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Queuing for Cyro in IC when you have Tel Var - proposal

  • spartaxoxo
    spartaxoxo
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    Also, where was this suggested? Can’t find a mention.

    It's in the pts patch notes
  • sshogrin
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    This Tel Var cap idea is incredibly stupid. You should be able to queue for Cyrodiil while in IC no matter how much Tel Var you have.

    If ZOS really wants to implement this, then they need to put a stop to camping quest locations, sewer ladders, spawn points, and faction bases.

    If they put a heavy dot that can't be purged and would the person would take severe damage that they can't heal through for staying too close to any of those locations, it would put an end to the gank cycle during these events.

    They also need to change how the instant stealth pots works. If I'm in stealth from using crouch, I can take damage from an AOE and it exposes me. The same should be for stealth pots. They should also take damage from AOEs they are in when they go stealth. It seems like they can also use healing abilities and stay in stealth.
  • Ilumia
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    spartaxoxo wrote: »
    Also, where was this suggested? Can’t find a mention.

    It's in the pts patch notes

    Wow, they really mean to do that. That makes me sad. I thought it was just some hardcore gankers fantasy.


    That is actually a terrible change, I enjoy IC from time to time, but I will not play it after this. It is not compatible with any of the ways I enjoy it. As it is, I already loose tel var regularly. It's annoying, but there are some stakes in it, and that's ok, it's part of what makes it fun. Bit this change os just tedious, and it raises the barrier for skill and time spent to enjoy participating, far too much. If I can't jump in to do a quest, and then port to cyrodiil when I'm done, that is a deal breaker. It will also mean that I can't queue for grey host and do IC while I wait, or that I can roam the sewers until I get bored of it or run out of time, and then leave when it suits me. Even if they did decide an option where I lost half of my tel var to port out, I'd never go to IC again since I'd feel to cheated of what I managed to scrape up - which is meager enough outside of the 3-4 weeks of yearly events there.

    If they offered other good ways of returning to base, it would be different. But even sprinting through the sewer if there wasn't a single mob, would be too bothersome. And then of course whatever teleport spot they offered would always be camped, so there would be that issue as well.

    Long story short, terrible change that will ruin a part of the game for me.
  • spartaxoxo
    spartaxoxo
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    Ilumia wrote: »
    Long story short, terrible change that will ruin a part of the game for me.

    I made a thread in the pts forum about maybe increasing the limit and others suggested potential alternatives as well. They said they would look into giving us some answers to some questions. So let's hope it at least undergoes some adjustments prior to live.

    Also, someone tested it and you'll be able to accept a queue just not make a new one. So you could still queue into Greyhost if there's a long line and then accept queue when it's ready.
    ZOS_Kevin wrote: »
    Hey @ZOS_Kevin @ZOS_JessicaFolsom - since we're getting more back and forth with you guys and the devs during this PTS, I just wondered if zos might have anything to say on this issue?

    I'm just curious to hear the thinking behind this change and whether there might be consideration of an alternative that would reduce the friction for players in terms of leaving IC, while still preventing abuse in terms of farming telvar and escaping from combat.

    I realize it's probably not as pressing as a lot of other issues, but I do worry it will increase player frustration with IC and reduce interest in the zone even *more*. To make this complaint into a specific example, the other day I was working on fishing in IC and had to kill some NPC's that were spawning near some of the fishing locations - this pushed me up over 100 telvar.

    The zone was totally dead at this time, I never even saw another player, so my only option to leave the zone at that point under the new system would have been to walk all the way back to base, or to walk around in circles looking for a wandering boss or actual player who would kill me for a blood port (my character is a bit strong to be killed easily by the regular NPC's), or to use a fairly expensive sigil of retreat, which I'd rather save for times when I actually have telvar to protect (and which many inexperienced players might not even have on them). It's not really compelling gameplay to have to find a workaround like sacrificing yourself to monsters just to leave a zone.

    In some cases like this, it's not even about the telvar or wanting to avoid pvp - I just finished what I'm doing and I want out!

    We’ll touch base with teams to get some answers.

    Edited by spartaxoxo on January 26, 2026 4:17AM
  • katanagirl1
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    I have a few of those things that transport you back to the base from the sewers, Sigils of Imperial Retreat. I found a source that says they are 10k tel var each from one of the npc vendors in the base. I have found a few in chests in the sewers.

    I suppose it isn’t worth it for just doing the daily to turn in, though. I pick a quest that is in a district near a ladder to the sewers that is close to my base. I can usually run from the base of the ladder to the faction base door before the blue Sanctuary from the ladder wears off.
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