. Meanwhile, keep the new channeled effect as a PvE-oriented “dragon beam,” which does feel visually powerful and appropriate for PvE scenarios. It also means i wouldnt have to subclass to the typical arcanist beam. Despite this change, I do want to commend the visual design of both Noxious Breath and the new Engulfing Flames they look excellent.
Dragonknight Class Power — General Thoughts:
Overall, the class feels serviceable so far in PvP. Some adjustments clearly aim to accommodate a broader range of players, including more casual ones. While I understand that balance must support a wide skill spectrum, the current feel raises questions about high-level competitiveness. I’m curious to see how balance evolves with further testing and tuning.
Corrosive Armor — Critical Feedback:
This is arguably the most imbalanced aspect I’ve encountered. In my experience, PvP duels have devolved into “who pops Corrosive Armor first wins.” After several days of testing, this ability alone often determines the outcome of engagements regardless of mechanical skill. Once Corrosive Armor is active, its damage-over-time ticks are overwhelming I’ve seen ticks around 19- 24k within 4 seconds, especially on crit-oriented builds. It feels less like a skill comparison and more like an ultimate win condition. Players use Heart and Home for major heroism, Nord race for the ULT. Regen and the bloodspawn monster set to constantly have a huge uptime of corrosive.
Additionally, the visual presentation is problematic. Corrosive Armor currently hides beneath other effects (e.g., Flames of Oblivion, Breath, Igneous Weapons), making it very hard to tell when it’s active. Prior versions of Corrosive had a clear green visual cue that could be recognized and reacted to; the removal of that feedback has reduced counterplay and awareness.
The old version was balanced, Noticeable, survivable, and signaled clearly to opponents. The current implementation, in contrast, feels oppressive and reduces dueling skill expression. Many players lean into it due to its strength, which I understand, but it ultimately reduces engagement depth.
Closing Thoughts
Thank you for your work on the PTS and for listening to community feedback. The Dragonknight class has a unique identity, and many of the changes show promise. I hope this more detailed feedback helps inform tuning decisions moving forward.
Thank you for sharing your thoughts and feedback, and in such a organized format, @tye77732145!