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Update 49 PTS – Week 4 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our Update 49 PTS summary for week 4. This will be our final weekly summary for the Update 49 PTS cycle. That said, we do want to remind everyone that we are still taking bug reports and feedback on Update 49 and Season Zero content that is currently on the PTS between now and when the content launches. The Night Market is launching after Update 49 as a part of Season Zero, for example, and will remain on the PTS through February for additional playtesting. We are also discussing some potential changes to the PTS to better match the Seasonal release schedule. We’ll update you when we have more concrete details to share.

As with our previous PTS Weekly Summaries, this post compiles a high-level summary of the Update 49 PTS – Week 4 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. For this final Update 49 weekly summary, we will also include the top bugs and feedback that we are tracking for the Update 49 launch build.

As a gentle reminder, these summaries are not intended to be as comprehensive as our PTS incremental or live patch notes, so they will not include everything that appears in those. You may read our summaries here for Week 1, Week 2, and Week 3.

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


Dragonknight Class Refresh
  • Dragonknight Standard & Standard of Might [Bug]: The Duration of these skills is being incorrectly affected by the Elf Bane set passive. We are currently investigating this issue.
  • Earthspike Mantle [Feedback]: This is a carry-over from previous 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.)
  • General Dragonknight Class Balance & Power [Feedback]: We are continuing to monitor your feedback following the latest Dragonknight class refresh update we shared here. We have seen some reports that Dragonknight damage output seems to have gone down between PTS Week 3 and PTS Week 4. We are seeing the same thing on our end, and are digging into it. Thank you, again, to everyone who has contributed bug reports, feedback, and the discussions during this PTS cycle. We greatly appreciate your collaboration.
  • Inferno and Incinerate [Bug]: These abilities are currently not proccing Direct Damage or Direct Damage AoE item set abilities, as they should. We are currently investigating this issue.
  • Obsidian Shield and Fragmented Shield [Bug]: This is a carry-over from last week’s PTS Summary. 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. This will be fixed for Update 49.

Two-Handed Weapon Skill Line Refresh
Over the past few weeks, we’ve seen your questions and suggestions related to the Two-Handed skill line refresh work, particularly on the combat and balance side. We recognize that we could have been a little clearer with you about the planned scope of the skill line refresh work compared to that of the class refresh work. We’d like to take a moment to explain that now.

Our primary focus with the refresh work is the classes, which as you’ve probably noticed with the Dragonknight is a pretty extensive holistic overhaul that includes animations, VFX, audio, and combat/balance work. While the weapon skill lines are part of the class and skill lines refresh efforts, they are getting a lighter touch than the classes. Weapon skill line updates are and will be largely on the animations, audio, and VFX side, with some minor balance adjustments where needed. If we plan out any major overhauls of skill lines outside of the classes in the future, those would come after the class refresh work is complete.

We do see your feedback about the Two-Handed skill line, and greatly appreciate the time and effort spent on those posts. In the short term, we will continue to make minor balance adjustments and bug fixes to this skill line.

Combat – Miscellaneous
  • Engulfing Dragonfire and Fatecarver [Bug]: Spamming between these two channeled abilities while moving can result in the player character freezing in place during the channel. (We believe this to be an older bug that is unrelated to the Dragonknight class refresh work.)
  • Jorvuld's Guidance [Bug]: If you lose the set bonus while in combat, various abilities will no longer be affected by Jorvuld's Guidance until you reenter combat while having the Jorvuld's Guidance set bonus active. We are currently investigating this issue.
  • Rush of Agony Set & Warden Charm Script [Bug & Feedback]: We have seen your bug reports, feedback, and general concerns about the Rush of Agony item set and Warden Charm script. While these are not explicitly related to this PTS cycle and Update 49, we wanted to acknowledge that we do see your posts about these and are investigating the CC-related issues you’ve raised in forum discussion threads like this and this. With the upcoming Warden class refresh (our next one), we will be looking at every facet of the class including the Warden Charm script. While we are not making any changes to the Rush of Agony for Update 49, we are investigating the reported CC-related issues of getting pulled through environmental fixtures and getting stuck in terrain related to the item set and Warden Charm script (and all Charm effects.) (Related post.)

Night Market
We want to sincerely thank everyone who has taken the time to jump in and try out the new Night Market content, report issues, and share feedback. We would like to remind everyone that the Night Market will remain on the PTS for testing through February and encourage you to continue sharing your feedback and reporting any issues you encounter. You can see the changes and fixes we made to the Night Market in the PTS Week 3 patch here and week 4 here. Below is a summary of what additional bugs and feedback points we are working on for launch.
  • Blood on the Sands Quest [Bug]: Advancing in the Opulent Ordeal will not correctly advance the Blood on the Sands quest when you return to the Starlit Plaza. We are currently investigating this issue.
  • Difficulty Balance [Feedback]: This is a carry-over from previous PTS weekly summaries. 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.)
  • Districts – Dungeon Icon [Bug]: In the Skittering, Parch, and Sorrow Districts, quests are not displaying the proper dungeon icon in the journal. This will be fixed before the Night Market is available on the live servers.
  • Factions [Feedback]: This is a carry-over from previous PTS weekly summaries. 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]: This is a carry-over from last week’s PTS Summary. 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 is available on the live servers.
  • Gilded and Opulent Non-Combat Adjustments [Feedback]: This is a carry-over from last week’s PTS Summary. 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.
  • Night Market Player Cap [Feedback]: We have seen some feedback about the current 36-player cap for the Night Market, and concerns that the current cap may be too low. While we do have the ability to slightly raise that cap, we would like to wait and see player feedback on what the experience is like on the live servers so we don’t overcorrect and create an experience where players are challenged too little.
  • 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 now be fixed before the Night Market is available on the live servers.
  • Relics and Keys Needed for Gilded and Opulent Instances [Feedback]: This is a carry-over from previous PTS weekly summaries. 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.)
  • Vendor Sold Coffer Equipment [Bug]: Coffer equipment sold by vendors in the Night Market was not scaling correctly. This will be fixed before the Night Market is available on the live servers.

Cyrodiil
  • Forward Camps [Bug]: Player characters can currently become stuck if they respawn at a Forward Camp that has been placed over the top of a well. We are currently investigating this issue.
  • Heal-over-Time Changes [Feedback]: This is a carry-over from previous PTS summaries, and we are including it here to maintain visibility. 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 went in with the PTS Week 4 incremental patch for testing and will 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
  • Vivec City Wayshrines on Map [Bug]: Players selecting Wayshrines to progress while in Vivec City will be zoomed into the Library of Vivec. We are currently investigating this issue.

Tamriel Tomes
Testing for the PTS Tamriel Tome continued this week. We’d like to thank everyone who has tried it out, shared feedback, and reported bugs. Below is a summary of the main issues and feedback points we are tracking for the launch of the full Season Zero Tamriel Tome on April 2, 2026.
  • Boxes on Challenges UI [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen the feedback on the boxes and the team agrees. We will be removing them and just using the Claimed: 0/X nomenclature in the UI. This will be updated for Update 49, ahead of the Season Zero Tome going live.
  • Challenges UI hotkeys are inconsistent with other parts of the game [Feedback]: We are updating three hotkeys on the Challenges UI when in keyboard and mouse mode. These will be updated for Update 49, ahead of the Season Zero Tome going live.
    • Claim Tome Points is now E
    • Pin Challenge is now F
    • Reroll Challenge is now R
  • Default Tamriel Tomes Hotkey Not Changeable [Bug]: This is a carry-over from last week’s PTS Summary. The Tamriel Tome's default hotkey of F4 cannot be rebound. This will be fixed for Update 49, ahead of the Season Zero Tome going live.
  • It is unclear that you can only reroll Weekly Challenges [Feedback]: We have also updated Tutorials to be more clear that you can only reroll Weekly Challenges. It is intended that Seasonal Challenges can only be done once. That’s why they have a much larger Tome Point reward. This will be updated for Update 49, ahead of the Season Zero Tome going live.
  • One of our Tutorials states that you can reroll Challenges for Gold but you cannot do so in the Tamriel Tome [Bug]: Incorrect text made its way to the PTS. Rerolling Weekly Challenges for Gold is a feature we plan on adding in a future patch. This will be updated for Update 49, ahead of the Season Zero Tome going live.
  • Open 1 Chest from Treasure Maps Challenge [Bug]: This is a carry-over from last week’s PTS Summary. 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, ahead of the Season Zero Tome going live.
  • Pressing Alt Exits the Tamriel Tome [Bug]: This is a carry-over from last week’s PTS Summary. 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, ahead of the Season Zero Tome going live.
  • Tamriel Tome Bonus Pages do not clarify that they are Bonus Pages [Feedback]: Some of you correctly called out that there is a unique icon for the third page of the PTS Tamriel Tome. We will have more to say about Bonus Pages in the future, but know we now clarify what these are in the UI. This will be updated for Update 49, ahead of the Season Zero Tome going live.
  • Tamriel Tomes Display Issue [Bug]: This is a carry-over from last week’s PTS Summary. 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, ahead of the Season Zero Tome going live.
  • Text Kerning for Daily Login Challenge [Bug]: This is a carry-over from last week’s PTS Summary. 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, ahead of the Season Zero Tome going live.

Gold Coast Bazaar
  • Skill Styles Preview [Feedback]: This is a carry-over from last week’s PTS Summary, and we are including it here to maintain visibility. 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]: This is a carry-over from last week’s PTS Summary, and we are including it here to maintain visibility. 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
  • Night's Den House [Bugs]: The Nights Den POI currently does not appear on the Starlit Plaza map. Additionally, when on the Night Market map, players are unable to click on and travel to house in Map UI. These bugs are under investigation and will be fixed before the Night Market is available on the live servers.

Miscellaneous
  • Base Pet in Morphing Collectible [Feedback]: This is a carry-over from previous PTS weekly summaries, and we are including it here to maintain visibility. 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]: This is a carry-over from last week’s PTS Summary. 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, having it show your currently equipped weapon and/or adding additional generic weapon types is unfortunately not within scope for us at this time. We are taking your feedback into consideration for future Tamriel Tome rewards.
  • Training Dummies and Furnishing Vault [Bug]: Training dummies placed from the Furnishing Vault cannot be interacted with. We are currently investigating this issue.
  • Vampire Affliction Quest – Scion of the Blood Matron [Bug]: Quest progression with the Scion of the Blood Matron quest can break if players interact with the Symbol of Molag Bal too soon while the scene is playing out. This will be fixed for Update 49.
Edited by ZOS_JessicaFolsom on February 6, 2026 6:47PM
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • PeacefulAnarchy
    PeacefulAnarchy
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    Tamriel Tomes
    Testing for the PTS Tamriel Tome continued this week. We’d like to thank everyone who has tried it out, shared feedback, and reported bugs. Below is a summary of the main issues and feedback points we are tracking for the launch of the full Season Zero Tamriel Tome on April 2, 2026.
    Is there any consideration to standardizing the rewards so that every weekly has the same total tome point reward? It's going to feel really bad for people to reroll a challenge and get fewer possible tomes, or conversely have a challenge they like but wonder if they should reroll for higher possible tome points.
  • Erickson9610
    Erickson9610
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    Two-Handed Weapon Skill Line Refresh
    Over the past few weeks, we’ve seen your questions and suggestions related to the Two-Handed skill line refresh work, particularly on the combat and balance side. We recognize that we could have been a little clearer with you about the planned scope of the skill line refresh work compared to that of the class refresh work. We’d like to take a moment to explain that now.

    Our primary focus with the refresh work is the classes, which as you’ve probably noticed with the Dragonknight is a pretty extensive holistic overhaul that includes animations, VFX, audio, and combat/balance work. While the weapon skill lines are part of the class and skill lines refresh efforts, they are getting a lighter touch than the classes. Weapon skill line updates are and will be largely on the animations, audio, and VFX side, with some minor balance adjustments where needed. If we plan out any major overhauls of skill lines outside of the classes in the future, those would come after the class refresh work is complete.

    We do see your feedback about the Two-Handed skill line, and greatly appreciate the time and effort spent on those posts. In the short term, we will continue to make minor balance adjustments and bug fixes to this skill line.

    I don't want to derail this thread, but this has me very concerned for Update 50.

    Is the refresh to Werewolf only going to be minimal, like the Two Handed refresh in Update 49? Surely since Werewolf is the only refresh scheduled for Update 50, and the skill line by its nature plays like a Class, we can expect more substantial changes to Werewolf?

    I'm just worried because Werewolf players have been awaiting another substantial update to their playstyle for a very long time, and now we can expect it'll be minimal because it's not a Class?
    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).
  • Vaqual
    Vaqual
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    Our primary focus with the refresh work is the classes, which as you’ve probably noticed with the Dragonknight is a pretty extensive holistic overhaul that includes animations, VFX, audio, and combat/balance work. While the weapon skill lines are part of the class and skill lines refresh efforts, they are getting a lighter touch than the classes. Weapon skill line updates are and will be largely on the animations, audio, and VFX side, with some minor balance adjustments where needed. If we plan out any major overhauls of skill lines outside of the classes in the future, those would come after the class refresh work is complete.

    I think this is ok for now, as class updates are much more needed at the moment. But it would still be nice, if it would become to run somewhat effective pure "Weapon" builds in the future - fully without supernatural or "magical" powers. I wouldn't say that weapon lines are too weak, but they do lack a bit of depth compared to class lines. Maybe a generic martial line could help there at some point?

    Anyway, the primary point I want to make is this (the same point I am always making, but someone has to do it):
    I appreciate the effort it takes to update class skills. I was sceptical, but you actually did a good job with the DK kit. But I really urge you to keep as many animations as possible compatible with weapon animations. Weapons are not garnish in an RPG. They are an important aspect of the power fantasy. One player sees his maul as a tool for bludgeoning, another maybe views it as magical artefact that enhances his thunderous spells. Some use a staff as magical conduit from a safe distance, others like to sling their spells in close quarters. Everytime you choose to remove a Weapon for technical reasons, you take away a bit of this fantasy. While I view many changes as positive, removing the weapon display on the new Dragon Blood animation is quite the severe drawback (instant-sheathing from PTS1 was also not good), especially since it would not be unreasonable to keep them displayed for the double-handed chest pound. Updating the particles and removing transparency on the old animation would have been a decent trade-off. As it is now, we have more abilities (Dragon Blood and Searing Strike) that suffer from this immersion-breaking drawback, no matter how good the animations themself look.

    In short: please do not get carried away when you design the new animations in the coming weeks and months. Many abilities do not need to be very flamboyant, but rather versatile. They need to look good when spammed, but also impactful when used sparingly. They need to look good on different builds, in different contexts. Animations being compatible with different weapons is one of those things that helps to achieve a personal, meaningful look. It looks cool, feels right. This is the type of detail that stands out, both to veterans and new players.

    And to sum it up metaphorically:
    Can I be the warrior with the magical sword, channeling lightning from my blade? Or am I doomed to be the guy, who can shoot lightning from his hands, but also happens to have a sword for 0.3 seconds every second?
    Edited by Vaqual on February 8, 2026 7:34AM
  • LunaFlora
    LunaFlora
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    hi since it was not mentioned:

    will the invisible wall at the entrance of Buccaneer Bay be moved in the future, so that we can decorate the ship at the entrance?
    it has been commented on this whole PTS cycle and i have not seen any response from ZOS.
    https://forums.elderscrollsonline.com/en/discussion/687423/pts-update-49-feedback-thread-for-housing-furnishings/p1
    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.
  • Elendildur
    Elendildur
    Soul Shriven
    Two-Handed Weapon Skill Line Refresh
    Over the past few weeks, we’ve seen your questions and suggestions related to the Two-Handed skill line refresh work, particularly on the combat and balance side. We recognize that we could have been a little clearer with you about the planned scope of the skill line refresh work compared to that of the class refresh work. We’d like to take a moment to explain that now.

    Our primary focus with the refresh work is the classes, which as you’ve probably noticed with the Dragonknight is a pretty extensive holistic overhaul that includes animations, VFX, audio, and combat/balance work. While the weapon skill lines are part of the class and skill lines refresh efforts, they are getting a lighter touch than the classes. Weapon skill line updates are and will be largely on the animations, audio, and VFX side, with some minor balance adjustments where needed. If we plan out any major overhauls of skill lines outside of the classes in the future, those would come after the class refresh work is complete.

    We do see your feedback about the Two-Handed skill line, and greatly appreciate the time and effort spent on those posts. In the short term, we will continue to make minor balance adjustments and bug fixes to this skill line.

    I don't want to derail this thread, but this has me very concerned for Update 50.

    Is the refresh to Werewolf only going to be minimal, like the Two Handed refresh in Update 49? Surely since Werewolf is the only refresh scheduled for Update 50, and the skill line by its nature plays like a Class, we can expect more substantial changes to Werewolf?

    I'm just worried because Werewolf players have been awaiting another substantial update to their playstyle for a very long time, and now we can expect it'll be minimal because it's not a Class?

    Based on the roadmap, Werewolf is the 'class' that they're updating for U50, with Warden in U51 and Sorc in U52, so I'd guess it's getting a similar level of changes to DK. Really hope it is, anyway
  • Nyseto
    Nyseto
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    Skinnycheeks explained that the developers screwed up nerfing the DK because they didn't realize that moving the damage from the "damage done" bucket to the "damage done to monsters" bucket would affect the dps. In short, the developers don't understand how their own game works. Dk was parsing in the 170s and now it's parsing in the 160s.
  • YandereGirlfriend
    YandereGirlfriend
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    Nyseto wrote: »
    Skinnycheeks explained that the developers screwed up nerfing the DK because they didn't realize that moving the damage from the "damage done" bucket to the "damage done to monsters" bucket would affect the dps. In short, the developers don't understand how their own game works. Dk was parsing in the 170s and now it's parsing in the 160s.

    Which is low-key a HUGE ISSUE since those misunderstandings are literally baked into the master spreadsheet values that control the entire balance of this game.

    It means that sets like Tide-Born or Velothi are either unintentionally overpowered OR buffs like Major Berserk are uintentionally underpowered since the devs view each of them as equally valuable when they are objectively NOT equally valuable due to their implementation mechanics.

    To induce further vertigo, how many other mistaken assumptions are there that distort the output of the spreadsheet? When we see insane things like the Xanmeer Spellweaver set, we as players know that the set is dogwater and never worth using but the spreadsheet views it as perfectly fine because it has incorrectly set ratios for its components.

    Hopefully the situation with DK will serve as a wake-up call that the spreadsheet cannot be trusted to produce balanced outputs and that we deserve a better method.
    Edited by YandereGirlfriend on February 7, 2026 6:42PM
  • Marto
    Marto
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    Nyseto wrote: »
    Skinnycheeks explained that the developers screwed up nerfing the DK because they didn't realize that moving the damage from the "damage done" bucket to the "damage done to monsters" bucket would affect the dps. In short, the developers don't understand how their own game works. Dk was parsing in the 170s and now it's parsing in the 160s.

    1. This is not what PTS 4 did. ZOS moved around the damage done and damage to monsters stat with the intention of giving a slight buff to PVE and a more considerable buff to PVP damage, because PTS 3 only buffed PVE damage.

    2. What Skinny cheeks said is only true if your [damage done] stat is considerably larger than the [damage to monsters] stat. Which it's not, in the vast majority of builds and circumstances.

    Skinnycheeks got the calculations extremely wrong, and did it with nonesensical numbers that can't exist in ESO under normal circumstances.

    Very disappointing to see blatant clickbait and outrage farming from a content creator like Skinnycheeks. It just encourages people to be angry and have knee-jerk reactions without understanding changes.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • coop500
    coop500
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    This is why I don't listen to any content creator at face value. Their knowledge and tools are useful, but they're not god.
    Hoping for more playable races
  • Leonis3491
    Leonis3491
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    Marto wrote: »
    What Skinny cheeks said is only true if your [damage done] stat is considerably larger than the [damage to monsters] stat. Which it's not, in the vast majority of builds and circumstances.

    Skinnycheeks got the calculations extremely wrong, and did it with nonesensical numbers that can't exist in ESO under normal circumstances.

    Very disappointing to see blatant clickbait and outrage farming from a content creator like Skinnycheeks. It just encourages people to be angry and have knee-jerk reactions without understanding changes.

    Indeed what you say is true if you consider only players questing or casual gaming or roleplaying.
    BUT, from the moment you enter into a hardcore content (hard mode trials, trifectas, score pushing etc...) with an organised group, most of the bonuses included into the damage_done bracket (slayers, berserk, vulnerability etc.) are present because they were brought by your teammates, so in this situation Skinny cheeks values become colser to reality.
    I explain this on that post if you want details : https://forums.elderscrollsonline.com/en/discussion/688549/feedback-for-zos-about-dk-damage-loss-in-week-4-and-damage-brackets#latest
    And what you didn't understand is this type of content represents for many players close to 100% of their game time.

    I don't asking to buff ONLY this aspect of the game. Zos tried to do well between Week 3 and 4. imo they wanted to buff Lash/Whip for PVP without touching the output damages for hardcore PVE gamers.
    But they just have made a mistake in their calculations.



    Edited by Leonis3491 on February 8, 2026 12:10PM
  • MSattrtand
    MSattrtand
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    Marto wrote: »

    2. What Skinny cheeks said is only true if your [damage done] stat is considerably larger than the [damage to monsters] stat. Which it's not, in the vast majority of builds and circumstances.

    Skinnycheeks got the calculations extremely wrong, and did it with nonesensical numbers that can't exist in ESO under normal circumstances.

    Very disappointing to see blatant clickbait and outrage farming from a content creator like Skinnycheeks. It just encourages people to be angry and have knee-jerk reactions without understanding changes.

    Let's compare these damage modifiers for a typical dummy parse setup:

    Damage Done:

    5% from Minor Berserk + 5% from Minor Slayer + 5% from Major Slayer + 6% from CP + 6% from another CP + 15% from Warmask = 42%

    Damage Done to Monsters:

    ...
    Yeah. Nothing. 0%.

    IMHO, 42% is considerably larger than 0%, so moving 15% damage done for Whip between categories will cause damage loss.

    Let's calculate damage loss:

    Going from 42% Damage Done and 15% Damage Done to Monsters to 57% Damage Done and 0% Damage Done to Monsters will lead to ~4% damage loss. And, well, this is just my rough math - observed damage loss is even worse, closer to ~6%, even with buffs to Magma Fist and Standard.
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