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
The maintenance is complete, and the PTS is now back online and patch 11.3.3 is available.
Maintenance for the week of February 2:
• [IN PROGRESS] ESO Store and Account System for maintenance – February 3, 6:00AM EDT (11:00 UTC) - 4:00PM EDT (21:00 UTC)

Update 49 PTS – Week 3 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our Update 49 PTS summary for week 3. In this post we’ve compiled a high-level summary of the Update 49 PTS – Week 3 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. As a gentle reminder, these summaries are not intended to be as comprehensive as our PTS incremental patch notes, so they will not include everything that will appear in those. You may read our summaries here for Week 1 and Week 2.

Thank you for your continued PTS bug reports and feedback, and as always, we welcome your thoughts on these PTS summaries.


Dragonknight Class Refresh
  • Earthspike Mantle [Feedback]: This is a carry-over from the last couple of PTS weekly summaries. 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.)
  • Engulfing Dragonfire [Bug]: Players who stun the caster from a distance will still see the VFX. This will be fixed in the PTS Week 4 incremental patch.
  • Fire Keeper [Bug]: This is a carry-over from last week’s PTS Summary. 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 Balance & Power [Feedback]: As a follow-up to the latest Dragonknight class refresh update we shared here, ahead of the PTS Week 4 incremental patch, we are continuing to monitor your feedback. Thank you to everyone who has contributed bug reports, feedback, and the discussions!
  • Hearthfire [Bug]: There is an issue where this ability and its morphs didn't update their target sorting each tick. We've seen the reports that this is a larger issue with inconsistent ally targeting, and we'll be digging into a larger pass sometime in the future when time allows. This will be fixed in the PTS Week 4 incremental patch.
  • Igneous Weapons [Bug]: If this ability is re-cast multiple times, and prior to the duration ending, the molten weapons VFX will prematurely end/despawn. This will be fixed in the PTS Week 4 incremental patch.
  • Lava Whip – Molten Whip Morph [Bug]: Seething Fury was deactivating while Engulfing Dragonfire is slotted. This will be fixed in the PTS Week 4 incremental patch.
  • Obsidian Shield and Fragmented Shield [Bug]: Several polymorphs are not working properly with these abilities. While wearing these polymorphs, if you cast Obsidian Shield or Fragmented Shield, no casting animation or VFX will appear if cast from a weapon sheathed state. We are currently investigating a fix for this.

Night Market
Last week, the Night Market was first available for testing. We want to sincerely thank everyone who has taken the time to jump in and try out this new content, report issues, and share feedback. You can see the changes and fixes we made to the Night Market in the PTS Week 3 patch here. Below is a summary of what additional bugs and feedback points we are working on for PTS Week 4 and launch.

Expected in PTS4: 
  • 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.
  • 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.
    sources.
Detailed Call-outs:
  • Difficulty Balance [Feedback]: This is a carry-over from last week’s PTS Summary. We are continuing to monitor your feedback about the overall difficulty of the Night Market content. We do want this content to be challenging, so players are encouraged to group and the content feels suitably rewarding for groups. We are continuing to take 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]: This is a carry-over from last week’s PTS Summary. 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.) 
  • Favor Gain UI [Bug]: Completing dailies does not update the favor UI until reload, if it is the first favor gained. We are currently investigating this, and it will be fixed before the Night Market goes live.
  • Gilded and Opulent Non-Combat Adjustments [Feedback]: We are continuing to monitor your feedback about the Gilded and Opulent non-combat adjustments (loot, help entries, etc.) Please keep the feedback coming, and we will watch for improvement opportunities.
  • Opulent Ordeal Balance (General) [Feedback]: We are making some adjustments to the Opulent Ordeal encounters based on community feedback from PTS testing. These changes will be live in PTS Week 4.
  • Patron Quests [Bug]: Players who pledge to a faction on one character and create another will be unable to take faction quests on their new character. This will be fixed in the PTS Week 4 incremental patch.
  • Relics and Keys Needed for Gilded and Opulent Instances [Feedback]: This is a carry-over from last week’s PTS Summary. We are continuing to monitor 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.) 
  • Rewards [Feedback]: We are continuing to read your feedback regarding the Night Market loot and are evaluating rewards so that you feel your time is valued. In the PTS Week 4 incremental patch, we are removing the loot cooldowns and increasing XP gains, across the board. (Related post.) 
  • Ritual in the Parch [Bug]: The Ritual in the Parch is dropping the wrong item. This will be fixed in the PTS Week 4 incremental patch, so it rewards the correct Relic Splinter.
  • Starlit Plaza [Bug]: Trophies and Busts show temporary icons at Faction Merchants in the Starlit Plaza. This will be fixed in the PTS Week 4 incremental patch.
  • 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 bugs will be fixed in the PTS Week 4 incremental patch. (Related post.) 
  • UI [General]: In response to player feedback, we are working on several general improvements to improve UI communications. For example, there are some improvements specifically related to calling out that relics are required for gilded bosses, and boss icons will be greyed out until defeated and the key fragment gained. Some of these will appear in the PTS Week 4 incremental patch.

Cyrodiil
  • Heal-over-Time Changes [Feedback]: This is a carry-over from last week’s PTS Summary. 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 shared a poll here  and are moving forward with option 1 as a short-term solution until we can get a longer-term solution in place. This short-term solution will in the PTS Week 4 incremental patch for testing, then roll out to the live servers with Update 49.  This will not be the final step in exploring a long-term solution for this issue. Once it is on the live servers, we will continue to monitor feedback and adjust as needed while we work on a long-term solution. (Related post.)

Player Experience Improvements
  • Respec in UI [Bug]: Players could interact with the Respec feature in the UI while in combat. This is not by design and will be fixed in the PTS Week 4 incremental patch.
  • 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.)

Tamriel Tomes
This week, the PTS Tamriel Tome was first available for testing. We’d like to thank everyone who tried it out, shared feedback, and reported bugs. Below is a summary of the main issues and feedback points we are tracking for the PTS Tamriel Tome.
  • Boxes on Challenges UI [Feedback]: We have seen some feedback about the boxes on the Challenges UI, and are exploring options to improve this experience.
  • Default Tamriel Tomes Hotkey Not Changeable [Bug]: The Tamriel Tome's default hotkey of F4 cannot be rebound. This will be fixed for Update 49, before the first live Tamriel Tome goes live.
  • Open 1 Chest from Treasure Maps Challenge [Bug]: The weekly challenge for opening 1 chest from a treasure map is not visually updating as it should when completed. This will be fixed for Update 49, before the first live Tamriel Tome goes live.
  • Pressing Alt Exits the Tamriel Tome [Bug]: Currently, pressing Alt will result in you exiting the Tamriel Tome. This is a bug. Pressing Alt should bring you back to the main Tome screen, not entirely exit the Tome. This will be fixed for Update 49, before the first live Tamriel Tome goes live.
  • Re-roll Currency Granted Not Meeting Expectations [Feedback]: We are granting extra re-roll currency on the PTS templates for the sake of testing on the PTS. This is PTS-only behavior and not a bug.
  • Tamriel Tomes Display Issue [Bug]: Opening the PTS Tamriel Tome at the moment the Season starts shows an incomplete Tome and some missing assets. You can reload your UI as a temporary workaround. This will be fixed for Update 49, before the first live Tamriel Tome goes live.
  • Tamriel Tomes Viewing Emote [New Improvement]: We added a "reading tome" emote to the game that shows your character reading a book when you are in the Tome UI. Note that you will not see this, only other players, as your character is being used to Preview rewards. This will be visible in PTS Week 4.
  • Text Kerning for Daily Login Challenge [Bug]: The scrunched text on the Daily Login challenge will be given a little more space, so it’s more readable. This will be fixed for Update 49, before the first live Tamriel Tome goes live.
  • Various Text Updates for Challenges [Feedback]: We are making some text updates to the Challenges text based on player feedback. These changes will be visible in PTS Week 4.
  • Weekly Challenges [Bug]: There was a bug where Weekly Challenges were not showing up for all players. Anyone who missed getting Weeklies on January 27 will get a fresh set after PTS opens on Monday, February 2. If you encounter this issue during PTS Week 4, please let us know.

Gold Coast Bazaar
  • Skill Styles Preview [Feedback]: We have received some feedback requesting previews for Skill Styles in the Gold Coast Bazaar. We do hear your feedback but at this time Skill Styles do not have previews in the Gold Coast Bazaar, and that is working as intended.
  • Tome Points Icon [Feedback]: We have seen feedback calling out that the in-game icon for Tome Points looks too similar to the in-game icon for gold. We are exploring options to address this feedback.

Housing
  • Incandescent Pod Furnishings [Bug]: Both large and small Incandescent Pod Furnishings do not currently emit light if the player does not have the “gleaming lamp” Memento unlocked. This will be fixed in the PTS Week 4 incremental patch.
  • Night's Den House [Bugs]: The Bank Safe messaging unlocks at 3,000 rep instead of 5,000. This will be fixed in the PTS Week 4 incremental patch. Additionally, the Nights Den POI does not appear on the Starlit Plaza map; this is under investigation.

Miscellaneous
  • Base Pet in Morphing Collectible [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve seen your questions and feedback related to potential scenarios in Update 49 and the Morphing Collectible base pets. While this change was in the PTS Week 1 patch notes, there were additional questions about specific scenarios based on currently owned fragments or previously unlocked a base pet. We will have a short FAQ to address these common scenarios for the Morphing Collectible base pets when Update 49 is live, to help address common questions. We will have this ready before Update 49 goes live on March 9. (Related post.)
  • Monster Hunter Personality [Feedback]: We have seen your feedback related to the Monster Hunter Personality that is being offered as a reward in the PTS Tamriel Tome, and the desire to have it use your character’s equipped weapon. While we agree that would be great with this Personality and others, it is unfortunately not within scope for us at this time.
Edited by ZOS_JessicaFolsom on January 30, 2026 5:57PM
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
Staff Post
  • MXVIIDREAM
    MXVIIDREAM
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    Shame the baseplate for the armour can’t be removed before but good to see you’re till trying to make something work for the future
    I wonder if there’s any inside discussions on adding a set amount of instances you can receive healing/shielding from the same skill there’s been a lot of talk about it being capped too 2/3 of the same skill and I think that’s a pretty good idea but lack the knowledge to know if that’s more or less straining on the server and if it’s even possible
    Edited by MXVIIDREAM on January 30, 2026 6:02PM
  • McMasterx
    McMasterx
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    Will the new construction outside Fort Aleswell be complete by next week?
    Pc/Na
  • Emeratis
    Emeratis
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    Overall great summary and I'm pleased with the feedback but can we please start getting some communication about lorebooks? We have many passionate collectors that have had to deal with bugs for years that prevent 100% completes. There are some books that seem like they should be somewhere but are missing that might be bugged (ex "Join the Glittering Goad" seems like it should be in the main crafting area with the other two fliers for the factions but is currently not, two 4 mans have lorebooks but one doesn't). We've asked multiple times for communication on the lorebook bug list which has been very detailed and thorough and updated frequently.

    I really don't think it's asking for much for us to at least get some communication on lorebook bugs (both old ones on live and current ones on pts that could be bugged in the Night Market's limited run).

  • tomofhyrule
    tomofhyrule
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    ✭✭✭✭✭
    Regarding the Tamriel Tomes UI:

    There is feedback about how inconsistent the “mouseover” preview system is compared to all other areas where previews require a button press ([R] by default), in that moving the mouse will end up cancelling the preview or previewing something else when you’re trying to rotate your character.

    There are also concerns that the “hold to purchase” is inconsistent with the crown store version of “hotkey to purchase and confirmation box”

    Are there any comments on these?

    Also regarding the Monster Hunter personality: while replacing the prop weapon with an outfitted style is not possible (and yes, it would be great to get it eventually), would the team be able to consider the following changes in time for release?
    • When the personality is active, have it hide weapons the same way certain polymorphs (Minotaur, Iron Atronach), costumes (Treasure Hunter), or outfit styles (High Tock Spellsword jerkin) do
    • Allow players to use the /idle2 emote to trigger the personality’s default idle loop, so players can use the weapon replacement glitch to be able to take screenshots with the personality.
  • shadoza
    shadoza
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    Dragonknight Class Refresh ==> I like most of the class changes.

    Night Market ==> I don't do group content so not even testing this now.

    Cyrodiil ===> I do not do group content so I don't care about this one either.

    Player Experience Improvements ==> I like the respecting on the fly and I like that it is free. Now I can try different set ups. I don't do group content so I don't care about your restrictions.

    Tamriel Tomes ==> I did not have any issues with the Tomes as they were presented. I don't do group content so I don't care about the challenges; didn't test them.

    Housing ==> I dropped my membership sub so housing and furnishings are out of my realm now; no place to store the items so not even collecting them now. Not doing group content so the new Night Den is not being tested by me anymore.

  • FabresFour
    FabresFour
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    shadoza wrote: »
    Dragonknight Class Refresh ==> I like most of the class changes.

    Night Market ==> I don't do group content so not even testing this now.

    Cyrodiil ===> I do not do group content so I don't care about this one either.

    Player Experience Improvements ==> I like the respecting on the fly and I like that it is free. Now I can try different set ups. I don't do group content so I don't care about your restrictions.

    Tamriel Tomes ==> I did not have any issues with the Tomes as they were presented. I don't do group content so I don't care about the challenges; didn't test them.

    Housing ==> I dropped my membership sub so housing and furnishings are out of my realm now; no place to store the items so not even collecting them now. Not doing group content so the new Night Den is not being tested by me anymore.

    I think it’s important to make this clear: the Tome challenges are designed for all types of players, and most of them are even made for solo players. Being a solo player doesn’t affect whether you can complete Tome challenges or not, since they’re literally made for every type of player. (They range from doing simple quests to gathering resources or killing basic enemies. There are very few of the more complicated tasks, and you can always re-roll those.)

    That said, here’s my feedback: Even though I understand that changing the weapons in this personality isn’t possible, I think at the very least the issue of two-handed weapon clipping could be addressed, right? A personality centered around a two-handed weapon that clips with other two-handed weapons is pretty hard to accept. The minimum you could do is hide the original weapon so it doesn’t look so awkward, and I believe you have the technology to do that.

    I found the Tome interface a bit confusing. It looks nice, but confusing.

    All the DK changes were very welcome and well thought out: I’m very satisfied with ZOS’s work on that.

    I loved the whole concept of the Night Market and, after playing for just a few hours, I decided to save the full experience for live server.
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • MincMincMinc
    MincMincMinc
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    There have been multiple threads covering the Two handed changes, how come these have been completely overlooked by zos? This and Dk are the only two major skill changes happening first and setting the precedent for the future of eso combat.

    Here is my summary of what I have seen and suggested.
    Almost unanimously people agree alot of the VFX is overdone on the generic skills making combat clouded and too busy with VFX. People also agree that zos copy and pasting the same "shwing" sound effect is lazy and will get stale very quickly. Zos should overdo the VFX for things that NEED to be seen like Ultimates and CC abilities. Spammables and inconsequential procs do not need bloated blinding animations.

    Combat wise dizzy and wrecking are falling behind other spammable choices inclass which not only offer more effects in general, but also offer slottable passives. I had suggested making both morphs trigger the followup passive to incentivize pairing 2h skills back to back. Even then these skills dont guarantee crits like Surprise attack, or hit aoe like jabs, or scale 70% in damage like B4B. If anything these skills make you susceptible to damage while casting, yet are not rewarded like they used to be with the brute force damage uppercut used to be known for.

    Combat wise Rally as a burst heal is not good enough while the alternatives dont need a 20s wait time for practically the same heal. Just go compare Healing soul+warden charm+major vitality.......its a no brainer which option is better.

    Combat wise Forward momentum simply just offers next to nothing. Compare this skill against something like deceptive predator or race against time, its horrible.

    Combat wise for berserkers/onslaught this ult just isnt unique enough. Bring back the ult return upon execute in some capacity. My suggestion was instead of 100% pen and crit you would give maybe 20% and could stack with following onslaughts. Thus preventing abuse of the skill on tank builds and requiring some level of comboing to properly build up the immense damage.

    The character animation for reverse slash just feels generic. People preferred the spin around slam dunk animation. Then make the VFX only trigger upon landing a Killing Blow with the skill.

    The animation for berserkers/onslaught looks goofy with your character doing a funny stance to swing over their head. Also where did the "Bonk" go?

    Passive wise Balanced blade and followup could use some updating.
    For followup the fully charged heavy attack requirement basically makes the passive never get used. I suggest making each skill have some sort of trigger for this buff, like if you crit charge a certain distance, or if you rally near full duration, or if you remove a snare with forward momentum.
    For the balanced blade passive, we already have a sustain passive with battlerush, give a critchance buff or something more unique like a lifesteal on direct hits......something that is fitting for a 2h brawler playstyle
    Edited by MincMincMinc on January 30, 2026 9:06PM
    I only use insightful
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Regarding the Tamriel Tomes UI:

    There is feedback about how inconsistent the “mouseover” preview system is compared to all other areas where previews require a button press ([R] by default), in that moving the mouse will end up cancelling the preview or previewing something else when you’re trying to rotate your character.

    There are also concerns that the “hold to purchase” is inconsistent with the crown store version of “hotkey to purchase and confirmation box”

    Are there any comments on these?

    Also regarding the Monster Hunter personality: while replacing the prop weapon with an outfitted style is not possible (and yes, it would be great to get it eventually), would the team be able to consider the following changes in time for release?
    • When the personality is active, have it hide weapons the same way certain polymorphs (Minotaur, Iron Atronach), costumes (Treasure Hunter), or outfit styles (High Tock Spellsword jerkin) do
    • Allow players to use the /idle2 emote to trigger the personality’s default idle loop, so players can use the weapon replacement glitch to be able to take screenshots with the personality.


    @tomofhyrule just followed up with the team lead for Tamriel Tomes. We are looking at improvements to the Light Preview. We can't commit to anything right now, but we agree that it can be improved.

    Hold to Purchase on the Tamriel Tome is not intended to be consistent with the Crown Store.

    With the Tome, we wanted to explore ways for you to meaningfully engage with tome reward options without constant Confirmation Boxes.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • PeacefulAnarchy
    PeacefulAnarchy
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    ZOS_Kevin wrote: »
    Hold to Purchase on the Tamriel Tome is not intended to be consistent with the Crown Store.

    With the Tome, we wanted to explore ways for you to meaningfully engage with tome reward options without constant Confirmation Boxes.
    You should really reconsider this, or at least make it an option. I get annoyed with confirmation boxes too, but I also don't like accidentally clicking things. Currently it is much too easy to accidentally click things.

    You could avoid confirmation boxes by making the selection method clear, noticeable, and unambiguous. For example making 2 buttons, within the tome not down in the margins, one for preview and one for claiming. Then I know what I'm clicking. Contextual UIs might be "cleaner" but they are also very prone to confusion and intention not matching the resulting action.
  • Ravenshadow6513
    Ravenshadow6513
    Soul Shriven
    ZOS_Kevin wrote: »
    Hold to Purchase on the Tamriel Tome is not intended to be consistent with the Crown Store.

    With the Tome, we wanted to explore ways for you to meaningfully engage with tome reward options without constant Confirmation Boxes.
    You should really reconsider this, or at least make it an option. I get annoyed with confirmation boxes too, but I also don't like accidentally clicking things. Currently it is much too easy to accidentally click things.

    You could avoid confirmation boxes by making the selection method clear, noticeable, and unambiguous. For example making 2 buttons, within the tome not down in the margins, one for preview and one for claiming. Then I know what I'm clicking. Contextual UIs might be "cleaner" but they are also very prone to confusion and intention not matching the resulting action.

    I don't know if I was just daft that day when I tested the Tome, but it didn't even occur to me to hold the purchase button - even though it says hold. Everywhere else in the game where you purchase / claim an item, it's a button press with a confirmation box. I assumed Tomes would work the same way. The only other place in the game you hold down a button, is if you rez someone. If you're wanting go move away from confirmation boxes, would it be possible to show the channel wheel on the Tome purchase?
  • spartaxoxo
    spartaxoxo
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    Why can't we get any feedback about IC Tel-Var queue limit? This subject has a lot of views. Even if there's no plan to change it, an explanation of why there's a tv limit at all would be very helpful.

    Edit
    I'm not trying to say communication hasn't improved (it has and I'm very glad for that) or that every thread that gets a lot of views needs feedback. But in this case there's even confusion as to why the change was implemented in the manner that it was.

    Some of us feel it is too low to serve as wriggle room for various small chores tasks/falling down before grabbing quests, which feels like the purpose of letting us queue under a specific threshold.

    While others feel that it's supposed to be so low because the intention is to make IC an activity where you can't exit via queue at all.
    Edited by spartaxoxo on January 31, 2026 2:29AM
  • Malyore
    Malyore
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    Thank you again for the update.

    I appreciate you saying clearly that updating the new monster hunter personality to include our weapons is beyond the scope at this time. I'm wondering if we are able to know why? From an outside perspective, it is confusing that a personality which holds a weapon cannot hold weapons of different designs– especially since there are already animations which do so.

    If you are able and willing to share what is causing the difficulty, perhaps players could provide some agreeable alternatives, or some out-of-the-box ideas for devs to try.
    Edited by Malyore on January 31, 2026 2:17AM
  • heimdall14_9
    heimdall14_9
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    @ZOS_Kevin

    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.)


    id like to jump in here with something im not getting here these are being restricted so they can't be EXPLOITED in leaderboard runs ,right ? then why are normal everyday players the ones getting the RESTRICTION???? why cant you just put an LEADERBOARD trigger that counts any watching of your build after the start of the run counts like a death and points are taken ( 1,4,12) players ( 1,4,12 ) builds as attended by design EVERYDAY PLAYERS SHOULDN'T BE THE TARGET OF RESTRICTIONS TO STOP EXPLOITABLE SYSTEMS THE BASIS OF THE EXPLOIT SHOULD BE , thank you for reading and i hope you'll understand RESTRICTING normal everyday players that might REALLY need this type of CHANGE over them that will EXPLOIT it without 1st dealing with what makes it an EXPLOIT is just WRONG in all types of WAYS ...

    CAN IT BE AN POINT TO EXPLAIN WHY THE EVERYDAY PLAYER IS THE ATTENDED TARGET AND NOT THEM THAT WOULD EXPLOIT THE SYSTEM ????????
    Edited by heimdall14_9 on January 31, 2026 2:32AM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Sadras
    Sadras
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    Thanks for the update!
    Unfortunately, many concerns people have voiced about the battle pass have not been addressed at all yet.

    At the very least, can you please give us more information on how customers who purchase one of the premium variants, which are supposed to remove the time limit from finishing the tasks, will be able to complete the battle pass later on with two out of three of the tasks in the seasonal section requiring events that only last for a short time? Will there be re-rollable tasks in the seasonal tab? Will these be replaced once the respective events are over? (At the moment, I'm shown activities related to the Jubilee Festival, which only lasts for a short time, and the Night Market, which will appear ca. two times this year to my current knowlege with no guarantee to return.) If the premium passes are indeed supposed to be completable without a time limit, we need further options and/or replacement tasks.
    I would also argue that with regard to the Night market's difficulty factor, and not everyone having the chance to group up in a way sufficient to complete the tasks due to real-life restrictions, when it comes to a paid pass, there should also be an alternative offered.
    But the main factor is the timing. This is no longer the same as free endeavours or pursuits one can miss with no financial loss. People have paid for the rewards and expect to be able to unlock them, with a promise of no timegating.
    Edited by Sadras on January 31, 2026 5:42AM
  • nightbringer1993
    nightbringer1993
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    Still nothing concerning the removal of warden charm.

    ZOS there are massive amounts of threads on this forum site that asks for the removal of this charm plague, and with the PvP event there are even more threads.

    What are you waiting for? The tel var change next patch will cause issues in IC because of it because people won’t be able to get unstuck if they own 100+ tel var.
    PC EU
  • Malyore
    Malyore
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    I think we've turned into communication piranhas.

    ZOS, if you start to feel any fatigue on the ever-engaging questions players have now that we are enjoying the merit of your new communication style, I hope your team can get a nice break after the intensity of the PTS cycles. Your teams have been doing a great improvement, don't forget that.

    I'm sure a nice balance will be found after we've gone through the new system a few times.
  • Arunei
    Arunei
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    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?
    Edited by Arunei on January 31, 2026 5:57PM
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • YandereGirlfriend
    YandereGirlfriend
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    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.
  • shadoza
    shadoza
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    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.
  • ESO_player123
    ESO_player123
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    ✭✭
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.
  • shadoza
    shadoza
    ✭✭✭✭
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.

    Well, you can take off your vet gear to make the game more difficult...will you do it rather than insist the game be molded around your needs?
    You cannot have it one way when it suits you, then turn it around when it doesn't serve your argument. I made a statement and no amount of bullying or insults will change what is truth. The truth is, Solo players do NOT turn into groupies. They just don't.
  • YandereGirlfriend
    YandereGirlfriend
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    shadoza wrote: »
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.

    Well, you can take off your vet gear to make the game more difficult...will you do it rather than insist the game be molded around your needs?
    You cannot have it one way when it suits you, then turn it around when it doesn't serve your argument. I made a statement and no amount of bullying or insults will change what is truth. The truth is, Solo players do NOT turn into groupies. They just don't.

    Then accept that the content might not be for you. That's okay. Life goes on.

    I don't play Tales of Tribute despite that being the core feature of a recent expansion. I don't use followers, which was another core feature of a recent expansion. Plenty of the game's content is not for me and that's okay.
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    shadoza wrote: »
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.

    Well, you can take off your vet gear to make the game more difficult...will you do it rather than insist the game be molded around your needs?
    You cannot have it one way when it suits you, then turn it around when it doesn't serve your argument. I made a statement and no amount of bullying or insults will change what is truth. The truth is, Solo players do NOT turn into groupies. They just don't.

    I do not understand how removing my gear relates to anything that I wrote. You wrote that you enjoy challenges that can be soloed and that you are running out of new things. So, I suggested a new way to challenge someone who likes to solo.

    For the record, I've never asked for more difficult overland. I might try it, sure, but I doubt I will stick to it. I would prefer that they keep adding DLC dungeons that I could try doing solo. No luck for me this year it seems.
  • spartaxoxo
    spartaxoxo
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    ✭✭✭✭✭
    shadoza wrote: »
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.

    Well, you can take off your vet gear to make the game more difficult...will you do it rather than insist the game be molded around your needs?
    You cannot have it one way when it suits you, then turn it around when it doesn't serve your argument. I made a statement and no amount of bullying or insults will change what is truth. The truth is, Solo players do NOT turn into groupies. They just don't.

    I was a solo player when I first started and now enjoy group content. Some solo players will never do group content. Some will join groups because they're incentivized to do so and find they enjoy it. Some will join groups because they're incentivized to do so and realize they hate it. Some will take on group content by themselves as a solo challenge (I have done this). Solo players aren't a monolith. It's perfectly okay for you to not want to participate and to post why. That's valid feedback. But as someone who mostly plays solo but does enjoy group content sometimes, I am looking forward to Night Market. I am hoping I won't need a tank as I don't want to farm an entire build for temporary content. But, I have a build for IA that I'm hoping will work just fine. I am looking forward to trying it out either way though.
    Edited by spartaxoxo on February 1, 2026 2:16AM
  • Turtle_Bot
    Turtle_Bot
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    ✭✭✭
    Average player here, I mostly prefer playing solo but join random groups for content such as normal trials (random groups, not organized/optimized), and some vet (no hard mode) dungeons (again, random groups or maybe friends, but not optimized) but I solo overland world bosses, quests, arenas, etc. and occasionally solo some dungeons if I cannot get a group and need to farm some gear for the sticker book and the Night Market difficulty (damage and health) is just fine as is, no need to lower the difficulty at all.

    @spartaxoxo I can also say with confidence that a tank is not needed for the packs of monsters in the Night Market (able to solo them, despite my 200+ms ping), maybe for some bosses, but those have been done solo with no tank and of course the trial is different since that is instanced group content designed for 12 person groups. Having a tank will 100% make the content super easy to complete, but is not necessary for the content outside of the trial itself.

    I can also say that the packs of monsters in Night Market are able to be solo'd on some of the most accessible builds in the game (I did it on my pure Sorcerer, 1 bar Oakensoul Heavy Attack build, that has zero trial gear, zero expensive consumables, zero scribing, zero sub-classing and zero addons and with 200+ ping).
  • spartaxoxo
    spartaxoxo
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    ✭✭✭✭✭
    @Turtle_Bot

    Thank you! Sounds like my IA setups will work just fine then. Thanks for the information! It's been hard as a console player to discern if I need to prep for it or not. I appreciate this response 😃
  • heimdall14_9
    heimdall14_9
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    spartaxoxo wrote: »
    @Turtle_Bot

    Thank you! Sounds like my IA setups will work just fine then. Thanks for the information! It's been hard as a console player to discern if I need to prep for it or not. I appreciate this response 😃

    any good build will work i took my baby 1115cp sorc in and done 3 quest , killed mobs and with others a few bosses without any issues
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Malyore
    Malyore
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    That's good to know about the night market. IA builds I think have really done well to prepare players to handle general content, since it requires you to be able to do all three roles at once and understand mechanics.
  • shadoza
    shadoza
    ✭✭✭✭
    shadoza wrote: »
    shadoza wrote: »
    Arunei wrote: »
    @ZOS_JessicaFolsom
    You guys keep saying you want the Night Market to be challenging enough to ""encourage"" people to group, and to feel rewarding for groups, but as I've said before, the livestream reveal claims that it's also meant for "experienced" players on top of being accessible to everyone. But it can't be accessible to everyone if you're tuning it towards groups, so why was it said that it was?

    If you want the Night Market to primarily focus on groups then make it a group Zone outright. But a Zone that's supposedly meant to be accessible to everyone cannot be so heavily tuned towards groups or working with others, especially with the current limit of 36 players per shard. It's highly likely that you won't run across other players doing whatever quest or whatever you're working on, especially if a lot of people are working on Bosses rather than questing or exploring.

    I keep saying you can make this a difficult Zone, but not AS DIFFICULT as it is now. Lower mob HP and damage some, trash packs don't need to be dealing boss-level damage and absorbing damage like they have infinite health. This is the PTS, I would assume you guys can tweak the enemy stats like you've been tweaking DK skill stuff over the last few weeks. Isn't the whole point of the PTS to *test* things? Can we not test tweaking the power of trash mobs?

    You do not have to group.

    There are plenty of videos of people playing the zone by themselves in ordinary builds and doing just fine.

    But doing basic mechanics like bashing channeling enemies, Dodge-Rolling heavy attacks, moving out of AOEs, and such is definitely not optional. And that is good. Some players might have to put together a better build or engage more with the combat system than they are used to but that is again a good thing.

    The game has more than enough easy content where you can ignore mechanics completely and without ever thinking about your build. So these departures from that formula are welcome.

    Don't believe the videos. We have already heard from several people that went in as an average player and they report that it is too difficult.

    Suggesting that there is enough 'easy' content is insulting to those who play solo and enjoy challenges that can be soloed. They are running out of new things to do and getting tired of the old. Don't think those that prefer to run solo are going to suddenly decided to conform to groupie thinking because there is nothing else to do. They will start looking at other titles. This is a been there-done that situation for me. Solo players do NOT turn into groupies.

    I remember reading that you do not do group dungeons because they are intended for groups. But, if you are looking for solo challenges, you can start doing them on normal difficulty without a group - with a companion or alone. That will open a lot of solo challenges for you and like minded people.

    Yes, you will not be able to do some of them due to mechanics such as levers and plates that require multiple people (Direfrost keep or Imperial Prison), but most of them can be soloed on normal difficulty.

    Well, you can take off your vet gear to make the game more difficult...will you do it rather than insist the game be molded around your needs?
    You cannot have it one way when it suits you, then turn it around when it doesn't serve your argument. I made a statement and no amount of bullying or insults will change what is truth. The truth is, Solo players do NOT turn into groupies. They just don't.

    Then accept that the content might not be for you. That's okay. Life goes on.

    I don't play Tales of Tribute despite that being the core feature of a recent expansion. I don't use followers, which was another core feature of a recent expansion. Plenty of the game's content is not for me and that's okay.

    We decided not to support the group content. We cancelled our membership and are really not playing much because of the push to group idea. I do the PTS for now, but that is likely to stop soon because there doesn't seem like much solo content to test. Since I purchased the game, I might play where I care to, but not spending cash now. You are right, it doesn't matter, I done with supporting content I don't play.
  • Eurymachos
    Eurymachos
    ✭✭✭
    Regarding the Tamriel Tomes UI: ...

    There are also concerns that the “hold to purchase” is inconsistent with the crown store version of “hotkey to purchase and confirmation box” ...

    Hi Tom, I love you to bits but I'm going to have to disagree about this one being a problem.
    1. I like how this new UI mechanism allows me to purchase a bunch of stuff quickly. I think this is imoprtant in the Tomes where there is a lot to buy and someone is probably just going to hoover stuff up.
    2. I like how this doesn't make me think I'm playing Destiny. I first remember seeing this in Destiny and a bunch of games clearly copied this idea pixel by pixel. I don't need that.

    Ngā mihi,
    Eurymachos
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