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What is ZOS's stance on PTE-ing in trials/dungeons?

CTBee
CTBee
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For those that don't know P-T-E is the PC default buttons to go to Party->Leave Instance->Confirm
It's something that can be done incredibly quickly and is a really nice feature for quickly leaving the instance to reset it when going for a no death achievement.

There have been some questionable applications of this that has led to a lot of small arguments, largely amongst the endgame PvE community.

Some examples ranging from relatively harmless to potentially considered an exploit:
You died in a place you are not revivable so you leave the instance to rejoin the fight
You are accidentally wearing the wrong gear set/ wrong skills once combat starts so you PTE, fix your setup, and teleport back into the trial.
You know you're about to die and rather than throwing a no death you PTE.
You leave the instance to negate/cancel an intended group mechanic to make a fight easier or faster.

Over the years while ZOS has never given an official position, they have attempted to make a lot of changes to remove this behavior.
Most of which were very disliked by the community, primarily due to unintended bugs:

They removed the ability to use PTE while in combat
Problem: Very frustrating if you end up stuck in combat, or just if trying to reset an instance after a death you have to make sure everyone dies before leaving
This was eventually removed I assume due to community frustration.

After re-enabling PTE in combat, they made it so leaving an instance in combat counted as a death.
Problem: If a player crashed in a relatively harmless area, between bosses, but the group was in combat. They lose vitality and their no death achievement.
An even worse problem that was repeatable in a few instances, if players strayed too far from the group leader or went through a door before others, it would occasionally count that as them leaving the instance and the group would lose vitality.
This feature was understandably removed due to causing so many groups to lose no deaths strictly due to bugs/ connection issues.

That brings us to now, where there is no feature trying to stop PTE-ing.
I've started to see discussions in raiding guilds about whether or not it's okay to do, people strategizing whether or not they could leave an instance during downtime in fight to swap their gear and if that was considered exploiting or fair game.
Since there's no ruling or opinion from ZOS we have nothing to go on beyond our own beliefs and ethics about it.
As far as we know no one has gotten in trouble for it, but its not something I or many would like to do without knowing it's considered fair game.

I'm not looking to get anyone in trouble or punish players that did this unknowing if it was okay.
I would like confirmation if this is something that's fine to do or not, so I can warn or dissuade others from doing this in the future if it's the latter.
  • tomofhyrule
    tomofhyrule
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    We haven’t gotten anything official.

    The fact that ZOS has been trying to restrict it implies that PTEing during a trial should not be allowed and is on the exploit-y side. The problem is that those solutions punish players who get d/c’d or knocked through a wall though. We also have the respecs coming which are restricted as the armory assistant is, again suggesting it’s not a proper strategy.

    I wouldn’t be surprised if they try to restrict it again, considering the upcoming IC queue changes (which is definitely exploity since it is intended people run back to base through the sewers). They may have to set it so that it only is restricted on an active PTE push to prevent d/c’s from triggering it, or allow /stuck if the group wipes and you cannot be rezzed.
  • Soarora
    Soarora
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    We haven’t gotten anything official.

    For context, this follows a discussion about what’s legal in scorepushing and the desire of multiple people to see ZOS get more involved with what is and isn’t legal (which also influences trifecta and HM clears). I believe the intent here is moreso towards ZOS than for us to speculate.

    I think ZOS really should get more involved with the community. They used to post world first teams for dungeons and trials on social media and they stopped. The community can’t decide on what is and isn’t legal strategy and the consequence of doing something illegal, with or without knowing if it’s exploiting or strategy, is getting banned. I think it’d also be fun and productive to have more things like the “play with ZOS in Vengence” event, but I suppose that’s getting off-topic.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • luchtt
    luchtt
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    I think its important to recognize the 2 sides of implementing a change like this (or not) and what merits/demerits they include. Terribly sorry for how awfully written this is, I've had this discussion so often that it's a bit tiring to just regurgetate the same points over and over without anything being done about it for years lol.

    I want to bring up the context of this first because it's important.
    The reason this is brought up is because the current top scorepushing team in the game recently used this to swap gear in the middle of fights with long immune phases, something I have been doing personally in casual runs, just for fun and experimentation for years and haven't seen any issue with. There has been disputes in the past in places like HoF to PTE when you have a certain mechanic on you to cancel it and clear the fight faster, which a lot of members of this team heavily disagreed with (2023 ish iirc), and more recently there's been more non-scorepush related disputes with PTE-ing to avoid the Xoryn HM mechanic entirely, and people getting trifecta's using it.


    (also you did include it in your original post but the real reason its PTE specifically, is because of the keybindings: group = P, T = leave instance while in group menu, E is confirm. Another one is PXE X (or PXETE) which leaves the group and allows you to leave instance which was a way to get around the previous fix very easily especially with reinvite addons)


    Currently, you are very free to use PTE and it is very nice for all levels of play, aka changing it would affect "the 99%" quite directly and in an annoying way. if you're bugged, or if you want to reset quickly you can PTE very easily. I massively enjoy ESO because of how free you are to use the tools provided to you, including the ability to freely leave and rejoin instances with no consequences aside from loading screens.

    PTE also allows you to exit combat and swap gear if you're stuck on wrong setups which CTBee mentioned, which is common in endgame. Having to wipe, or reset the whole run if its a nodeath run because of such a minor thing, especially if the PTE would only be harmful to the group's speed and chances at clearing. it's a fair mechanic used in this way in my opinion. This is quite relevant to mention: PTE to leave a fight and rejoin (even on different gear) is more often than not a minor if not pretty major time/dps loss, and can even risk death when getting ported in (in the case of sunspire, porting back in on yolna for example at juust the wrong time can port you in in the middle of his fire engulfing the whole arena), or in most fights, you're often far away from the group and if there's aoes you spawn in (Bahsei abo slams RG, or Yaseyla firebombs SE, or just randomly getting run over by wamasus etc), you just die again. Basically: its not at all a guaranteed time save and in most cases its a time loss and sometimes even just a waste of time if you die instantly and unavoidably due to the location you get pulled into the fight on. basically: it's not remotely guaranteed to give you an advantage in most cases.


    That being said, there is VERY real arguments against it. It is frequently used to negate death in difficult runs. I can attest I've used this in really bad/scuffed dungeon runs just to clear, even though everyone except the tank was dead for example (and in this situation, the tank can often not rez or barely rez/it takes 1-2 mins before mechs line up to rez etc). You can also make obtaining certain achievements easier with this, such as any HM especially dungeon HM fights, though I don't think no-death has much to gain from PTE unless it's planned beforehand (the reaction time needed to PTE in a situation where you're faced with certain death I would argue almost makes it harder/more deserved to get an achievement rather than easier lol but it's not like I don't see the issue obviously, you're avoiding intended gameplay). As I mentioned before, Xoryn HM current mechanic is very easily avoidable by just PTE-ing as it starts dealing any amount of lethal damage.


    People feel cheated when they get achievements in the intended way, vs the avoidance of certain gameplay mechanics like Xoryn's mechanic or players clearing fights they really shouldnt have cleared if PTE didn't exist.



    That being said, I also think this is a bit of unfair persecution and the words used to describe PTE as an exploit or unintended behavior is often a bit unfair. What is unintended/exploit anyway? This has been INTENTIONALLY re-added into the game, as CTBee said earlier after having a fix. Granted, the fix was bad so this is the likely reason, but the devs also clearly do not care enough at the moment to crack down on this as is seen by the fact that nothing has been done/said about it. Not to mention it has existed for years/the start of the game? (not sure on the last part).

    There is plenty of "unintended usage of gameplay mechanics" such as gearswapping, prebuffing, certain ways players get around mechanics in certain fights (reef guardian). These are widely used in the endgame community and rarely frowned upon, especially prebuffing (which, to be clear, I am a huge preponent of keeping, though some slight adjustments could be useful and dev clarification). Many prebuffs have been cracked down upon and removed, with similar consequences of how PTE was cracked down on in the past (in combat requirements or just changes for many sets, and buffs being removed when you unslot their skill, reminds me of PTE fix making it so you lose vitality when you have a random disconnect, you cant pause anymore, you can't exit the instance if someone is holding you hostage on a fight maliciously in a pug group, or if you're stuck in an impossible spot the whole fight to revive such as bahsei, very possible) These things, while not considered exploiting/abusing mechanics, are still being more actively removed/considered by zos than PTE-ing. So in a way I'd argue zos's silence on this matter is confirmation that it's fine/intended/they dont care. Many people disagree however, so this is a very relevant issue I'd also like addressed. This is basically why the endgame community would really enjoy clarification on this matter. Because it is a recurring point of conflict on what's fair and what isn't.

    I would recommend to best avoid all these issues the following fixes:

    When you PTE, the game checks if you're on Veteran difficulty (dungeons, trials, 4man arenas, ma/vate are irrelevant cause pte doesnt help lol), a no-death run, and in combat. ->

    If both are true (and only both are true), then it will have an extra dialouge that you have to accept saying "Are you sure you want to leave the instance? (red big text) LEAVING THE INSTANCE CURRENTLY WILL COUNT AS A DEATH (and if you're in a trial) AND THE LOSS OF 1 VITALITY"

    If you're on vet, or HM, but not no-death, I think really nobody cares if you got the clear with or without PTE. Could also disregard HM clears for specifically that person that PTE'd if they left the instance, but this would incur a lot of extra programming and altering of the way the game tracks achievements which as I've heard is difficult (more difficult than most changes in the game).
    If you're no-death, but in an instance where it doesn't matter (such as normal) or if it's on non HM and a pug run, you don't care so you say "yeah i dont care ill leave anyway" which keeps the usefulness of it in place, and the freedom. The previous fix had the issue of entirely removing the ability, which has very obvious workarounds and issues. One REALLY big stipulation is that it should be made in such a way where disconnecting does not count as PTE in this context, otherwise crashing and re-logging (even if you made the time limit easily) would still incur a "death" unfairly. If that isn't implemented something else woud have to be done imo. thanks for reading.
  • Emeratis
    Emeratis
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    I'm just going to say my personal experience with this issue because to me this issue is more personal than ethical. I run with a guild that refuses to use pte to change sets in combat or avoid mechanics because we personally find it distasteful. When pte got restricted, we were several times the victim of the bugs with it, either through someone crashing and ruining a no death/tri or sometimes a person randomly being flagged as a death by lagging through a door or something similar.

    We also have several times before had someone die through a wall or in a position that was impossible to rez. Have you noticed one of the many discussions around lately about warden charm and pvp and getting thrown into walls and unable to die/stuck to get out of them? Same thing can happen in pve in some places too. Obviously, /stuck in combat is tricky since some people could abuse it if it could be cast in combat, but with some instances of "stuck in combat" and terrain hijinks, you can sometimes find yourself in a situation where without pte in pve group stuff you would be completely stuck. Even wiping to let the person revive isn't a guaranteed because I'm sure many people who have done trials for years remember a certain infamous bug that still sometimes happens where the group is stuck with "waiting for the battle to end" after wiping and nobody able to rez.

    I've been playing for a decade and the problems with crashing and getting stuck have been problems that are not new and intermittently crop up again. That alone makes this issue a lot more complicated than the respec leaderboard restriction, because these bugs will happen again in the future inevitably, and closing it adds a whole new host of bugs, pain points, and frustrations that can be discouraging for group content.
  • M0R_Gaming
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    In my opinion, PTEing should be allowed, but should disqualify you from being able to reach the top scores if you do it. However, the previous way that it was implemented by ZOS (decreasing vitality) created a decent amount of issues like loosing vitality on disconnects, and a different limitation method should be used.

    I think a potential solution would be to fully disable PTEing while the vitality is at 36 (or rather, when there is no deaths). The instant it goes below 36 then PTEing should be fine imo, since that will also allow groups to reset the instance faster if the tri gets wiped. The same code could then also be applied to respecs, keeping respecs and PTEing disabled out of high score runs/tri runs, but allowing it for better QOL for prog groups.

    For examples of how this could be implemented, the CanExitInstanceImmediately() call could check for 36 vitality on the server side before returning true/false, and the UI wouldnt need much modifications that way. Then the respecs could also be bound to that same CanExitInstanceImmediately() check, so they function the same.
    I made an addon to demonstrate this, with the code being below, and the video demonstration of it here:
    local oldExitCheck = CanExitInstanceImmediately
    CanExitInstanceImmediately = function()
    	local vit = GetRaidReviveCountersRemaining()
    	if IsRaidInProgress() and vit == 36 then
    		return false
    	end
    	return oldExitCheck()
    end
    ZO_PreHook(_G, "ExitInstanceImmediately", function()
    	if IsRaidInProgress() and not CanExitInstanceImmediately() then
    		return true
    	end
    	return false
    end)
    ZO_PreHook(_G, "StartSkillRespecFromUI", function()
    	if IsRaidInProgress() and not CanExitInstanceImmediately() then
    		return true
    	end
    	return false
    end)
    
    • PC/NA - PvP/PvE AD Sorc main
    • Former Emp, GS, DB, TTT, IR, GH, Misery Master
    My addons
  • NierielSootica
    Personally, I think traveling out of an instance to avoid a mechanic to make getting a trifecta easier, is very distasteful, and doesn't show that those players had the skill to perform the mechanic correctly without dying. The trifecta shouldn't be achievable by those avoiding mechanics in this way.

    As a long term console player, I was initially opposed to losing vital when someone left an instance, as many console groups relied on leaving instance to be able to make set swaps for certain trials - however, with add-ons now, this limitation has been removed, and the main annoyance I see with it is for those that DC - this would be the biggest annoyance when the game goes into periods of mass disconnects, like it has numerous times in the past, or some of the coded issues others have mentioned above.

    Ideally, I would like to see ZOS address this issue and find a work around, for removing vitality if someone leaves (not DC) the instance willingly. Failing that, I think there should at the very least be a large penalization to the score - 5k+ points removed. This wouldn't address the issue of players voiding mechanics via PTE though, which for me, is the bigger issue that I think should be addressed.
  • mdjessup4906
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    Ugh don't ask them to comment on this, yall want a repeat of the stuck in combat dungeon fiasco? Wich is still an issue in a few.
  • Gabriel_H
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    The crux of the issue seems to be that the code (ZOS) can't seem to distinguish between a deliberate exit (pressing PTE/Use of an addon to do the same) and a crash (which can still be deliberate but is less exploitable).

    A PTE should result in the loss of a vitality - period.
    A crash should not result in the loss of vitality - and for the purposes of achievements/clears if the player was present for 51% of the fight they should get credit for the kill or recognition for mob packs downed.

    There is a possiblity a player may crash and as such not get the recognition, and may not find out until the end of the trial. A status bar system showing progress towards a clear/hm for the run on the group screen would show if a restart was needed.

    ZOS have access to all the data necessary to make that system work. It would require a small addition, which frankly should already be in game.

    I said at the start "less exploitable". It would allow a player to deliberately ALT+F4 after 51% and avoid the rest of the fight, but someone who can't last the full 100% is likely not to survive the first 51%.

    For players who have a crash through no fault of their own, it would also allow them to get back in and get to the 51%, if their team can hit pause for a couple of minutes, and hope there is still enough time left for a trifecta (been there, done that).

    It is somewhat punishing to the genuine brief crashes, but also provides less exploits meaning some value is added back into the achievements.

    Edit Typos (it's 4am)
    Soarora wrote: »
    They used to post world first teams for dungeons and trials on social media and they stopped.

    Not for nothing, but probably because ZOS realised they weren't actual firsts.
    Edited by Gabriel_H on February 11, 2026 4:07AM
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • shukkig4
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    This is such a non issue. In every game speedrunning community is using all the tools available and people painting it as some risk free options don't understand the game well enough I'm afraid. If half the group ptes, the other half needs to still play mechanics and survive. This in some ways increases the difficulty of strategy and adds additional depths to them. It's also usable in very limited number of encounters. If people are concerned about trifectas being cheesed with PTE, then just make it so if anybody leaves instance you lose the trifecta. Zos is already very unfriendly towards end game community, and this literally affects top of the top, like 100 players. In other games developers are proud of people finding a way to circumvent their game mechanics, in ESO community asks for bans :smile:
  • TheMrPancake
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    shukkig4 wrote: »
    this literally affects top of the top, like 100 players.
    You should read lucht's post for the context on why this forum post exists. It is specifically because those top players are looking for clarification. There have been over a thousand discord messages in the past couple days discussing this topic, and we were told to post on the forums for visibility to ZOS.

    You may be right in all that you say but the ambiguity is the main issue. A definitive answer from ZOS would be appreciated by all in the conversation.
  • Lekjih
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    My view on it is once they allowed add-ons, they have no room to complain about leave instance use. Add-ons allow a lot of the "bad behaviour" of leave instance, like Wizard's Wardrobe is ok but whipping out an armoury assistant isn't. I know it was to prevent accusations of pay to win, but at this point should just be allowed.
    671d played, 257 on a Warden.
    Lucent clannfear suggestion sketch on my profile
  • shukkig4
    shukkig4
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    shukkig4 wrote: »
    this literally affects top of the top, like 100 players.
    You should read lucht's post for the context on why this forum post exists. It is specifically because those top players are looking for clarification. There have been over a thousand discord messages in the past couple days discussing this topic, and we were told to post on the forums for visibility to ZOS.

    You may be right in all that you say but the ambiguity is the main issue. A definitive answer from ZOS would be appreciated by all in the conversation.

    I understand that, the problem is that people only started to care because supposedly best group in the game based a strategy on this feature. People had issue with using pte to skip Xoryn cage, but outside of that nobody really cared. Previous world record had one of the members PTE to fix their gear setup and charge ult, so the same people asking about clarification on this is rich.

    People are asking for clarification now, not because they care, but because of circumstances in which those things happened. Nobody cared about multiple top groups using in Halls, ironically outside of Genesis, which now used(?) it in Sunspire.

    That obviously doesn't mean zos shouldn't really clarify stuff around PTE and many other things that are used in end game, but I do hope if they do clarify they'll just let people use those tools. In the end they are used for speed running or score pushing really in eso case, but that's directly linked to how fast you do the content. That pool of players is already very thin and thinking that by restricting certain things would be better is delusional. In every game, people that are interested in speed running, will do so regardless if they think some mechanics shouldn't exist, taking stuff away however universally drives people away.

    Last time zos addressed pte it was a miserable experience, so I would rather them not do anything and leave stuff in grey area than try and clarify and potentially remove a feature.
  • Brassmoose
    Brassmoose
    Soul Shriven
    Just adding in my personal thoughts, I don't personally mind abusing a games mechanics in these ways to a better score or faster speed run, the main issue here is the lack of clarity on the "legality" of things like this coupled with the fact that we have no true verification for trial records outside of the score that shows up in game has generated a lot of animosity, assuming what is and isn't allowed and assuming what other more secretive trial score pushing groups are doing to get records. We just need some clarification on how you want your game to be played, I would personally like to see a way to reduce the score if some of these things were to be implemented so they can at least be used for fun or speed run attempts in a different category (eg going for trial speed run in 'bugged' category).
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