ZOS_JessicaFolsom wrote: »Hi everyone! Welcome to our Update 49 PTS summary for week 2. Like our Week 1 Summary, in this post we’ve compiled a high-level summary of the Update 49 PTS – Week 2 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.
We’d like to take a moment to call out one note for this week. Our offices were closed on Monday for a national holiday, so our PTS cycle for this week was condensed by a day. For added context, during PTS cycles we lock the build for the next week’s PTS incremental patch on Wednesdays. So, for example, the PTS Week 3 incremental patch build was locked on January 21.
Thank you for your continued PTS bug reports and feedback, and as always, we welcome your thoughts on these PTS summaries.
Dragonknight Class Refresh
- Dragonfire Breath [Bug]: There is a bug affecting this ability where it is not leveling up at the correct rate. This will be fixed in the PTS Week 3 incremental patch.
- Dragon Blood [Feedback]: This week, we shared an early-look video of the updated visual effects for Dragon Blood. This change was made based on community feedback, and will go into effect in PTS Week 3. (Related post.)
- Earthspike Mantle [Bug]: There is currently a bug with Earthspike Mantle on the PTS where the armor abruptly disappears instead of more naturally fading out. A fix for this will be in the PTS Week 3 incremental patch. (Related post.)
- Earthspike Mantle [Feedback]: The updated visuals, based on community feedback, went into PTS Week 2. We are continuing to monitor feedback and acknowledge the desire for further visual work to remove the “base plate” from this ability’s visuals. While this is not something that we will get in for Update 49, it is on our radar for future consideration. (Related post.)
- Fire Keeper [Bug]: There is a bug affecting this morph of Hearthfire where rapidly activating this ability can result in the VFX appearing as an aura and presents some visual issues. This change will go in with the PTS Week 4 incremental patch.
- General Dragonknight Class Power [Feedback]: As a follow-up to the note we included in last week’s PTS Summary and community feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we have posted a preview here of what we are planning for the PTS Week 3 incremental patch. Comment in that thread to let us know what you think, and thank you again for all your ongoing Dragonknight class refresh testing and feedback!
- Various Dragonknight Visual Effects & Animations Issues [Bug]: This is a carry-over from last week’s PTS Summary. We are tracking some miscellaneous effects and/or animations issues for Dragonknight class abilities including Corrosive Armor, Engulfing Dragonfire, Obsidian Shield, Fragmented Shield, and and Fire Keeper. The issues with Corrosive Armor and Engulfing Flame will be fixed in PTS Week 3; the others will be fixed on PTS Week 4.
- Wing Buffet – Dragon Wings Misaligned [Bug]: This is a carry-over from last week’s PTS Summary. The Dragonknight wings visual effect are misaligned on the player character with the Wing Buffet ability and its morphs. This will be fixed in the PTS Week 3 incremental patch.
Two-Handed Skill Line
Berserker Strike: Onslaught [Feedback]: Based on community feedback, we are adjusting the Onslaught morph’s 100% Critical Chance buff so that it now only activates when Battle Spirit is active. Similarly to Corrosive Armor, we’re removing some of the oppressive power this Ultimate can provide in PvP and keeping it where our goals are aimed at. This change will go in with the PTS Week 3 incremental patch.
Night Market Event Zone
In PTS Week 2, the Night Market was first available to test. Thank you to everyone who has jumped in to play the Night Market, report issues, and share your feedback. Below is a short list of things we are working on, based on your feedback. Below the short list are a few more detailed sections.
Expected in PTS3:Expected in PTS4:
- Adding a new fragmented recipe and associated ingredients which boosts favor gained from boss kills in the Night Market. The recipe fragments come from higher tier bosses at an escalating rate based on boss difficulty and your pledged faction and will require coordinating and trading with players across the factions. The new ingredients will be similarly split across faction and come from quest coffers and other sources in the Night Market.
- Improving the loot for the quest reward coffers.
- Adding a pool of thematic motif chapters, recipes and furnishings to boss drops.
- Addressing an issue that could cause Night Market bosses to not provide loot when being killed in rapid succession.
- Adjusting splinter sourcing (the bespoke consumables you need 10 of from different sources of to unlock each relic) by increasing their drop rates to 100% in most cases.
- Reducing the Favor threshold needed to purchase specific Splinters on the Faction Merchants from 2500 to 500.
Detailed Call-outs:
- Improving the loot for the Faceted bosses that occasionally pop up.
- Moving the trophy and bust collectible furnishings from the Faction Vendor to instead drop on the respective bosses.
- Adding purchasable equipment coffers to the Faction Vendor that will unlock as favor increases, and provide a pool of curated gear from a subset of existing overland, dungeon and trial sources.
- Difficulty Balance [Feedback]: We have seen your feedback about the overall difficulty of the Night Market content and will continue to do so. We do want this content to be challenging so players are encouraged to group, and the content feels suitably rewarding for groups. We are taking your feedback to heart and evaluating the numbers in the Night Market; we are open to making adjustments for the future, so please keep providing that feedback. (Related post.)
- Factions [Feedback]: We are continuing to read your feedback about the Night Market Factions, and being locked into one each time the Night Market is available. We’ve made this as frictionless for grouping with friends as possible and appreciate the ongoing discussions about how this is working for you. (Related post.)
- Relics and Keys needed for Gilded and Opulent Instances [Feedback]: We have seen your feedback related to relics and keys being required to enter Gilded and Opulent instances. Relic requirements, for context, will remain due to the relics sometimes playing a part in those instances. Key requirements as designed are limiting, and we do recognize that, so please continue providing feedback on that core loop, how it feels, fun factor, etc. That will greatly help us determine meaningful adjustments. (Related post.)
- Relics and Progress [Feedback]: We are looking at a few pieces of feedback related to earning the relics in the Night Market, including clearer in-game messaging and the rate at which relic splinters are collected. For relic splinters, specifically, we are increasing the drop rate and reducing the favor requirement needed to purchase the splinter from your faction vendor. We will also be granting players on the PTS the relics to help remove that barrier and facilitate PTS testing and feedback. These changes will happen during the PTS Week 3 incremental patch. (Related post.)
- Rewards [Feedback]: We have seen your feedback regarding the Night Market loot and are evaluating rewards so that you feel your time is valued. In the PTS Week 3 incremental patch, we are introducing new thematic motifs, style items, recipes, and furnishings. We are also removing the loot cooldowns in a future PTS incremental patch. (Related post.)
- Skill Scrolls [Feedback]: We have been reading your feedback, questions, and concerns about the Skill Scrolls introduced with the Night Market. We also had a missing note in this week’s PTS patch notes that we have since added. This overview should help give better context about what Skill Scrolls are and our long-term intentions for them. We have also created a dedicated feedback thread for Skill Scrolls, and encourage you to continue to share your thoughts with us on these new consumable items.
- Skill Scrolls Usable When Transformed as a Werewolf [Bug]: On the PTS currently, players who have transformed into a Werewolf can use consumable Skill Scrolls. This is not intended – Skill Scrolls should not be usable when your ability bar is overridden. This bug will be fixed in the PTS Week 3 incremental patch. (Related post.)
- UI [Bug]: The key system is currently not highlighted in the F5 menu and is missing icons when you defeat Argent and Gilded enemies. Additionally, the timer for Skirmishes is not updating properly. Both of these bugs will be fixes in an upcoming PTS incremental patch. (Related post.)
Cyrodiil
- Heal-over-Time Changes [Feedback]: In PTS Week 2, we reverted the originally proposed changes to how Battlespirit modifies Heals-over-Time in Cyrodiil, based on community feedback (related post.) We have a possible short-term solution that we would like your input on, and have put up a poll here where you can share your preferences. If the community preference is to try out the short-term solution until we can get a longer-term solution in place, we would push the short-term solution live with the PTS Week 4 incremental patch for testing, then to the live servers with Update 49.
Player Experience Improvements
- Respec Skills & Attributes in the UI for Free [Feedback]: This is a carry-over from last week’s PTS Summary. 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 with the PTS Week 4 incremental patch. (Related post.)
Miscellaneous
- Base Pet in Morphing Collectible [Feedback]: We have seen the feedback to potential scenarios in Update 49 regarding Morphing Collectible base pets. We did note in the patch notes that starting in Update 49, base pets will no longer be consumed when forming the quarterly collectible. This will apply to older base pets as well. However, there were plenty of good questions asking about specific scenarios based on currently owned fragments or previously unlocked a base pet. Given the questions asked, we will work on a short FAQ to address common scenarios regarding Morphing Collectible base pets when Update 49 is live, to help resolve some of the confusion. We will have this ready before Update 49 goes live. (Related Post)
- Buccaneer’s Bay House [Bug]: This is a carry-over from last week’s PTS Summary. Several bugs related to the Buccaneer’s Bay house were fixed in PTS Week 2, and the remaining will be fixed in the PTS Week 3 incremental patch. Those include the door being misaligned, the house not correctly supporting weather states, and the door locks lacking audio cues. (Related thread.)
- New VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
- Vampire & Werewolf Reinfection [Bug]: This is a carry-over from last week’s PTS Summary. 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 the Week 3 PTS incremental patch. (Related post.)
@ZOS_JessicaFolsom is this a typo? Im assuming what this is meant to say is "when battlespirit isn't active".
Two-Handed Skill Line
Berserker Strike: Onslaught [Feedback]: Based on community feedback, we are adjusting the Onslaught morph’s 100% Critical Chance buff so that it now only activates when Battle Spirit is active. Similarly to Corrosive Armor, we’re removing some of the oppressive power this Ultimate can provide in PvP and keeping it where our goals are aimed at. This change will go in with the PTS Week 3 incremental patch.
@ZOS_JessicaFolsom is this a typo? Im assuming what this is meant to say is "when battlespirit isn't active".
Two-Handed Skill Line
Berserker Strike: Onslaught [Feedback]: Based on community feedback, we are adjusting the Onslaught morph’s 100% Critical Chance buff so that it now only activates when Battle Spirit is active. Similarly to Corrosive Armor, we’re removing some of the oppressive power this Ultimate can provide in PvP and keeping it where our goals are aimed at. This change will go in with the PTS Week 3 incremental patch.
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
@ZOS_JessicaFolsom
Can't we meet in the middle and give Onslaught like 25-50% crit chance instead of 100%? This ult barely gets used, so nerfing it would just make it a niche ult like it is on the live server.
Any chance we could have an armour slider for the armour/set buffs aswell some of the glows and stuff of a few of them are a bit much lol@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
ZOS_JessicaFolsom wrote: »
General Dragonknight Class Power [Feedback]: As a follow-up to the note we included in last week’s PTS Summary and community feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we have posted a preview here of what we are planning for the PTS Week 3 incremental patch. Comment in that thread to let us know what you think, and thank you again for all your ongoing Dragonknight class refresh testing and feedback!
Thank you for doing these summaries, they are much appreciated.
The Dragonknight power increase going to PTS on Monday looks great!
I would really like to stress the feedback on Standard of Might and Eruption/Hearth and Home that's been brought up. Please reconsider adding damage back to Standard of Might and bringing back Eruption as a DPS morph.
I would like to add that this PTS has been one of my favorites in recent memory because of all of the communication, it has been fantastic, please keep it up!
ZOS_JessicaFolsom wrote: »
[*] Difficulty Balance [Feedback]: We have seen your feedback about the overall difficulty of the Night Market content and will continue to do so. We do want this content to be challenging so players are encouraged to group, and the content feels suitably rewarding for groups. We are taking your feedback to heart and evaluating the numbers in the Night Market; we are open to making adjustments for the future, so please keep providing that feedback.
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
ZOS_JessicaFolsom wrote: »@ZOS_JessicaFolsom is this a typo? Im assuming what this is meant to say is "when battlespirit isn't active".
Two-Handed Skill Line
Berserker Strike: Onslaught [Feedback]: Based on community feedback, we are adjusting the Onslaught morph’s 100% Critical Chance buff so that it now only activates when Battle Spirit is active. Similarly to Corrosive Armor, we’re removing some of the oppressive power this Ultimate can provide in PvP and keeping it where our goals are aimed at. This change will go in with the PTS Week 3 incremental patch.
Yep, you're right. Sorry about that. It should say "[...]when Battlespirit is inactive." I've made the edit.
ChaoticWings3 wrote: »ZOS_JessicaFolsom wrote: »
General Dragonknight Class Power [Feedback]: As a follow-up to the note we included in last week’s PTS Summary and community feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we have posted a preview here of what we are planning for the PTS Week 3 incremental patch. Comment in that thread to let us know what you think, and thank you again for all your ongoing Dragonknight class refresh testing and feedback!
I just wanted to comment here to say that I really appreciated the preview of the skills being worked on before week 4. I'm already seeing some good feed back being brought in with more time to spare in the PTS cycle like the corrosive armor's dmg mitigation maybe was over adjusted since the lost of the dot was removed in pvp so possibly reverting the 12% to the 8% might be more fair in this regard especially since you can't regenerate ult while active. Otherwise, seeing skills have different effects in a PVP setting versus a PVE setting was honestly something that surprised me because the community has been asking for things along this line for awhile. There are still other skills I think needed to be seen because I wasn't really seeing a use for them in any role or felt wonky to me. I left my post on the main topic there already. I kind of leave the number game up to others because I tend to try to go by how something overall feels to use rather than the hard numbers on them. I do hope though that the name changes are being looked at too because a lot of us aren't taking some of the names seriously like Wing Buffet.
Overall though this has been a very positive experience during this PTS cycle (I'm not lying when I say that I was thinking about dropping the game entirely because of how disappointing 2025 was as I left the game for 6 months. The communication with the players right now is what brought me back.) and I hope as time goes on this the norm that we tend to see going forward.
MXVIIDREAM wrote: »ChaoticWings3 wrote: »ZOS_JessicaFolsom wrote: »
General Dragonknight Class Power [Feedback]: As a follow-up to the note we included in last week’s PTS Summary and community feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we have posted a preview here of what we are planning for the PTS Week 3 incremental patch. Comment in that thread to let us know what you think, and thank you again for all your ongoing Dragonknight class refresh testing and feedback!
I just wanted to comment here to say that I really appreciated the preview of the skills being worked on before week 4. I'm already seeing some good feed back being brought in with more time to spare in the PTS cycle like the corrosive armor's dmg mitigation maybe was over adjusted since the lost of the dot was removed in pvp so possibly reverting the 12% to the 8% might be more fair in this regard especially since you can't regenerate ult while active. Otherwise, seeing skills have different effects in a PVP setting versus a PVE setting was honestly something that surprised me because the community has been asking for things along this line for awhile. There are still other skills I think needed to be seen because I wasn't really seeing a use for them in any role or felt wonky to me. I left my post on the main topic there already. I kind of leave the number game up to others because I tend to try to go by how something overall feels to use rather than the hard numbers on them. I do hope though that the name changes are being looked at too because a lot of us aren't taking some of the names seriously like Wing Buffet.
Overall though this has been a very positive experience during this PTS cycle (I'm not lying when I say that I was thinking about dropping the game entirely because of how disappointing 2025 was as I left the game for 6 months. The communication with the players right now is what brought me back.) and I hope as time goes on this the norm that we tend to see going forward.
Except they didn’t give them different effects they just gutted the PvP part entirely while I agree with your statement and we are looking forward and towards that, it not what happened in this case
ChaoticWings3 wrote: »MXVIIDREAM wrote: »ChaoticWings3 wrote: »ZOS_JessicaFolsom wrote: »
General Dragonknight Class Power [Feedback]: As a follow-up to the note we included in last week’s PTS Summary and community feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we have posted a preview here of what we are planning for the PTS Week 3 incremental patch. Comment in that thread to let us know what you think, and thank you again for all your ongoing Dragonknight class refresh testing and feedback!
I just wanted to comment here to say that I really appreciated the preview of the skills being worked on before week 4. I'm already seeing some good feed back being brought in with more time to spare in the PTS cycle like the corrosive armor's dmg mitigation maybe was over adjusted since the lost of the dot was removed in pvp so possibly reverting the 12% to the 8% might be more fair in this regard especially since you can't regenerate ult while active. Otherwise, seeing skills have different effects in a PVP setting versus a PVE setting was honestly something that surprised me because the community has been asking for things along this line for awhile. There are still other skills I think needed to be seen because I wasn't really seeing a use for them in any role or felt wonky to me. I left my post on the main topic there already. I kind of leave the number game up to others because I tend to try to go by how something overall feels to use rather than the hard numbers on them. I do hope though that the name changes are being looked at too because a lot of us aren't taking some of the names seriously like Wing Buffet.
Overall though this has been a very positive experience during this PTS cycle (I'm not lying when I say that I was thinking about dropping the game entirely because of how disappointing 2025 was as I left the game for 6 months. The communication with the players right now is what brought me back.) and I hope as time goes on this the norm that we tend to see going forward.
Except they didn’t give them different effects they just gutted the PvP part entirely while I agree with your statement and we are looking forward and towards that, it not what happened in this case
Apologies, misaligned a bit with the take flight ult without proper context (player gets knocked back and monster goes up in the air). Totally agree, that it did just take away parts of the skill from pvp in the case of corrosive armor. Thank you for the correction.