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Update 50 PTS – Week 1 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our first PTS weekly summary for the Update 50 PTS cycle. In this post, you will find a high-level summary of the Update 50 PTS – Week 1 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 weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.

Please continue to share your thoughts with us on these summaries. We’ll evolve and optimize them over time with considerations given to team bandwidth, contents, and the right level of detail. Thanks!


Challenge Difficulty
  • Master Difficulty Messaging on Loading Screen Upon First Login on PTS [Bug]: When first logging in after the PTS patch went live, some players saw their character set to “Master Difficulty.” This was a visual issue only, and self-resolved. We are checking the cause and will fix it if we uncover anything. (Related post.)
  • Separating Players by Challenge Difficulty Setting [Feedback]: We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
    • Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
    • Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
    • We are still looking at feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players.
  • Vestige Difficulty – Unusually High-Damage Critical Strike from Light Attack [Bug]: We are investigating a reported issue where some light attacks are hitting unusually high damage numbers while on Vestige Difficulty. We have identified the underlying cause of this related to calculations in the code. This will be fixed in a later PTS Week. (Related discussion.)
  • Unusual Behavior with Certain Item Sets & Challenge Difficulty [Bug]: We are observing unusual behavior with how some item sets interact with Challenge Difficulty. Similar to the issue above, we have identified the underlying cause of this related to calculations in the code. This will be fixed in a later PTS Week. (Related discussion.)

Class Mastery
  • General Feedback and Suggestions [Feedback]: We are currently reading through all your feedback and suggestions for Class Mastery. We're aware that certain classes are lagging a little behind, some are too far ahead, and that some passives related to support and tank roles feel too low in comparison to DPS roles. We are discussing options, so please keep the feedback and data coming. It’s helpful!

Dynamic Encounters
  • Farm Aflame [Bug]: Completing the Teldur's End quest in Auridon currently prevents participation in the Flowervine Farm Dynamic Encounter. This will be fixed in a later PTS Week.
  • Vampire Hunt [Bug]: The Blood Scion Skill Style and the Vampire Hunt Dynamic Encounter Boss is appearing invisible. This will be fixed in PTS Week 2.

Favors
  • Rewards [Feedback]: We have seen your feedback that the rewards for Favors don’t feel substantial enough. We are discussing this feedback and some options and will share more info as we have it.

Player Experience Improvements
  • Guild Mail – General [Bug]: We have made a number of polish/fixes in the new Guild Mail feature, based on PTS feedback and bug reports.

Tamriel Tomes
  • End-of-Season Experience [Patch Notes Error]: It was mentioned on the initial Update 50 PTS patch notes that the end of Season experience would be available for testing on the PTS. While that is true, it’s not on the PTS quite yet. It will be available in PTS Week 3, starting on April 30. (Related post.)
  • Swapping Between Owned Tomes [Bug]: We're investigating why it’s not currently possible to swap between owned Tomes. The intention is that everyone on the PTS has both the Update 49 and Update 50 PTS specific Premium Tomes owned and should be able to swap between them using the top left button on the Tome screen (the little book with an arrow icon). This will be fixed in a later PTS Week. (Related post.)
  • Weekly Challenge Rerolls for Gold [Patch Notes Error]: Currently you cannot reroll Weekly Challenges for gold, despite being mentioned in the initial Update 50 PTS patch notes. This option will be available in PTS Week 3, starting on April 30. (Related post.)

Thieves Guild
  • New Thieves Guild Questline Turned on Early (PTS Only) [Bug]: During PTS Week 1, we turned on access to the new Thieves Guild questline before the rest of the content was accessible. This resulted in being able to pick up the quest on the first day of PTS Week 1 but not progress it until all the content turned on the following day. This was a PTS-only bug and will be fixed in PTS Week 2. (Related post.)
  • NPC Appearances – Lion Guard and More [Feedback]: We’ve seen your feedback related to the appearance of NPCs you’ve encountered during the Thieves Guild content (and beyond.) For example, wishing the Lion Guard NPCs used the new Lion Guard Captain uniform. We are working on some outfit updates for key NPCs and a few factions based on your feedback. We have also seen the related request for broader NPC makeovers across the game. While our main focus right now remains on Season One content, we hear you and will keep this request and your suggestions in mind! (Related post.)
  • Racing Into Nowhere Quest [Bug]: Interacting with an incorrect item in the Relic Gallery during the staff puzzle presents a portal to another area. Taking the portal currently blocks quest completion. This will be fixed in PTS Week 2. (Related post.)
  • The Nowhere Keys Quest [Bug]: Talking to Abrasia was not correctly advancing this quest, blocking completion. This will be in PTS Week 2. Fixed an issue where you couldn't advance the quest while talking to Abrasia. (Related post.)
  • Waterfalls in Daggerfall and Glenumbra Missing Rocks [Bug]: Some waterfalls in Daggerfall and Glenumbra are missing the rocks behind and around them. This will be fixed in PTS Week 2. (Related post.)

Vengeance Campaign (Cyrodiil)
  • Campaign Options for Live Servers [Feedback]: We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.

Veterancy
  • General Feedback and Suggestions [Feedback]: We are reading your general feedback and suggestions about the Veterancy UI. Thank you and keep it coming!
  • UI Error [Bug]: Previewing Veterancy track rewards occasionally produces a UI error. This will be fixed in PTS Week 2.

Werewolf Refresh
  • Claw Fury Ability [Bug]: If you cancel the transformation during Claw Fury, the character may get stuck or remain in the Claw Fury animation. We are currently investigating this issue. (Related post.)
  • Female Werewolf Audio [Bug]: We are tracking an issue with missing audio on the female Werewolf. This is confirmed as a bug and will be fixed in PTS Week 2. (Related post.)
  • Feral Cruelty Passive [Bug]: We're aware of the issue where Rank 2 of Feral Cruelty fails to grant its Weapon and Spell Damage, and are investigating a fix. This will be fixed in PTS Week 3.
  • Glowing Markings for Ultimate Morphs [Feedback]: We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely. We are discussing options and will share more info with you as soon as we have it. (Related discussion.)
  • Insatiable Hunger [Bug]: This Werewolf ability currently has no audio. This will be fixed in PTS Week 2.
  • New Werewolf Model Appearance – General [Feedback]: We appreciate all the thoughtful feedback in this thread. While we do not plan on making any major art or animation changes to the new Werewolf models at this time, we are actively reading through your feedback and will consider it for future improvement opportunities.
  • Transformation Skill Styles [Bug]: Werewolf Transformation Skill Styles are currently missing icons. This will be fixed in PTS Week 2.
  • Werewolf Locomotion Animations [Potential Bug]: We have seen some reports that the male Werewolf model’s locomotion animation seems to be behaving differently than that of the female. Specifically, that the male seems to be transitioning from bipedal running into the running-on-all-fours animation at a lower speed threshold than that of the female. We're keeping an eye out to see if there is any actual bug with the locomotion behavior, but please ensure that you're dropping out of Werewolf form and then retransforming to ensure that your passives are applied properly (related to the “Werewolf Skill Line Passives [Feedback] item below). Thank you for the helpful details in your reports so far!
  • Werewolf Model Feet Bending/Distorting on Certain Terrain [Bug]: We are tracking an issue where the new Werewolf model’s feet can bend/distort in an unintended way when traversing across certain uneven terrain while Foot Inverse Kinematics is enabled. In the short-term, we are disabling Inverse Kinematics for Werewolves in PTS Week 2 while we work on exploring this issue and a long-term fix. (Related post.)
  • Werewolf Skill Line Passives [Feedback]: We got some reports that the Feral Cruelty and other Werewolf Passives do not grant their benefit if you purchase them while already transformed into a Werewolf. This is working as intended, and you only need to drop Werewolf transformation and re-transform for the passive benefit to kick in. Werewolf only attempts to apply its passives' effects during the act of transforming for performance reasons, so purchasing a passive while already transformed will result in that passive failing to apply its effects until you re-transform. (Related post.)
  • White Werewolf Appearance [Feedback]: We’ve seen a mix of feedback about the white Werewolf form, ranging from those who love it to those who aren’t a fan of the pink nose and skin tone. At this time, we do not plan on changing the white Werewolf model (it’s not within scope for us for Update 50). That said, we appreciate all the feedback and suggestions, such as a white Werewolf with a black nose, and are discussing future opportunities for additional Werewolf customization options. (Related discussion.)

Miscellaneous
  • Crown Store Motif Sourcing [Bug]: We have resolved some miscellaneous typos related to Crown Store Motif Sourcing.
  • Dismounted While Passing through Daggerfall City Gates [Bug]: You may be dismounted when passing through the Daggerfall city gates, while mounted. We are investigating if this happens when passing under other types of fixtures. This will be fixed in an upcoming PTS Week.
  • Trial Motif Achievements [Bug]: There is currently an issue where several Trial motif achievements were not moved into their associated trials with the achievement reconsolidation including Craglorn Trials, Maw of Lorkhaj, Dreadsail Reef, Sanity's Edge, Lucent Citadel, and Ossein Cage. This will be fixed in PTS Week 2. (Related post.)

Edited by ZOS_Kevin on April 27, 2026 4:05PM
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • noblecron
    noblecron
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    Wasn't aware of a feet bug. I thought it was just me getting used to the new werewolf form lol


    I get the reasoning for not seperating instances for different difficulty settings and I agree with it. Rather have a stable server than an unstable server and multipe intances
  • LunaFlora
    LunaFlora
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    Good to see PTS summaries continue ♥
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.


    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.

    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.
  • Destai
    Destai
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    I'm not seeing anything here about the Heavy Attack nerfs and other controversial combat changes. Is that something you're still reading? Will the combat team be reviewing the qualitative feedback about the combat balancing? Seems like once again we're reducing player power, rather than bringing other options into parity. Just curious where that feedback is at.

    Otherwise, fantastic write-up. Keep 'em coming!
    Edited by Destai on April 17, 2026 2:29PM
  • Ketryellowynne
    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)
    Edited by Ketryellowynne on April 17, 2026 2:39PM
  • Emeratis
    Emeratis
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    I appreciate these summaries and I appreciate the updates. I do have one question/request: seeing Eidetic get it's own section in the pts week 1 patch notes was a pleasant surprise and we got a lot of fixes, but there are still many bugged/missing books. Is there hope week 2+ will give us more fixes or will we have to wait until u51 for more?

    I didn't get to test as much as I'd like this week due to some irl stuff but I'm hoping to get more testing done in week 2 and catch up on feedback but I figured I'd ask about the lorebooks since I didn't get a chance to yet.
  • coop500
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    I probably wouldn't change the werewolf model too terribly much, I mean I can gripe about it all day but I'd be worried about feedback being taken in a strange manner, and upsetting more people. So I've kinda stopped pushing for that now.

    I would however LOVE a white werewolf skin that has a black nose, black claws and other contrast more akin to an actual white furred beast that's not an albino. With the new system, ZOS you guys can print money by just making more and more recolors, it doesn't have to stop at 3 or 4 or whatever.

    As for the speed thing, I need to do more testing, but I believe that the devs told us they were adjusting the threshold to be higher before you entered all four leg running, but now it feels almost more sensitive now than it does on live. In terms of how much speed you can have before losing access to 2 legged running.

    And yes, PLEASE do something about the glowing markings. For me this is my main core issue with the whole werewolf refresh as it stands. Having the choice to dial this down or remove it entirely would be splendid.

    I was curious though, when might we get to see that hidden 4th Werewolf skill style, Hircine's Hunter?

    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • code65536
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    Hopefully the bug with all Asylum Sanctorium achievements going missing due to the achievement reorganization will get fixed soon as well.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • coop500
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    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    I understand what you're talking about, as someone who used to enjoy playing healer until they were basically made worthless in everything but content I'm not welcome in (HM vet trials basically lol).

    BUT please remember that werewolf never gets to go into these fights either, and it'd be sad to see that stripped away. I know you're asking for more options, but I'd be worried about the devs seeing this as a reason to take Major Courage away from werewolf instead, which would be very sad.

    It's true that healers need more relevancy though, it's my favorite role, or used to be. Now I'm more of a tank player in group content because people just don't want a healer anymore, and I protested that shift before with no success and now it's only worse.
    Edited by coop500 on April 17, 2026 3:24PM
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Ketryellowynne
    coop500 wrote: »
    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    I understand what you're talking about, as someone who used to enjoy playing healer until they were basically made worthless in everything but content I'm not welcome in (HM vet trials basically lol).

    BUT please remember that werewolf never gets to go into these fights either, and it'd be sad to see that stripped away. I know you're asking for more options, but I'd be worried about the devs seeing this as a reason to take Major Courage away from werewolf instead, which would be very sad.

    It's true that healers need more relevancy though, it's my favorite role, or used to be. Now I'm more of a tank player in group content because people just don't want a healer anymore, and I protested that shift before with no success and now it's only worse.

    It’s not taking it away from them though: it’s just not giving it to them where they haven’t already had it. They already have group minor courage. If anything, give a unique werewolf specific buff rather than resourcing the most important buff gained from healing. Zenkosh can technically be run efficiently on a werewolf, so giving a unique werewolf specific buff might be a better alternative.

    I’ve run 12 wolf content, and while this would be cool to have, it’s absolutely not worth delegitimizing SPC. Heck, make more viability for werewolf healers in the process since it’s exceptionally limited even in all-wolf content and relies of cheesy proc sets. That would be nice. But keeping Major courage on werewolf only exasperates the problem with groups not wanting to run a healer.
  • MSattrtand
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    I'm concerned about this part:
    Class Mastery
    • General Feedback and Suggestions [Feedback]: We're aware that certain classes are [...] too far ahead

    To me, this reads like: "We're going to nerf Sorcs because their trial dummy parses are too high."

    Current Sorc parses are extremely cheesy. They rely on Banner and the status knife, both of which inflate dummy numbers but also buff the rest of the group in real content. In actual fights, you usually won’t run Overload - you’ll use Atro instead, which lowers your personal DPS but increases group DPS. Without Overload, Signet becomes worse, so you'd swap it out and lose even more personal damage. And if you're the only Sorc in the group, you'll be running Mastery, which again lowers your personal DPS while giving the group 3% WPD/SPD.

    What does it mean? Sorc is not that OP in actual content, especially since it has no cleave.

    Another problem I want to address is the DPS disparity between multi-classed and pure-classed builds. From this week's patch notes:
    ...its primary goal is to lessen the gap between subclassing and “pure” or “mono-classing.”

    Let’s establish a baseline: an Arc/NB/Plar Runeblades build parses 173k on live. This build is unaffected on PTS; it has high single‑target and low cleave. The obvious conclusion: no pure class with strong innate cleave (DK, Cro, beaming Arc) should parse higher. Conversely, no pure class with weak innate cleave (Sorc, NB, Warden, Runeblades Arc) should parse lower. Plar is borderline since its spammable has a decent cleave. All of this assumes parses without excessive cheese.

    So, here are my (unpopular) thoughts on each class:
    • Sorc - needs a nerf. 206k ST DPS is too high. Even a less cheesy setup hits ~185k, which is still too much.
    • Warden - very strange case. It parses too high with Signet (cheese), but its sustain is terrible. Without Signet, it’s around 172k, which is ok. Maybe it's a little bit low, considering it was the least popular DD. No idea how to balance it without killing Signet.
    • DK - needs a nerf. Dummy DPS is inflated by Heat Shock, which also buffs the whole group in content. Even without Heat Shock, it has too high ST-damage whilst having great innate cleave.
    • Plar - fine as is.
    • NB - needs a buff. Low cleave and low ST right now.
    • Cro - needs a buff. It can parse well with double‑bash Goliath and triple Ghostly Embrace stacking, but without this cheese, it's weak.
    • Arc - beaming Arc is fine. Runeblades Arc is not - it deserves buffs due to low cleave. Easiest fix: give Runeblades some unique synergy with Splattering Disjunction.

    Sorry if this kills someone’s fun, but power creep needs to be controlled.
  • CameraBeardThePirate
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    I'd like to reiterate concerns about Alliance Lock going forward.

    You touched on the idea of Grey Host queues being abnormally long once the other campaigns are removed, but I want to reiterate that for those of us that dislike Vengeance, we are going to lose the ability to play a normal Cyrodiil campaign with friends, and for those of us with many different characters across many different alliances, we now will lose the ability to play normal Cyrodiil on the majority of our characters for a month at a time.

    Quite frankly, that's unacceptable and there needs to be some sort of workaround for this.
  • Firstmep
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    Glad to hear you guys are reading the feedback on class masteries. In addition to tank and support roles, I'd like a bigger focus on plugging holes left by not having access to subclassing when using these passives.
    For templar it's the lack of good source for multiple major buffs, and the ability to put out quick and meaningful burst, which has defined the pvp meta for a long time.
  • Erickson9610
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    coop500 wrote: »
    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    I understand what you're talking about, as someone who used to enjoy playing healer until they were basically made worthless in everything but content I'm not welcome in (HM vet trials basically lol).

    BUT please remember that werewolf never gets to go into these fights either, and it'd be sad to see that stripped away. I know you're asking for more options, but I'd be worried about the devs seeing this as a reason to take Major Courage away from werewolf instead, which would be very sad.

    It's true that healers need more relevancy though, it's my favorite role, or used to be. Now I'm more of a tank player in group content because people just don't want a healer anymore, and I protested that shift before with no success and now it's only worse.

    It’s not taking it away from them though: it’s just not giving it to them where they haven’t already had it. They already have group minor courage. If anything, give a unique werewolf specific buff rather than resourcing the most important buff gained from healing. Zenkosh can technically be run efficiently on a werewolf, so giving a unique werewolf specific buff might be a better alternative.

    I’ve run 12 wolf content, and while this would be cool to have, it’s absolutely not worth delegitimizing SPC. Heck, make more viability for werewolf healers in the process since it’s exceptionally limited even in all-wolf content and relies of cheesy proc sets. That would be nice. But keeping Major courage on werewolf only exasperates the problem with groups not wanting to run a healer.

    They should give healers a different group buff that you only source from a Restoration Staff, since only healers use that weapon. Werewolves can then keep Major Courage as an alternative to using Spell Power Cure.

    I agree that Werewolf healers need to become a reality, though. They don't need to be meta, but giving us one crossheal (most likely to be sourced from a Scribing Grimoire for the Werewolf skill line) would help all-Werewolf groups to be more viable in PvE and PvP.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • YandereGirlfriend
    YandereGirlfriend
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    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    You could probably solve this by allowing the WW Major Courage to only apply to other WWs.

    So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.

    Best of both worlds.
  • React
    React
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    Thanks for this summary! I really like that these are being continued this PTS cycle. It makes it feel much more worthwhile logging into the PTS and providing feedback when we see it acknowledged in such a timely manner here.
    Class Mastery
    • General Feedback and Suggestions [Feedback]: We are currently reading through all your feedback and suggestions for Class Mastery. We're aware that certain classes are lagging a little behind, some are too far ahead, and that some passives related to support and tank roles feel too low in comparison to DPS roles. We are discussing options, so please keep the feedback and data coming. It’s helpful!

    I just want to urge caution when buffing things related to healing/mitigation, especially in regards to PVP. Some of these passives are already insanely strong, to the point where you can't even kill people using them (conservation of energy is a big offender right now, but I'm sure there are others). If considering buffs for the PVE side of the game, please try using "from monsters" or "while under the effects of battlespirit" exclusions to avoid adding too much defensive power creep to PVP.

    The game is more fun when damage is high. There are definitely some offensive passives that need adjustments (primarily free damage procs like wildfire/implosion), but overall I think a lot of these are well designed.

    In place of damaging "procs" with masteries, which don't make for engaging gameplay and instead just create frustrating "free" damage that has no counterplay, I'd urge the team to instead try to focus on passives which reward gameplay mechanics prominent to their respective class. For example the wildfire passive on DK is just "I do extra free dot damage to you no matter what", and is very problematic on the PTS right now. It would be much more interesting to have it replaced with something like one of these options
    • Increases your damage by X% for each dragonknight dot you have active on your opponent.
    • Causes your opponent to take X% more damage from dots for each dragonknight dot they have active on them.
    • For each of your DK dots active on your target, increase the damage of newly applied DK dots by x%.

    @ReactSlower - PC/NA - 2700+ CP ||| @ReactSlower - PC/EU - 1300+ CP ||| React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Erickson9610
    Erickson9610
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    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    You could probably solve this by allowing the WW Major Courage to only apply to other WWs.

    So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.

    Best of both worlds.

    We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Malyore
    Malyore
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    It sounds like for Class Mastery that there really should be a greater focus on separating how they are expressed between PvP and PvE.

    It also sounds like Class Mastery needs to fill more gaps in functionality since it is trying to offset subclassing's toolkit... gaps filled in a way that is realistic to not detract from the refreshes themselves.

    Thanks again for the PTS summary.
  • YandereGirlfriend
    YandereGirlfriend
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    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    You could probably solve this by allowing the WW Major Courage to only apply to other WWs.

    So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.

    Best of both worlds.

    We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.

    Sure, but not at the cost of displacing regular healers.

    Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.

    It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.

    Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.
  • Faltasë
    Faltasë
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    I love that the communication you're giving is that you're discussing the valuable concerns from the community. This new communication thing y'all have going is really giving me at least alot of hope for the future of the game, and the health of said community.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • Estin
    Estin
    ✭✭✭✭✭
    Vengeance Campaign (Cyrodiil)
    • Campaign Options for Live Servers [Feedback]: We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.

    I cannot stress enough that this is an issue that needs to be nipped in the bud as soon as it can rather than let it become a problem for how many weeks/months after U50 goes live. GH queue times are already a problem, and Vengeance is not going to alleviate that problem. GH and Vengeance have their own separate player bases. The players who want to queue for GH aren't going to use Vengeance as waiting room, especially when the queue times for GH will be an average of 2-3+ hours. Not only that, but you will also be restricting players from using their other characters that don't belong to faction they are locked to.

    Please do the right thing and keep BR in u50. Don't wait months collecting data and make a decision then. That's going to do nothing but cause problems
  • Erickson9610
    Erickson9610
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    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    You could probably solve this by allowing the WW Major Courage to only apply to other WWs.

    So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.

    Best of both worlds.

    We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.

    Sure, but not at the cost of displacing regular healers.

    Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.

    It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.

    Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.

    Regular healers will not be displaced. We shouldn't even require specific Item Sets for a healer to be "legitimate". If it's expected that every healer uses a Restoration Staff, then the Major Courage should be moved from Spell Power Cure into the Restoration Staff passives — when healing or overhealing with a Restoration Staff equipped, grant the target Major Courage (or some other desired buff).

    The way I see it, this change encourages healers to also be Werewolves. They can revert form to heal others when necessary, but when healing is not necessary, they can play as a Werewolf (part of the goal of U50 is to encourage Magicka specs to play it) to deal damage while still offering Major Courage to the group.

    In other words, you can expect groups to require their healers to be Werewolves, not their damage dealers. Healers are still relevant, even when healing itself isn't.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Ketryellowynne
    5nkbyczjuz1q.jpeg


    Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.

    For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.

    My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.

    Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.

    Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.

    KEEP HEALERS RELEVANT.

    The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.

    (Edited for autocorrect sabotaging spelling)

    You could probably solve this by allowing the WW Major Courage to only apply to other WWs.

    So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.

    Best of both worlds.

    We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.

    Sure, but not at the cost of displacing regular healers.

    Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.

    It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.

    Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.

    Regular healers will not be displaced. We shouldn't even require specific Item Sets for a healer to be "legitimate". If it's expected that every healer uses a Restoration Staff, then the Major Courage should be moved from Spell Power Cure into the Restoration Staff passives — when healing or overhealing with a Restoration Staff equipped, grant the target Major Courage (or some other desired buff).

    The way I see it, this change encourages healers to also be Werewolves. They can revert form to heal others when necessary, but when healing is not necessary, they can play as a Werewolf (part of the goal of U50 is to encourage Magicka specs to play it) to deal damage while still offering Major Courage to the group.

    In other words, you can expect groups to require their healers to be Werewolves, not their damage dealers. Healers are still relevant, even when healing itself isn't.

    I feel like your statements come from a place of someone who would like to be included in endgame content, but never has been. These changes would 100% displace endgame healers and adding major courage to resto passives would be the exact same net effect:

    “Why would I source this buff from healing when I can source it from damage and kill everything faster”

    While I do understand your thoughts, it’s very clear they are from the PoV of someone who does not participate actively in endgame content, especially not as a healer. Werewolves lose absolutely nothing by not gaining major courage sourceable by a werewolf skill. They do not have it in live, and this buff has no reason to frankly come to live on them. They ALREADY have minor courage. Adding an additional werewolf specific would encourage use not only for that buff, but also for the minor courage buff they can already get. Ever since Zenas nerf (which was a huge hit to Arcanist healers specifically in terms of validity), minor courage sourcing has moved and technically *could* be moved to a werewolf IF there were more reasons to slot them. Taking major courage, however, eliminates the healer validity. Moving it from SPC to a resto staff doesn’t solve the problem: it moves it, and technically makes it worse.

    You are not “encouraging magicka specs”. Healers are already specking magicka (even as a WW healer much of the time), so you’re just pushing aside the existence of an entire role in not just ESO but MMORPGs as a whole because you want to see more werewolves in the same end game content you self-admittedly do not participate in. You’re not making your healers be WWs. You’re replacing them with werewolves.

    As someone who *does* actively participate in engame as a healer specifically, a change like this would make me want to stop playing altogether. Healing in end game/scorepush is probably the most competitive role in game for slots. Those of us who *have* managed to find a place where we get to play as a healer have had to work extremely hard to get that role in serious groups. Don’t take away what little role we have left for werewolves, and don’t force lycanthropy on healers if they don’t want to lose their place. We’re already suffering under the price tag of siphoning meta. The reworks offer an opportunity for an expansion of meta for healers. They should NOT be the death of the role.
    Edited by Ketryellowynne on April 17, 2026 8:43PM
  • Nord_Raseri
    Nord_Raseri
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    [*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.

    I would prefer to be able to remove the markings entirely. Not just the glow.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Emeratis
    Emeratis
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    [*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.

    I would prefer to be able to remove the markings entirely. Not just the glow.

    This or do what they did with molten armaments and give us an option for all colors with the markings or not. I too would prefer not to have them at all but I might use them on characters down the line where I would also like them as an option. I also realize now that this was why more fur wasn't an option but I'd almost rather have a better fur spread and no markings if I had to choose one personally.
  • DrMedBorn
    DrMedBorn
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    AT LEAST instance us with same difficulty in delves or public dungeons. This shouldn't be any issue with them
    .
    Also you need to nerf the companions in higher difficulty
    Edited by DrMedBorn on April 17, 2026 9:56PM
  • lexsota
    lexsota
    Soul Shriven
    I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.

    Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
    For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.

    Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.

    Im not a big fun of role-dependent buff and debuff. Support roles will always be viable and there SO SO MANY options to bring without SPC!

  • Ketryellowynne
    lexsota wrote: »
    I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.

    Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
    For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.

    Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.

    Im not a big fun of role-dependent buff and debuff. Support roles will always be viable and there SO SO MANY options to bring without SPC!

    Yes but you can use these support sets AS A DD. Outside specific heal checks healers ARE dropped in vet DLC content, both dungeons AND trials. Again, these comments seem to be made by someone who plays but does not play endgame or scorepush. There will absolutely still be healers in content. The potential is writing them out of ENDGAME content where heal checks do not exist. There is 0 reason to add this buff to a Werewolf. I am in groups where this is already being theorized and discussed, because the potential best scores may no longer require healing. That and your “not needing to farm” is absolute rubbish. SPC is probably the single most accessible “meta” set in game. It’s an early DLC dungeon easy to run, doesn’t have a perfected version, the dungeon was changed to be included free for everyone, and you can get pieces from fragments without having to run the dungeon at all, so less farming than other dungeon sets. You don’t need money, you don’t need in game gold, you don’t need to be a particularly high level, you don’t need to farm PvP… very few sets in game are so accessible.

    …all to give an unnecessary additional buff to werewolves.
  • allochthons
    allochthons
    ✭✭✭✭✭
    I for the most part really like the DK changes. But I'm very disappointed to see that the proposed class mastery passives don't do anything towards making DKs into decent tanks again. The loss of the Battle Roar ultimate->resources passive was a huge hit, and I know there were others.

    I learned to tank on a DK, I still prefer to tank on a DK, but it's not really feasible any more.

    I've been searching for a forum post I read back when the DK changes were first on the PTS, about how the passive changes gutted DK tanks, but I can't find it. I wish I could, because I am not an expert on either DK or tanking, and I wish I could quote the person who was. But since I can't find it: let DKs be tanks again, please! Not OP, just bring them back up to par.
    She/They
    PS5/NA (CP3100+)
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    [*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.

    I would prefer to be able to remove the markings entirely. Not just the glow.

    Part of reason for markings is differentiate the morphs of WW.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    lexsota wrote: »
    I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.

    Vet and even HM dungeons also, for the most part, can have most of their mechanics skipped if you 3dps it. Unhallowed grave trifecta is and always has been best done 3 dps because there's no DoTs to heal through, while the mechanics focus on doing damage. Black Gem Foundry WR is even 3 dps iirc and that one has heal checks that most groups would need a healer for. Unchained used to be the hardest 4-man content and that is often 3 dpsed as well. This game is one of stacking damage, healers often fall by the wayside in favor of more damage. The only way to fix this is to both reign in power creep and add more punishing healer mechanics.
    lexsota wrote: »
    Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.

    Now, I agree that major courage on a werewolf won't cause healers to be extinct on it's own but... what are you on about? Olorime gets used by tanks built for 3 dps runs in dungeons because major courage is so important. And SPC is one of the easiest sets to keep 100% uptime on?
    lexsota wrote: »
    For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.

    Realistically, if healers get SPC taken away, it'll just be replaced by a different set. The root problem is unresolvable, certain buffs will always be expected. It would be nice, admittedly, to be able to play around with other sets instead of feeling like I need to do SPC/ma or pa as a healer, but werewolf major courage wouldn't even be relevant for most dungeon runs.
    lexsota wrote: »
    Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.

    Healer is potentially the easiest role to get gear for. Can just... get body SPC from a few runs of WGT and buy PA. Tanks usually need at least one set from trials just because of the group buffs and DPS usually need at least one set from trials because of minor slayer.


    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
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