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 26:
• PC/Mac: No maintenance – January 26
We will be performing maintenance for patch 11.3.2 on the PTS on Monday at 8:00AM EST (13:00 UTC).

Update 49 PTS – Week 2 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
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 inactive. 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:
  • 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.
Expected in PTS4:
  • 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.
Detailed Call-outs:
  • 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.)

Edited by ZOS_JessicaFolsom on January 23, 2026 6:07PM
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
Staff Post
  • tye77732145
    tye77732145
    ✭✭
    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:
    • 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.
    Expected in PTS4:
    • 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.
    Detailed Call-outs:
    • 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.)

    Hello Jessica,

    This is a wonderful post, I’ve been loving the changes so far, these updated one's aswell.

    I also want to personally thank you for addressing the Onslaught issue. It’s something I’ve been stressing heavily over the past few days, and I genuinely appreciate you taking the time to listen to my feedback and respond in your previous post. Seeing it finally acknowledged and acted upon means a lot, as it had become a game-breaking issue.

    If I may, I would also ask that Heart and Home be looked into as well, as it currently allows players to remain effectively immortal, Out-healing all damage made to them. I can go into detailed specifics for both mechanics, but I’ll save that for a separate post.

    For now, I just want to express how relieved and grateful I am that Onslaught and Corrosive were finally addressed. They had been forcing players into a very narrow and unhealthy playstyle, especially when paired with Heart and Home and it’s encouraging to see that direction being corrected as we move forward.

    Thank you again for the transparency and the work you’re putting into these changes.
  • React
    React
    ✭✭✭✭✭
    ✭✭✭✭✭
    @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.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    React 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.

    What's weird is that they are doing all of these skills that half function in pve or pvp. This is only going to confuse newer players. Why dont they just split pve and pvp skills at this point entirely. They have the capability to do it as we see with vengeance.

    Splitting pve and pvp skills would let them implement no stacking over time effects like how pvp used to be. Which would instantly solve the hot stacking issue, as many threads have discussed to great length.
    Edited by MincMincMinc on January 23, 2026 5:02PM
    I only use insightful
  • hoangdz
    hoangdz
    ✭✭✭
    @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.
    Edited by hoangdz on January 23, 2026 5:27PM
  • Zeeejay
    Zeeejay
    ✭✭
    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!
    @Zeeejay PC/NA
  • coop500
    coop500
    ✭✭✭✭✭
    ✭✭✭✭
    I really do hope you guys consider addressing the difficulty of the Night Market. I can solo Solstice world bosses (just did one last night) and this is just a horrible slog, it's like stepping into a vet trial, or a higher end vet DLC dungeon.

    I especially say this needs to be addressed as we discover that there can only be 36 players in an instance of Night Market, across all 3 districts and the hub. That and with the grindy aspects (even with the supposed upcoming changes) everyone's going to be at different stages and will need different things, so after the first week or two, those 36 players will be scattered about everywhere.

    As Night Market currently stands, I see this content as DOA for 90% of the playerbase. If that's what is intended, then obviously I can't argue against that. But I doubt that it is intended?
    Hoping for more playable races
  • ceruulean
    ceruulean
    ✭✭✭✭
    I think Night Market needs actual risk and skin in the game, which includes risky gameplay decisions. For example, a universal auction house only accessible in Night Market. If you don't join a faction, you have 0 slots. Every player in a faction gets 5 slots to sell goods by default. If you belong in the winning faction, you unlock 30 slots. If you're the middle faction, you have 10 slots. Casual players will benefit from and have incentive to participate. It would also fit the name of the zone.

    The losing faction(s) get buff to faction points and can overtake the winning faction easily. But the zone itself is hard enough that you can't have botters overrun it.
    Edited by ceruulean on January 23, 2026 5:41PM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    React 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.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    @ZOS_JessicaFolsom
    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
    Edited by LunaFlora on January 23, 2026 6:34PM
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    hoangdz wrote: »
    @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.

    Don’t normally agree with you but here we are 🤣
    Live this barely gets used
    Pts its gets abused
    So I agree let’s meet in the middle and give it 25% crit chance (purely because 50% with your crit modifiers is probably going to put you at 100% anyway)
    At least I think that’s how it’s working or we need to find where everyone’s at crit wise which I believe is 50% top end and find some middle ground between an extra 10-15% if it stacks with the crit we have if it somehow rewrites your crit then yeah 50% is fair
    I don’t like the skill but it is good to see some different skills and ults being used diversity is always good
  • MageCatF4F
    MageCatF4F
    ✭✭✭✭
    Wonderful communication so far. Can you spend a little on a housing issue of concern to some of us? The ship docked at Buccaneer's Bay seems to be off-limits to us - the players who may buy this particular house.

    This seems a case of "Missing the boat", if you know what I mean. So a direct question - is there any interest at ZOS in making a small change to the boundary to let the house owner and guests have access to the (apparently) pirate ship docked at Buccaneer's Bay?

    Thank you for your attention to this matter.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    LunaFlora wrote: »
    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.
    @ZOS_JessicaFolsom
    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
    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

  • Malyore
    Malyore
    ✭✭✭✭✭
    Thanks again for a wonderfully detailed post, ZOS!
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    Is there any chance Werewolf will be allowed to use Skill Scrolls? We're going to be at a major disadvantage in PvP if everyone else can use them. The power gap is widening.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Honestly, I have to say that this is incredible.

    I have been so discouraged doing things on the PTS over the past couple years because it always felt like screaming into the void. But this year with the communication and the weekly updates has been nothing short of glorious. It’s making me so excited to play on the PTS and check things out now that I see interactions here, and I’m actually excited to see this come live and set up my main with his increased firepower (literally).

    The only concerns I really still have are that I’d love to see one of the morphs of Core of Flame and Hearthfire go back to the live versions of Deep Breath and Eruption respectively. Otherwise, I’m very happy with this entire PTS cycle.

    I’m really excited now to see what is in store in the upcoming cycles for my secondary character, because he’s my werebear (ok fine, werewolf in desperate need of an alternate form skill style) and he’s a Warden (and as a Skaal, all three Warden lines fit him thematically). These Class refreshes, and the interactions we have with the devs surrounding them, are making me even more excited to see what it will look like in the future if/when we get all-new Classes inbound.

    Thank you for this. Thank you for making us feel seen. And thank you for bringing the excitement back.
  • ZOS_Jose
    ZOS_Jose
    Soul Shriven
    LunaFlora wrote: »
    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.
    @ZOS_JessicaFolsom
    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!
    Staff Post
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    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.
    @ZOS_JessicaFolsom
    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!

    Welcome with your first post ❤️on behalf of our eso community thank you for a great update to this and even exploring item sets will go a huge way to showing how dedicated you are to this community so thankyou sincerely

  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    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.
    @ZOS_JessicaFolsom
    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!

    Hi Jose, nice to meet you too and that is great news!
    Very happy to know that this will happen.

    Good to know it will be possible to adjust vfx intensity for individual sources.


    a few extra questions i would love answers to, though i understand if they are currently not known yet.
    Since the slider reduces transparency of VFX:
    • will the slider go from 100% to completely 0%?
    0% example would be a Storm Atronach mount without the storm.

    • will it affect Weapons?
    such as lightning from the Lightning staff.
    I ask this as, personally that is the most accessible weapon to use, but the effects themselves are not as accessible. Just like all other lightning effects.

    • will there be any further customisation?
    Such as
    - turn off Mount Summon effects, but keep Rear Up effects on.
    - reduce the speed of strobing effects, but not make them vanish entirely. Like lightning effects or Arcanist's Fatecarver beam.


    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • ChaoticWings3
    ChaoticWings3
    ✭✭✭

    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.
  • Tariq9898
    Tariq9898
    ✭✭✭✭✭
    Zeeejay wrote: »
    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!

    Hey, I see you on Discord! I also hope they find a way to bring back Standard of Might as a DD ult. With the amount of nuanced changes ZOS can make, I know it’s possible.
  • Yoqii
    Yoqii
    Soul Shriven
    Corrosive Armor should be able to gen ult again. People would actually use it again in pvp. If you can't gen ult, nobody will use it, especially since you took away the dot for pvp.
  • DeathStalker
    DeathStalker
    ✭✭✭✭✭


    [*] 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.

    There is a difference between encouraging something and forcing it. Right now wiith the Night Market, grouping is being forced if you want any chance to complete the content not encouraged. Please place the difficulty where it is encouraged but not forced.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    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.
    @ZOS_JessicaFolsom
    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!

    Okay… I’m still incredibly bitter that skills are being tied to specific classes instead of skill lines, but wow.

    This is truly incredible.

    I’ve gotta give credit where it’s due, and I just want to say thank you Jose for putting in the work to eventually bring this to life.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • not_Dezza
    not_Dezza
    Soul Shriven
    React 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.

    Big thanks for reversing the only change, that allowed two-haded skill line to compete in pvp meta. I'm stunned... Up passives at least i dunno... It's just really sad to see.
  • imPDA
    imPDA
    ✭✭✭
    Can you finally make two separate version of all skills? PvE and PvP versions, because now you have Leap which works differently in PVP and PVE, Onslaught , Corrosive, and more and more. It would be much EASIER to copy all existing skills from PvE to PvP, let PvP team adjust them as they want it, decreasing tooltips and getting rid of Battle Spirit forever.

    Let's take an example, "Skill `A` damages for 10k, ignores resistances and crits with 100% chance":
    - PvE -> <stays the same>
    - PvP -> Damages for 5k and ignores resistances.
    Pros:
    - no battle spirit needed to decrease damage
    - no battle spirit needed to remove crit mechanic
    - no headache balancing it for PvP and PvE simultaneously
    - no player headache calculating how much this skill will damage in PvP (now I have to calculate like, "Well, tooltip is X, because of BS it is X/2, because of resistances and damage reductions it is X/2/~3, in case of very hard target it is X/2/~5 etc etc, why not make it simple removing BS and division by 2 in all equations)
    - no player headache reading complex descriptions trying to understand what of that works in PvP and what doesn't
    Cons:
    - idk, you have already added full brand-new game mode with its own skills (Vengeance), what stops you from doing the same for other PvP content? (Cyro, IC, duels, BG)
    - keeping track of all changes, if they have to be done synchronously, for PvP and PvE (but it is going to be rare)
    - longer patch notes :D, if you change one skill, you will probably want to change PvP and PvE version simultaneously
    - I can't think of any meaningful negative side

    If you will make it for every skill, battle spirit calculations will be gone, which will help with performance also! First step - copypaste them and half the tooltips to match tooltips with Battle Spirit active, can be done by one person in a day, of a week, if you need to be extra sure. What keeps you away from a best decision ever? Tell me, I probably don't understand something, so I stop writing this suggestion in the future.
    Edited by imPDA on January 24, 2026 9:11AM
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭

    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
    ChaoticWings3
    ✭✭✭
    MXVIIDREAM 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.
  • SirIronclad
    SirIronclad
    ✭✭✭
    Not a single mention of 2H animations has me very worried. If their current PTS version hits live as is, a lot of players who have issues with the new style will have been ignored.

    Yes, there seems to be a majority that likes the new animations. But at the same time, there's been a lot of feedback pointing out how they lack impact, look too much like you're swinging a light sword/lightsaber, a little bit too flashy and not enough like they would fit in an Elder Scrolls title. The iconic 2H ult sound will also be missed.
    Edited by SirIronclad on January 24, 2026 9:56AM
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    MXVIIDREAM 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.

    Haha no worries they also done the same with molten whip for seemingly no reason much to everyone’s disagreement

  • Major_Mangle
    Major_Mangle
    ✭✭✭✭✭
    @ZOS_JessicaFolsom

    Any plans to address that people can still queue out of IC even when carrying more than 100 telvar? On PTS it's still possible to use the dungeon or battleground queue to bypass the queue limitations.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
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