Homestead: Combat Patch Notes (Part 2)

Combat & Gameplay
General

  • Adjusted the Area of Effect damage thresholds for all abilities. The new thresholds are as follows:
    • Targets 1 – 6: 100% damage taken with all secondary effects applied.
    • Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
    • Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
    • The goal of these changes is to decrease the effectiveness of players grouping into tight groups in order to spread out damage, while at the same time making sure that AoE abilities are not too powerful.

     

  • Reduced the amount of time required to exit combat with another player character to 6 seconds without performing any hostile actions from 30 seconds.
  • The goal of this change is to allow players to disengage from battles faster and spend more time on their mounts when moving between objectives. This is our first fix for the issue of being stuck in combat in Cyrodiil, and will be evaluating if any further changes need to be made.

 

  • Reduced the maximum amount of Ultimate that can be stored to 500 from 1000.
  • The elemental status effect Chilled now applies Minor Maim to enemies instead of snaring them.
  • Since many frost abilities already snared the target, the Chilled status effect was redundant. This change also helps focus frost more towards a defensive option.

 

  • The elemental status effect Concussed now applies Minor Vulnerability to enemies instead of Minor Maim.
  • We’ve added more personality to the different staff types to make them feel like different weapons. The focus of Fire staves is high single-target damage, Lighting staff is AoE damage, and Frost staff is defense.

 

  • Attempting to Light Attack while you are mounted will now dismount you.
  • Increased the duration of the crowd control immunity buff granted after a crowd control expires on you to 7 seconds from 5 seconds. This will now match the duration of the crowd-control immunity buff granted by Break Free.
  • Weapon swapping now automatically unsheathes your weapons before performing the swap.
  • Fixed an issue where the stun animation would occasionally not display on an enemy when you stunned them with a Sneak attack.
  • Fixed an issue where the stun from Sneak attacks was not granting the target crowd control immunity after the stun expired.
  • Fixed numerous ability tooltips for grammar, spelling, and formatting. Any significant tooltip revisions will be called out specifically below.
  • Fixed numerous issues with abilities displaying incorrect or placeholder icons in your Active Effects window, or with the bufftrackers of various player-made addons.
  • Fixed an issue where the Heavy Attack animation while using Dual Wield weapons could hitch; it will now appear to be much smoother.
  • Fixed an issue where casting an ability to quickly dismount was not displaying some or all of that ability’s visual effects to other player characters.
  • Increased the Dual Wield Weapon and Spell Damage penalty by roughly 3%. Weapon and Spell Damage while Dual Wielding (without modifiers) is now equal to using a Two Handed weapon.
  • Fixed an issue where some weapon abilities (Blade Cloak, Volley, and Wall of Elements) could not proc Weapon Enchantments.
  • Fixed an issue where the friendly heal from some abilities (Rite of Passage, Blood Craze, etc.) could be dodged.
  • Fixed an issue where weapon swapping to change to an item set or ability set that that granted Max Health was causing unintended drops in resources.
    • Note: We are working on fixing this for Magicka and Stamina as well.
  • Experience boosting holiday abilities will now overwrite one another. This means you will only ever have one such ability active on you at a time.
  • All experience increasing abilities’ durations will not continue to tick down while you are offline. If you log out with time remaining on a character, that time will remain when you log back in with that character.
  • Fixed an issue where you were able to bypass areas meant to be inaccessible after your character had died.
  • Fixed an issue where you could use emotes to hide combat actions.
  • Fixed an issue where you were able to have two Mundus Stone boons at the same time without wearing the Twice-Born Star set.

Buffs & Debuffs

  • Created a new debuff category, Minor Magickasteal. This is a debuff applied to enemies that restores a flat value of Magicka to the attacker every second (400 Magicka every second at CP160).
  • This change is aimed at getting players to pay more attention to their resource pools and use abilities in more strategic way. This is the first fix for high-level players having a lot of resources, and we’ll continue to evaluate this issue.

 

  • Major Evasion: Reduced this buff category’s dodge chance bonus to 15% dodge chance from 20% dodge chance.
  • We wanted to make the damage reduction provided by Major Evasion more in line with Major Resolve and Major Ward. Dodging is very powerful because it also allows you to avoid secondary effects such as stuns and snares.

 

  • Major Force: This buff category’s Critical Damage bonus is now an additive bonus instead of a multiplicative one (consistent with all other Critical Damage bonuses), but its value has been reduced to a 15% Critical Damage bonus to compensate from 30%. Total Critical Damage bonus from this buff remains unchanged.
  • We wanted Major and Minor Force to work the same way, without changing the damage bonus these buffs provide. Before, Major Force would multiply your 50% critical modifier by 30% (50 * 1.3 = 1.65). Now, you just add the critical damage bonuses together (50 + 1.15=1.65). The total damage is the same, but now Major and Minor Force use the same formula.

 

  • Minor Force: Reduced this buff category’s Critical Damage bonus to 10% from 12%.
  • Minor Lifesteal: This category is now a debuff applied to enemies instead of a buff applied to allies. It now restores a flat value of Health to the attacker every second (600 Health every second at CP160).
  • Changing the debuff to a flat value instead of a percentage means Lifesteal is now always useful, regardless of how attribute points are spent. This makes it more universally useful for all players.

Dragonknight

  • Ardent Flame
    • Burning Embers (Searing Strike morph): Fixed an issue where Rank IV of this morph was not allowing multiple Dragonknights to apply the Damage over Time component to the same target.
    • Fiery Grip:
      • Increased the duration of the Major Expedition buff granted by this ability and its morphs to 6 seconds from 2 seconds.
      • This ability and its morphs can no longer be dodged.
      • To improve Fiery Grip’s reliability, we changed it so the projectile (and subsequent pull/push) cannot be dodged. This ensures that enemies using Roll Dodge or Major Evasion do not cause your Fiery Grip cast to be wasted, and makes the Empowering Chains morph (which pushes you to the target) behave consistently with other charge abilities. Since Fiery Grip is an unusual projectile due to being undodgable and unreflectable, its tooltip has been updated for additional clarity.

     

    • Inferno: Fixed an issue where this ability and its morphs would display an incorrect Spell Critical Strike Chance percentage on your character UI after swapping weapons.
    • Lava Whip: Increased the damage from this ability and its morphs by 5%.
    • Standard of Might (Dragonknight Standard morph): This morph now increases your damage done and decreases your damage taken by 12/13/14/15% while standing inside the standard, down from 17/18/19/20%.
    • We wanted Lava Whip to hit harder since it’s a melee attack without increasing the overall PvE DPS of Dragonknights. To accomplish this, we reduced the bonuses from Standard of Might by 5% and increased Lava Whip by 5%. This gives Magicka Dragonknights a bit more pressure in PvP without increasing their PvE damage.

     

  • Draconic Power
    • Coagulating Blood (Dragon Blood morph):
      • This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.
      • This morph no longer grants the Minor Vitality buff.
      • We wanted to give Dragonknights a more reliable version of Dragon Blood that scaled like other heal abilities in the game. However, it was still important to us that it retained some of the risk/reward of waiting to use it at lower health thresholds. Because there’s a base heal value, it’s more forgiving when used at higher health, but waiting makes it more efficient. To counterbalance this increased ease of use, we moved the Minor Vitality buff to Green Dragon Blood. This also ensures that Health-based Dragonknights also have a strong morph option as well.
    • Dragon Blood: This ability and its morphs can now Critically Strike.
    • The goal of this change was to bring Dragon Blood in line with other heal abilities in the game.
    • Dragon Leap:
      • The damage and knockback from this ability and its morphs can no longer be dodged.
      • Fixed an issue where this ability and its morphs were not granting the caster crowd control, snare, and immobilization immunity while they were mid-flight.
      • This ability and its morphs can now be cast while are you immobilized.
      • As part of a consistency pass to define abilities as dodgable or undodgable, Dragon Leap has been made undodgable. Area of Effect attacks should not be dodgable since they blanket an entire area with harmful effects, and should still damage enemies trying to Roll Dodge through it. Since this is an Ultimate ability, we want its activation to be more reliable compared to other charge or leap abilities. Because of this, Dragon Leap can now be used while you are rooted, and makes you immune to such effects mid-leap.
    • Ferocious Leap (Dragon Leap morph): This morph now deals Flame Damage instead of Physical Damage.
    • Green Dragon Blood (Dragon Blood morph): This morph now grants the Minor Vitality buff as well as Minor Endurance.
    • Hardened Armor (Spiked Armor morph): Increased the damage shield value granted by this morph to 15% of your Maximum Health from 10% of your Maximum Health.
    • Iron Skin: Reduced the amount of additional damage you can block from Rank I of this passive to 4% from 5%.
    • Note that due to how percentages are calculated, the total damage blocked with this rank remains unchanged.
    • Since block values can only be whole numbers, a 5% bonus was increasing block’s 50% damage reduction to 50 * 1.05 = 52.5. Then, it got rounded down to 52%. This change helps clarify the proper amount of bonus you get. Note that Rank II of the ability still gives a 10% increase which equates to 55% damage blocked (50 * 1.1 = 55).
    • Spiked Armor: Fixed an issue where this ability and its morphs would deal their thorns damage when the attacker procced a Disease or Poison Weapon Enchantment on the Dragonknight.
    • Volatile Armor (Spiked Armor morph): Increased the damage of the Damage over Time component of this morph by approximately 20%.
  • Earthen Heart
    • Battle Roar: Significantly revised this passive ability’s tooltip to more accurately describe the values of Health, Magicka, and Stamina it restores based on the Ultimate’s cost.
      • Note that decimal values will be truncated from the tooltip, so values restored may be slightly higher than described.
    • Obsidian Shard (Stonefist morph): Fixed an issue where this morph would not fire the heal if the target blocked or absorbed the damage of the initial hit.
    • Stonefist: Increased the speed of the projectile fired by this ability and its morphs by 100%.
    • Since Stonefist is easy to avoid or anticipate with Roll Dodge and Block, we’ve increased the projectile speed to make it harder for enemies to counter.

 
Nightblade

  • Assassination
    • Death Stroke: Increased the cost of this ability and its morphs to 70 Ultimate from 50 Ultimate.
    • With the Nightblade’s high Ultimate generation, Death Stroke is available too frequently for how powerful it is. Increasing the cost keeps its current burst potential while making Nightblades think more tactically about when to use it.
    • Grim Focus: The Assassin’s Will proc from this ability and the Merciless Resolve morph now only scales with your Spell Damage and Maximum Magicka stats.
    • Impale (Assassin’s Blade morph): Increased the range of this morph to 28 meters at Rank IV from 18 meters.
    • Increasing the range on this morph to 28 meters matches the range of other Magicka Nightblade damage abilities such as Strife or Cripple, and makes this morph work cohesively with a ranged ability kit.
    • Manifestation of Terror (Aspect of Terror morph):
      • The traps summoned by this morph are no longer visible to enemy player characters.
      • The traps summoned by this morph can now fear two enemies instead of one.
    • Relentless Focus (Grim Focus morph):
      • The Assassin’s Scourge proc from this morph now only scales with your Weapon Damage and Maximum Stamina stats.
      • The initial cast of this morph now costs Stamina instead of Magicka.
      • Fixed an issue where the Assassin’s Scourge proc from this morph was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.
  • Shadow
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Veiled Strike
      • Shadow Cloak
      • Path of Darkness
      • Aspect of Terror
      • Summon Shade
    • The goal of this change was to make sure early skills in the trees are simpler and more damage focused.
    • Path of Darkness: Increased the damage of this ability and the Refreshing Path morph by 25%.
    • Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was being broken by certain abilities, such as Teleport Strike, Dark Flare, and Weapon Enchantments.
    • Summon Shade: The shade summoned by this ability and its morphs now more closely match your racial appearance for Argonian and Khajiit player characters, and will now immediately aggro and attack your target if you cast this while you are out of combat.
    • Note that the ability activation still requires a valid target.
    • Twisting Path (Path of Darkness morph): Increased the damage of this morph by 32%.
    • The goal of this change was to ensure there was an interesting choice between morphs. You can choose to either have more damage, or add a heal component.
  • Siphoning
    • Soul Shred: Fixed an issue where the Soul Leech synergy from this ability and its morphs could occasionally heal based on a different source of damage than itself.
    • Strife: Increased the cost of this ability and its morphs by approximately 38%.
  • We increased the cost of Strife because it was so much lower than other similar abilities, such as Lava Whip or Force Shock, while also providing a significant heal. Note that after the cost increase for Strife, it is still much lower than these abilities. This change, along with the changes to Elemental Drain and Siphon Spirit, are targeted at getting players to pay more attention to their resources.

 

Sorcerer

  • Dark Magic
    • Encase: Reduced the cost of this ability and its morphs by approximately 6%.
  • Daedric Summoning
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Summon Unstable Familiar
      • Daedric Curse
      • Summon Winged Twilight
      • Conjured Ward
      • Bound Armor
    • We moved the class defining defensive ability up one slot so players who are leveling up can gain access to it earlier.
    • Increased the Physical and Spell Resistance of all Daedric Summoning pets by 100% (18200 resists at CP160, up from 9100).
    • Bound Armor: Fixed an issue where toggling this ability and its morphs off would dismount you.
    • Daedric Curse: This ability and its morphs will now deal their Area of Effect damage even if the target dies.
    • Rebate: Fixed an issue where Rank II of this passive was restoring less Magicka than intended for player characters at Level 50.
    • Summon Storm Atronach: Increased the damage dealt from the pet summoned by this ability and its morphs by approximately 25%.
    • Summon Volatile Familiar (Summon Unstable Familiar morph):
      • Increased the duration of this pet’s special ability to 8 seconds from 4 seconds, causing it to pulse for two extra ticks of damage.
      • Fixed an issue where the damage from this morph’s special ability was not being increased by Daedric Prey.
    • Summon Winged Twilight: Increased the health of the pet summoned by this ability and its morphs by 100% (15889 Health at CP160, up from 7945).
    • Velocious Curse (Daedric Curse morph):
      • Renamed this morph to Haunting Curse.
      • This morph no longer shortens the duration of the curse to 3.5 seconds from 6 seconds; instead, it causes the curse to explode a second time after an additional 8.5 seconds.
    • The goal of this change is to simply the Sorcerer rotation, allowing a Sorcerer to free up some global cooldowns in order to use other abilities while keeping the burst potential for PvP at the same time.
  • Storm Calling
    • Hurricane (Lightning Form morph): This morph now deals 10% more damage each tick, down from 15% more damage each tick. The final tick deals 150% more damage as a result, down from 225%.
    • The Hurricane ability provides Major Resolve, Major Ward, Minor Expedition, and AoE damage in a large radius. This ability over-performs relative to other class defensive abilities like Spiked Armor. Stamina Sorcerer damage was also high, so adjusting the damage on this ability brings the Stamina Sorcerer more in line with other abilities.
    • Lightning Form: Fixed an issue where part of the visual effects for this ability and its morphs were not being displayed correctly when it was recast.

Combat & Gameplay (continued)
Templar

  • Aedric Spear
    • Binding Javelin (Piercing Javelin morph):
      • Fixed an issue where Rank III of this morph had a 20 meter range instead of a 28 meter range.
      • Reduced the cost of this morph by approximately 20%.
      • As all Weapon skill lines have a 20% Stamina cost reduction passive, we also included this reduction with class Stamina morphs. Binding Javelin and Biting Jabs were missed when this initially happened. Fixing this bug and giving these abilities their correct costs helps Stamina Templar with some of the sustain issues they were having.
    • Biting Jabs (Puncturing Strikes morph):
      • Reduced the cost of this morph by approximately 20%.
      • The damage from this morph can no longer be dodged.
    • Changed as part of our overall Area of Effect consistency pass as described earlier.
    • Blazing Spear (Spear Shards morph):
      • Increased the duration of this morph to 8 seconds from 6 seconds, causing it to tick damage an additional 2 times; however, it no longer stuns the enemy when it first hits them.
      • The ticking damage from this morph now has the same radius as the initial damage.
    • We took the stun off of Blazing Spear and increased its damage over time duration to help differentiate it from Luminous Shard. We want Blazing Spear to be damage focused, and Luminous to be CC focused. Note: We’re still working through a solution that makes Luminous feel unique from the other CC abilities, while maintaining the functionality of effectiveness on blocking targets.
    • Focused Charge: Increased the speed of the animation played by this ability and its morphs.
    • Since there is already a waiting period on charge abilities as you move to close the gap, we have increased the speed of the “leaping stab” animation that happens once you finally reach your target. This should make Focused Charge feel more responsive and allow you to more fluidly transition into other abilities after completing the charge.
    • Piercing Javelin: Increased the speed of the projectile fired by this ability and its morphs by 40%.
    • Radial Sweep: The damage from this ability and its morphs can no longer be dodged.
    • Changed as part of our overall Area of Effect consistency pass as described earlier.
    • Spear Shards: Decreased the time it takes for the spear from this ability and its morphs to land after being cast at the target location to 750 milliseconds from 1100 milliseconds.
  • Dawn’s Wrath
    • Backlash:
      • This ability and its morphs now deal moderate damage when they are initially applied to the enemy. This damage does not contribute to the copied damage delivered at the end of the ability’s duration.
      • Increased the amount of copied damage by this ability and its morphs to 20% from 18%.
      • Fixed an issue where damage that was absorbed by a damage shield was not being copied.
      • The initial damage and final damage dealt by this ability and its morphs can no longer be blocked.
      • The final damage dealt by this ability and its morphs can no longer critically strike, and is no longer reduced from Battle Spirit (note that the initial damage and maximum damage limit are both still reduced by 50% from Battle Spirit).
      • The copied damage from this ability and its morphs is now increased by 50% against other player characters, reduced from 100%.
      • We want to see Backlash as a burst damage ability that you can use in solo PvE or PvP content. To accomplish this, we increased the amount of copied damage. This increase is higher in Cyrodiil to account for both Battle Spirit and the play styles of enemies; enemy players are much harder to hit with 5 seconds of unhindered attacks.Making the damage unblockable ensures it behaves consistently when compared to Daedric Curse. Both those abilities are similar in functionality and how they thematically apply their damage. This also ensures that Backlash is not double penalized by block, since some of the damage it copies will likely be blocked or avoided by enemies seeking to minimize Backlash’s final attack. Hitting the maximum damage limit against another player now requires a significant amount of uninhibited damage from the Templar, and enemies will have more counterplay in reducing Backlash’s burst damage if they actively mitigate or avoid damage.Changing Backlash’s final damage so it no longer critically strikes prevents the Templar from reaching the damage cap too easily with a high Critical Strike rating.
    • Eclipse:
      • This ability and the Total Dark morph can now be placed on an unlimited amount of targets.
      • This ability and its morphs will now deal their Area of Effect damage even if the target dies.
    • Power of the Light (Backlash morph): Fixed an issue where this morph’s damage was being mitigated on the target’s Spell Resistance instead of their Physical Resistance.
    • Radiant Destruction: Decreased the damage from this ability and its morphs by approximately 21%.
    • The damage of Radiant Destruction was so high that players were able to cast this on targets with high health values and still deal effective damage. This change makes it more important to use the ability at the correct time. In PvP, other players now have more time to react, and in PvE the rotation requires using multiple abilities for a longer period of time./li>
  • Restoring Light
    • Healing Ritual: This ability and its morphs no longer heal the casting Templar for an additional 30%.
    • Honor the Dead (Rushed Ceremony morph): Fixed an issue where this morph’s refund bonus was not occurring if you healed the target to above 75% Health.
    • Lingering Ritual (Healing Ritual morph):
      • Renamed this morph to Hasty Prayer.
      • This morph no longer applies a small burst of healing after 8 seconds. Instead, it allows you to move and cast the ability at full speed.
    • Radiant Aura (Restoring Aura morph): This morph now increases the radius of the Minor Magickasteal to 25/26/27/28 meters.
    • Restoring Aura: Redesigned this ability and the Radiant Aura morph so they continue to grant the Minor Recovery buffs (Fortitude, Endurance, and Intellect) while slotted. Activating this ability also now applies Minor Magickalsteal to all enemies in a 12 meter radius around you.
    • Ritual of Rebirth (Healing Ritual morph): This morph no longer decreases the cast time of the ability by .2 seconds. Instead, it now fires an additional single-target heal after the cast is complete to one ally outside the ability’s normal radius.
    • The change to Ritual of Rebirth and Lingering Ritual improves the mobility of Templar healers and meshes better with our high mobility gameplay.

Weapon

  • Two Handed
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Uppercut
      • Critical Charge
      • Cleave
      • Reverse Slash
      • Momentum
    • This change is aimed at newer players. Our intention for this weapon line and the ones below is getting players into the habit of using their primary damage ability as soon as possible.
  • One Hand and Shield
    • Power Bash: Fixed an issue where this ability and its morphs could not proc Weapon Enchantments or Poisons.
    • Shield Wall: Fixed an issue where this ability and its morphs were not blocking all the secondary effects from blockable monster attacks.
  • Dual Wield
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Flurry
      • Twin Slashes
      • Whirlwind
      • Blade Cloak
      • Hidden Blade
    • Lacerate: All animations and visual effects will now display properly when using this Ultimate.
    • Shrouded Daggers (Hidden Blade morph): Reduced the cost of this morph to match its base ability, Hidden Blade.
  • Bow
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Snipe
      • Volley
      • Magnum Shot
      • Arrow Spray
      • Poison Arrow
    • Hawk Eye:
      • Increased the amount of times this passive ability can stack to 5 times from 3 times. It continues to increase your damage with Bow abilities by 2/5% per stack.
      • Increased the duration of the buff granted by this passive to 5 seconds from 4 seconds.
    • Increasing Hawk Eye’s duration makes it easier to maintain the buff stacks, therefore improving Bow DPS in PvE. The duration is still short enough to reward players using a pure Bow-focused playstyle, without buffing builds that only use Bow to throw down Volley and Poison Arrow.
    • Rapid Fire: The bow and arrow used for this ability will now point in the same direction.
  • Destruction Staff
    • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
      • Force Shock
      • Wall of Elements
      • Destructive Touch
      • Weakness to Elements
      • Impulse
    • Elemental Storm:
      • Fixed an issue where this ability and its morphs could occasionally cause your ground-target reticle to become stuck and prevent you from using other abilities.
      • Reduced the damage for this ability and its morphs by 5%.
      • Reduced the damage done by this ability and the Eye of the Storm morph by 10%. The damage from Elemental Rage remains unchanged.
    • The size of this ability coupled with the mobility of Eye of the Storm has made it extremely potent in PvP without allowing enough counterplay. Due to this, we’ve reduced the base damage but allow you to regain that damage by selecting the Elemental Rage morph. This is similar to previous changes we made to Force Shock and Uppercut – you’ll now be choosing between extra damage or extra utility.
    • Ancient Knowledge: This passive ability no longer decreases the cast time of your Destruction Staff Heavy Attacks by 5/10%. Instead, it grants you a bonus as long as you have one Destruction Staff ability slotted. This bonus depends on your staff type:
      • Flame Staves: Increases your single-target damage dealt by 4/8%.
      • Frost Staves: Increases the amount of damage you Block by 10/20%, and reduces the cost of Block by 15/30%.
      • Lightning Staves: Increases your Area of Effect damage dealt by 4/8%.
    • Elemental Drain (Weakness to Elements morph): This morph no longer restores a flat value of Magicka whenever you deal Flame, Frost, or Shock Damage to the target. Instead, it applies Minor Magickasteal to them.
    • Elemental Ring (Impulse morph): This morph no longer adds a small Damage over Time component to the ability. Instead, it allows you to cast the ability at a ground-targeted location up to 28 meters away.
    • Force Shock: This ability and its morphs can no longer be reflected. Beam-type attacks cannot be reflected, but are able to be blocked.
    • Tri Focus:
      • This passive ability now taunts the enemy after you use a fully-charged Frost Heavy Attack.
      • This passive ability now causes your block to drain Magicka (instead of Stamina) and stops your Magicka Recovery (instead of Stamina Recovery) while blocking when you have a Frost Destruction Staff equipped.
      • With these changes and the updates to Ancient Knowledge, we’re giving Frost Staves the capability of being used by tanks. This opens up a lot of new possibilities and builds we’re excited to see for both PvP and PvE content. We’ll be heavily monitoring the effectiveness of Frost Staff tanking in both types of content to determine if further changes are needed.To ensure Frost Staff tanking can be used as soon as you can enter dungeons at level 10, we’ve put a taunt on the heavy attack; this means you don’t have to gain ranks with the Undaunted faction to start experiencing this playstyle. This does have the potential to cause issues with players who have Tri Focus and are doing DPS with a Frost Staff. We’re aware of this potential issue and will make adjustments in the future as needed.
  • Restoration Staff
    • Force Siphon: This ability and its morphs no longer heal for a flat value of Health whenever you deal damage to the target. Instead, they apply Minor Lifesteal to a target.
    • Regeneration: Fixed an issue where this ability and its morphs were not correctly prioritizing low-health targets that did not already have the Heal over Time applied.
    • Siphon Spirit (Force Siphon morph): This morph no longer restores 1% of your Maximum Magicka when you deal damage to the target. Instead, it also applies Minor Magickasteal to the target.

Armor

  • Heavy Armor
    • Rapid Mending: This passive now increases the amount of resources your Heavy Attacks restore by 12/25% from 25/50%.
    • Part of the counterplay against a Heavy Armor enemy is to stop attacking them for a short period (to drop their Wrath stacks and not trigger their Constitution passive), but Rapid Mending made it so they could still restore a significant amount of resources, even if you were trying to avoid them. Reducing this should ensure Heavy Armor is more about constantly taking damage to maximize its strengths.
    • Wrath:
      • This passive now increases your Weapon and Spell Damage by 5/10 for each stack, down from 10/20, but it now stacks up to 20 times, up from 10 times.
      • Reduced the duration of this passive’s bonus to 5 seconds from 6 seconds.
      • Shortening Wrath’s duration and allowing it take longer to build up its stacks to its full potential should allow more counterplay against Heavy Armor enemies, and take them longer to ramp up their power when engaging in combat. This also helps promote a berserker-type playstyle with Heavy Armor where you get more powerful the longer you stay in combat.

World

  • Soul Magic
    • Soul Strike: Removed 350 milliseconds of empty channeling time without another tick of damage occurring from this ability and its morphs. Total damage dealt with these abilities remains unchanged.
  • Vampire
    • Clouding Swarm (Bat Swarm morph): This morph no longer causes your character to pulse invisibility every second it is active. Instead, activating the swarm now allows you use the ability again to instantly teleport to an enemy up to 22 meters away and deal high damage. This teleport can be used as many times as possible within the swarm’s duration.
  • Werewolf
    • Pursuit: Fixed an issue where this passive ability was being removed when your character died.
    • Rousing Roar: Increased the duration of the Major Brutality buff provided by this morph to 20/21/22/23 seconds from 4/4.3/4.7/5 seconds.

Guild

  • Fighters Guild
    • Circle of Protection: Increased the duration of this ability and the Ring of Preservation morph to 20 seconds from 10 seconds.
    • Rearming Trap (Trap Beast morph): Decreased the damage done by each trap summoned from this morph by 30%.
    • Turn Undead (Circle of Protection morph): Increased the duration of this morph to 24 seconds from 12 seconds.
  • Mages Guild
    • Balance (Equilibrium morph): Increased the duration of the Major Resolve and Major Ward buffs granted by this morph to 20 seconds from 4 seconds.
    • Fire Rune: Increased the initial damage done by this ability and its morphs by approximately 11%.
    • Magelight:
      • Activating this ability while you have a Restoration Staff equipped will no longer break its animations.
      • Fixed an issue where the permanent Major Prophecy buff from this ability and its morphs was removing other temporary sources of Major Prophecy.
    • Scalding Rune (Fire Rune morph): Increased the damage of the Damage over Time component of this morph by an additional 33%.
  • Undaunted
    • Blood Altar: Due to the changes to Minor Lifesteal outlined below, this ability and its morphs now apply Minor Lifesteal to all enemies within the radius instead of allies within the radius.
    • Trapping Webs: Fixed an issue where this ability and its morphs would Critically Strike based on your Spell Critical instead of your Weapon Critical.

Alliance War

  • Emperor
    • Monarch: Fixed an issue where this passive ability was only increasing the healing received from your own heals instead of all heals.
  • Support
    • Revealing Flare: Reduced the cost of this ability and its morphs by 50%.
    • Stalwart Guard (Guard morph): Fixed an issue where the permanent Minor Force buff from this morph was removing other, temporary sources of Minor Force.

Champion System

  • The Atronach
    • Riposte: Fixed an issue where this Champion ability was triggering 100% of the time when you blocked a melee attack instead of 15% of the time.
  • The Lady
    • Unchained: This ability now reduces the cost of a single Stamina ability by 80% for 5 seconds instead of reducing the cost of all Stamina abilities used within 3 seconds by 80%.

Dark Anchors

  • Ozozzachar can no longer be targeted while landing, and now takes reduced damage until he has fully recovered from the landing sequence.
  • Xivkyn, Grievous Twilight, and Flesh Colossus now award experience when killed.

Combat & Gameplay (continued)
Monsters

  • Monsters that use potions will now display an interrupt telegraph earlier.
  • Fixed numerous issues where icons associated with monster abilities were displayed on your Character UI without a purpose.

Monster Abilities

  • Bloodfiend
    • You’ll now hear an audio effect when Flurry and Slash strike their targets.
  • Bone Colossus
    • Bone Colossus abilities now cast while silent.
    • Bone Colossus area effects now threaten the indicated area (previously there was a mismatch).
    • Bone Saw is no longer attempted when no targets are available.
    • Skeletons summoned by Wake the Dead now scale with the difficulty of the summoner.
  • Bonecrafter
    • Bone Surge has been made more effective.
  • Bonelord
    • Bone Cage now correctly deals damage, and can be cast multiple times while in combat.
    • Bone Cage now vanishes with the first root it applies.
    • Bonelord abilities now cast while silent.
    • Mitigating Entropic Bolt has been made more intuitive.
    • Undead creatures summoned by Summon Abomination now scale with the difficulty, faction, and location of the summoner. Bonelords are now vulnerable while a summon is active.
  • Dreadweaver
    • Dark Shade now scales with the difficulty, race, and location of the summoner. Dreadweavers are now vulnerable while a dark shade is active.
    • Dark Shades now apply Minor Maim with each hit and deals Magic damage.
    • Dreadweaver abilities now cast while silent.
  • Eviscerator
    • Dragonknight Standard now casts while silent and also has a cast time.
    • Dragonknight Standard now interfaces correctly with Major Defile (previously it would stack with other sources of Major Defile).
    • Focused Charge has been replaced with Blink Strike.
    • Eviscerators no longer attempt to use Dragonknight Standard on player characters standing in a Dragonknight Standard.
  • Fear Mage
    • Reduced the cast time for Aspect of Terror.
    • Aspect of Terror now causes targets to flee if they are farther than 15 meters from the Fear Mage.
    • Fear Mage abilities now cast while silent.
    • Shadow Cloak now behaves like the player ability Shadow Cloak and will be used when a target is in proximity to the mage.
  • Frost Imp
    • Attacks made by Frost Imps no longer invisibly damage you.
  • Frost Mage
    • Ice Barrier can no longer be interrupted.
  • Harvester
    • Black Winter now casts while silent, and now strikes targets once every half second, up from once every second.
    • Feast now waits a moment before traveling to the Harvester.
    • Mitigating Chasten has been made more intuitive.
  • Lamia
    • Harmony no longer severely reduces incoming damage for the duration of the channel, instead doubling Spell and Physical Resist for the duration of the effect if it is not interrupted.
    • Harmony now highlights those under its effects.
    • Howling Strike now damages all targets in a cone.
  • Lamia Curare
    • The heal from Convalescence has been made more effective.
    • Convalescence no longer targets monsters with over half health, and now prioritizes targets with low health.
    • Lamia Curare abilities now cast while silent.
    • Spectres summoned by Summon Spectral Lamia now scale with the difficulty, faction, and location of the summoner. Lamia Curares are now vulnerable while a summon is active.
    • Strike is now used on targets within melee range (instead of Shockwave).
  • Mage Guard
    • Shock Torrent now interfaces correctly with the player ability Shadow Cloak.
  • Necromancer
    • Creatures summoned by Summon the Dead now scale with the difficulty, faction, and location of the summoner. Necromancers are now vulnerable while a summon is active.
    • Empower Undead now increases the Physical and Spell Resistance of the target instead of reducing the damage received by the target.
    • Empower Undead now more reliably boosts a target’s attributes (previously, it would occasionally make the creature less powerful).
    • Necromancer abilities now cast while silent.
  • Nereid
    • Avoiding the damage from Icy Geyser has been made more intuitive.
    • Frost Bolt can no longer be interrupted, and also now casts while silent.
    • Hurricane no longer attempts to target objects outside its area of effect, and also now casts while silent.
    • The snare from Hurricane now displays the snare visual effects.
    • Interrupting Hurricane now puts the ability on cooldown.
    • Icy Geyser has the following changes made:
      • The ability can no longer be interrupted by circle-strafing the nereid.
      • Reduced the time Icy Geyser can be attempted to 8 seconds from every 20 seconds.
      • This ability no longer allows the caster to move while its cast is in progress.
      • This ability now casts while silent.
      • This ability now tracks the targeted player character briefly before choosing its location.
    • Mitigating the damage from Frost Bolt has been made more intuitive.
  • Pet Ranger
    • Creatures summoned by Call Ally now scale with the difficulty, faction, and location of the summoner. Pet Rangers are now vulnerable while a summon is active.
    • Roll Dodge now casts while silent.
    • Trap Beast can now cast multiple times in a single combat, and now casts while silent.
    • Trap Beast now has an arming time and accurately messages who it affected and for how long.
  • Shaman
    • Aura of Protection can now resummon after it is destroyed.
    • Mitigating Coiled Lash has been made more intuitive.
  • Spider Daedra
    • Lightning Onslaught will now threaten you more predictably.
    • Lightning Storm now targets crowd controlled player characters. Previously, this was limited to player characters affected by Spiderling webs.
    • Spider Daedra abilities now cast while silent.
    • Spiderlings summoned by the ability Summon Spiderling now scale with the difficulty and location of the summoner. Spider Daedra are now vulnerable while a summon is active.
    • Spiderling Web and Summon Spiderling is now preceded by a cast animation.
  • Spirit Master
    • Burdening Eye has been made more visible, and requires you to remain in proximity for a limited time before it explodes.
    • Burdening Eye no longer applies a root, but its snare field lasts much longer.
    • Spirit Master abilities now cast while silent.
  • Spriggan
    • Beasts summoned by Summon Beast now scale with the difficulty and location of the summoner. Spriggans are now vulnerable while a summon is active.
    • Control Beast now increases the Physical and Spell Resistance of the target instead of reducing damage received by the target.
    • Control Beast now more reliably boosts a target’s attributes instead of occasionally making the creature less powerful.
    • Healing Salve now ramps up over time, healing for a large amount if it is not interrupted.
    • Nature’s Swarm now affects a larger area.
    • Summon Beast is now preceded by a cast animation.
  • Vanquisher
    • Javelin can now be reflected.
  • Xivilai
    • Daedra summoned by Summon Daedra now scale with the difficulty, faction, and location of the summoner.  Xivilai are now vulnerable while a summon is active.
    • Empowered Weapon now applies a snare with each quick attack, and also must be recast when it expires.
    • Empowered Weapon now displays visual effects to indicate the Xivilai has empowered its weapon.
    • “Fire Lines” is now named “Hand of Flame” and has a distinct attack pattern.
    • Lightning Grasp will now target you more aggressively.
    • Summon Daedra is now preceded by a cast animation, and now selects from a wider variety of Daedra.
    • Xivilai abilities now cast while silent.
    • Xivilai no longer always open with empowered Weapon.

World Bosses

  • Bittergreen the Wild, Deshaan
    • Bittergreen now casts Bite.
    • Slightly reduced the damage from Headbutt, and it now has a 4 second cooldown.
    • Fixed an issue where Bittergreen’s tail and backpack would clip through his body.
  • Dayarrus, Bangkorai
    • Summoned Ogrim are now destroyed when combat ends.
  • Doshia, found during the Main Quest, has become stronger.
  • Magdelena, Rivenspire
    • Curse of Terror now causes targets to flee if they are farther than 15m from Magdelena.
    • Reduced the damage from Shadowbolt.
  • Snapjaw, Auridon
    • You’ll now hear a sickening crunch when Rending strikes a target.
  • Thodundor of the Hill, Greenshade
    • Slightly reduced the damage from Thunderous Smash, and it no longer indicates a radius that doesn’t exist.
  • Vulkhel Guard, Auridon
    • The Guild Savant sparring with a target dummy no longer prompts combat music.

Crafting & Economy
General

  • Crafters rejoice! If you have access to the Craft Bag through ESO Plus, you can now deconstruct items and refine materials even when your inventory is full.
  • The Keen Eye visual effect will now fade out more smoothly when you move out of range of the associated harvest node.
  • Shipments of refined materials from Crafting Writs can now be quickslotted, and appear in the Consumables section of the inventory.
  • Updated the tooltip text on the Ghastly Eye Bowl to properly indicate that it’s increasing your Magicka Recovery, not your Stamina Recovery. Eyeballs are not stamina food. Tell your friends.
  • All purple and gold recipes now confirm your intent when you try to destroy them in your inventory.
  • The cooking fire near Donalir in Eyevea can now be used when you are not surrounded by Daedra. It’s much safer and easier this way.
  • You will now utilize stolen materials when crafting before consuming materials from the Craft Bag.
  • An ore node north of the Quendeluun Wayshrine in Auridon was previously buried too deep to be seen, but could still be mined. The ore node has now been moved to the surface, where it can be both seen and mined with greater ease.
  • Fixed an issue that caused Orzorga’s Red Frothgar to appear twice in the Brew tab of Provisioning stations.
  • Renamed all Motif Books to a new, more compact naming schema. This prevents motif names from being truncated on the item, and standardizes all of their nomenclature. No longer shall some books say “Ch.”, while others say “Chapter”.
    • For example, “Crafting Motifs 15: Dwemer” will now be “Crafting Motif 15: Dwemer Style”, and “Crafting Motifs 15, Chapter 1: Dwemer Axes” will now be “Crafting Motif 15: Dwemer Axes”.

Alchemy

  • Fixed an issue that caused potions of Vitality or Defile to incorrectly compete with the Minor Protection buff.
  • Fixed an issue that caused crafted Ravage Health poisons to deal roughly twice as much damage as intended over their full duration.
  • Fixed an issue where the tooltip duration for potions would not change after acquiring the “Medicinal Use” passive.
  • Reduced the duration of Major Vitality from potions. The base duration is now 12.5 seconds, down from 47.5 seconds.

Provisioning

  • Psijic Ambrosia and Mythic Aetherial Ambrosia can now be used while moving.
  • Fixed an issue that prevented the Connoisseur passive from correctly increasing the duration of certain Witches Festival and New Life Festival drinks.
  • Adjusted the Health bonuses for Witches Festival food and drink to ensure they give 10% more Health and Health Recovery than they do the equivalent Stamina or Magicka bonuses.

Survey Reports

  • Fixed an error preventing Enchanting and Alchemy Survey Reports from being distributed properly, leading to you being consistently sent to single locations.

Crown Store & Crown Crates
General

  • Crown Experience Scrolls can now be used while moving.
  • Previewing Style Parlor offerings in the Crown Store will now hide any armor, skins, or hats that could otherwise obscure your view.
  • Fixed an issue that caused helms to unintentionally appear in the Crown Store preview for Style Parlor offerings, even when the “Hide Helm” option was selected.
  • Fixed an issue where some Ice Wolf Pups would occasionally have collision.
  • Fixed a keybinding issue that could occur in the Crown Crates menu when toggling Gamepad Mode on and off.
  • The Crown Store will no longer always be locked the first time you open it.
  • Item names from large bundles are now colored to match their quality.

Art

  • Wearing the Black Hand Robe with a hidden helmet will no longer cause Khajiit ears to disappear.
  • Fixed an issue where a seam could be visible on the hind legs of some Senche cubs.
  • The Pocket Mammoth pet will now appear in-view at all times when it should be on screen.
  • Your feet will no longer float while the dro-m’Athra Senche mount first spawns in.
  • Fixed an issue where the floating rocks surrounding the Storm Atronach mounts could visibly pop while idle.
  • Loin cloths will no longer clip through the saddles from bear mounts.
  • The Senche-Lion Cub will no longer become stuck when running in tight circles.
  • Fixed an issue where a pink error message would display after summoning the Baby Netch pet while in combat.
  • Fixed an issue where Pacrooti’s foot could clip through the crate he’s seated on.
  • Fixed an issue where a Crown Crate card would lift up before Pacrooti’s claw touched the deck to deal.
  • Fixed an issue where some eyelashes displayed incorrect textures when worn with a number of helmets.

Personalities

  • General
    • Fixed an issue where some personalities, such as the Cheerful or Melancholy personality, would interrupt some emotes including /sit and /sitchair.
    • Personalities will now display their idle and navigation in the Crown Store preview UI.
    • Fixed an issue that prevented harvesting props from appearing under certain circumstances with certain personalities.
    • Props will now be properly hidden when harvesting with a Personality equipped.
  • Commander Personality
    • Idle animations will now occur less frequently.
    • You will no longer see your fists while in first-person mode if your weapons are sheathed.
    • Fixed an animation-related issue with Argonian and Khajiit tails when using the /rubhands or /handsonhips emote.
    • Filleting a fish will no longer cause your arms to go through your body while using this personality.
    • Robes will no longer distort while walking with this personality.
  • Drunk Personality
    • Fixed an issue where you would drunkenly refill your cup when using a Soul Gem to revive. Revive first, then refill your cup!
  • Furious Personality
    • Your eyes will now be focused on the front of your head, as they should be, while using this personality.
  • Thief Personality
    • Fixed an issue where your pouch would appear to be floating when pickpocketing an NPC.
    • Idle animations will now occur less frequently.
    • Your head will no longer twitch while walking with this personality active.

Dungeons & Group Content
General

  • Fixed various locations where you could become stuck in the world.
  • All dungeon-specific abilities will now display a proper icon in the Death Recap.

Dungeons

  • City of Ash I
    • Golor the Banekin Handler will no longer endlessly pursue cowardly player characters.
  • Crypt of Hearts
    • Lover’s Torment: Alanwe’s soul will now spawn more reliably at the end of the quest.
  • Crypt of Hearts II
    • Ruzozuzalpamaz’s Web Wrap now displays a duration under the active effects UI.
  • Fungal Grotto I
    • You will no longer be knocked through the door before it’s opened during the battle with War Chief Ozozai.
    • You can no longer be knocked through the door when fighting Kra’gh the Dreugh King.
  • Selene’s Web
    • The damage from Selene’s Primal Spirit can now be reduced by blocking.
  • Spindleclutch I
    • Deadly Whispers now has a quest marker indicating where you must go to “Silence the Whispers”.
  • Spindleclutch II
    • The Flesh Atronach triplets and Mad Mortine will no longer endlessly pursue cowardly player characters.
  • Tempest Island
    • Gust of Wind is now appropriately named in your active effects UI.

Exploration & Itemization
General

  • Fixed an issue that caused Heavy Sacks to appear more often than intended in certain public dungeons.
  • Fixed an issue that was causing bottles and cups in the world to drop twice as many drinks as intended in certain areas.
  • Corrected several typos in various books from Shalidor’s Library, and in achievement names and descriptions.
  • Fixed an issue where the additional cost for fast-traveling multiple times in a row could be reset under certain circumstances.
  • Updated all Motif Books, Motif Chapters, and Provisioning recipes to stack to 200!
  • The Shalk found in Senie will now drop loot.
  • Increased the chance to receive Provisioning Recipes from criminal activities like pickpocketing and murder.

Collectibles

  • Updated the Acquire Hint for some Collectibles that could be obtained from various pre-orders, purchases of other products, or contests and giveaways.

Itemization

  • Spirit Stones, used in the Tombs of Na-Totambu in Craglorn, now identify as “Key” type items in their tooltip.
  • Fixed an issue that allowed non-Destruction Staff weapons to occasionally drop with the Destruction Master set from the final encounter of Dragonstar Arena.
  • Bogdan’s Flame, a uniquely-named Inferno Staff found in Elden Hollow II, is no longer part of the Light Speaker item set, which requires use of Restoration Staff abilities. It is instead now part of the Undaunted Bastion set.
  • Fixed an issue where Skoria’s Charred Claymore would always drop at Purple quality, regardless of the dungeon’s difficulty. It now only drops in Purple quality if you play City of Ash II on Veteran mode, and correctly drops in Blue quality on Normal mode.
  • The Prismatic weapons obtained by completing the Fighters Guild quest “Will of the Council” are now Bind on Equip instead of Bind on Pickup.
  • Fixed an issue where items in the Lord Warden item set had the incorrect default Enchantment. Heavy items now have Health, Medium items have Stamina, and Light items have Magicka, as with other Monster Mask item sets.
  • Fixed an issue where many item sets, including those found on vendors from capturing towns in Cyrodiil, were sourcing Rings and Necklaces at a 50/50 ratio. They are now sourcing Rings more often than Necklaces, as originally intended.
  • Fixed an issue where some items in the Shadow Dancer’s Raiment item set did not drop with the correct default Enchantment. Weapons in this item set now drop with the Absorb Magicka enchantment.

Monster Itemization

  • The uniquely-named items from World Bosses are now no longer marked as Unique. This means you can have more than one of these items in your inventory at a given time.
  • Adjusted the flavor text of the Shadowsilk Headwrap of the Sun to match changes to the boss in Mephala’s Nest.
  • Fixed an issue where the Lord of Iron and Woe, a boss in the Sancre Tor quest area, was not providing level-scaled loot when defeated by a player character below Level 50.

Item Sets

  • Item Set procs which deal damage or healing can no longer Critically Strike.
  • Fixed an issue with the various aura/ball sets (Ebony Armory, Hircine’s Veneer, Worm’s Raiment, and Sanctuary) where they were not applying their bonuses correctly if you weapon swapped while using weapons of those sets.
  • Fixed an issue where some item set procs that were meant to fire off of fully-charged Heavy Attacks (such as Sunderflame or Wise Mage) were firing on every tick of a Lightning or Restoration Staff Heavy Attack.
  • Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
  • Armor of the Trainee was meant as an introductory set that required no advanced strategy to utilize. The attributes it was providing were too high as you could get the same amount of Stamina that Draugr Hulk’s 5-piece provided, as well as significant Magicka and Health bonuses. This set will now provide less Stamina than the Draugr Hulk 5-piece, but more overall stats.
  • Bahraha’s Curse: Fixed an issue where this item set’s proc could not fire from Light or Heavy Attacks.
  • Black Rose:
    • This item set’s 4-piece bonus now grants Maximum Magicka instead of Maximum Stamina.
    • This item set now increases the Magicka or Stamina restored by the Constitution passive by 35%, down from 40%.
  • Black Rose was too powerful with how much more resources it gave to the Constitution passive. Reducing this bonus slightly keeps the set viable, and balances it better against other Heavy Armor option
  • Chokethorn: The strangler summoned by this item set now despawns when it dies.
  • This should make all summoned monsters consistent in how they despawn when they expire. We want summoned monsters to be removed immediately for better visual fidelity and game performance.
  • Desert Rose: Increased this item set’s proc chance to 15% from 10%, but also increased its cooldown to 4 seconds from 1 second.
  • Due to this item set having a low cooldown, the Magicka restored by its proc was very high in situations where you were taking lots of incoming hits every second. Increasing the cooldown but also increasing the proc chance maintains the current level of Magicka returns when you are taking one hit every second, but keeps it from being extremely overpowered when you were taking multiple hits every second. The Magicka returns of this set will still remain higher than any other item set in heavy combat situations.
  • Draugr Heritage: Fixed an issue where this item set’s proc could trigger before you fell below 35% Health.
  • Dreamer’s Mantle: Fixed an issue where this item set’s proc could trigger before you fell below 35% Health.
  • Elf Bane: Fixed an issue where this item set’s bonus was not increasing the duration of many Flame Damage abilities including Magma Armor, Fire Storm, and Wall of Fire.
  • Engine Guardian: The Dwemer Sphere summoned by this item set’s proc now despawns when it expires.
  • Infernal Guardian: Fixed an issue where this item set’s proc would remove stealthed enemies from Sneak or invisibility. We also fixed an issue where this item set’s proc was ignoring line of sight.
  • Hist Bark: Fixed an issue where the Major Evasion proc granted by this item set could become permanently applied in rare circumstances.
  • Knight-Errant: This set, found in Blackheart Haven, no longer drops on weapons other than one-handed weapons and shields.
  • Kyne’s Kiss: This bow-specific set will no longer appear for weapons other than bows.
  • Maelstrom Destruction Staff Enchantment: Fixed an issue where this enchantment was not granting you a damage bonus for your Light Attacks.
  • Maw of the Infernal: The Daedroth summoned by this item set now despawns when it dies.
  • Meritorious Service: Fixed an issue where the proc from this item set was not displaying its visual effects.
  • Morag Tong: Fixed an issue where this item set was proccing on some non-damage abilities.
  • Noble’s Conquest: This item set’s proc now applies Minor Vulnerability to the target instead of a generic damage taken debuff, but the duration of Minor Vulnerability has been increased to 10 seconds from 5 seconds.
  • Scourge Harvester: This item set’s proc now provides Major Vitality instead of a generic non-buff category healing received bonus.
  • Being able to stack the Scourge Harvester proc with other healing received bonuses was too powerful. With all those bonuses, enemies could quickly heal back to full health before you had time to back away and snap the tether. This can no longer stack with Major Vitality given by Potions.
  • Selene: Fixed an issue where the proc from this item set could trigger twice.
  • Sentinel of Rkugamz: The Dwemer Spider summoned by this item set’s proc can now be interrupted.
  • Tremorscale: Reduced the damage done by this item set’s proc by approximately 10%.
  • This set was meant to be a more utility-focused set for tanks with its powerful snare, but it did too much damage in builds (particularly PvP ones) that would spam Taunt abilities to kill targets.
  • Varen’s Legacy: Fixed an issue where the proc from this item set was only applying to one enemy hit by your area of effect ability instead of all enemies.
  • Viper’s Sting: Fixed an issue where this item set’s proc could be triggered by Poison and Disease Damage Weapon Enchantments instead of just melee damage.

Quests & Zones
General

  • Many books that were once inaccessible after their associated quests are now able to be found in the world. In addition, you can now read most books while in combat or in stealth.
  • Many NPCs walking on plants and tables have been brought back to solid ground.

Alik’r Desert

  • Feathered Fiends: Fixed an issue if you spoke to the harpy and took the shortcut back to Kozanset, you would maroon your friends without a harpy to ride back.
  • Rise of the Dead: General Thoda will now remain standing while speaking with you during this quest.

Auridon

  • Dogs can no longer teleport while chasing cats (much to the disappointment of the dogs).
  • Blessings of the Eight: Igniting the fires will now be more reliable.
  • The Unveiling: Razum-dar will no longer try to walk through doors by mashing his face into it. Silly Khajiit, that’s not how doors work.

Bangkorai

  • Dayarrus will no longer spawn in the floor.

Betnikh

  • Into the Hills: Renamed the “Bloodthorn Dagger” quest reward to “Bloodthorn Dagger of the Trainee”, as it is part of the Armor of the Trainee set.
  • Unearthing the Past: Fixed an issue where quest hints would tell you to “Retrieve Staff” even though the event was automatic, making the hint moot. Now there is no hint.

Coldharbour

  • Between Blood and Bone: You can now use the door to the Coral Tower any time after entering it while still on the quest.
  • Hall of Judgment: Fixed an issue where you could unintentionally avoid aggro during the quest step to defend the Mages.
  • Library of Dusk: You can no longer speak to Raynor Vanos while he is sleeping.
  • Soul Shriven in Coldharbour: Lockpicks are now available in the quest reward for those that want to start their life of crime early.
  • Special Blend: Nelhilda no longer attempts to stand on the table to make the purifying potion.
  • The Will of the Worm: Thallik’s Gem will no longer interfere with jumping while using Gamepad Mode.

Craglorn

  • You will now be able to zoom out from the Outlaw Refuge map in Belkarth.
  • Little Leaf no longer appears in certain areas after leaving.
  • Hall Steward Thais in Craglorn is now officially a “Hall Steward” and not just a “Steward”.
  • Elemental Army: Fixed an issue where some VO could not be heard.
  • Skyreach Catacombs: The Fallen Kings event will no longer occasionally reset.
  • The Shattered and Lost: Defeating The Lost One will now consistently progress your quest.

Cyrodiil

  • Stacking the Odds: The spy associated with this quest will now spawn and advance the quest.
  • Prisoners of War: Captured Rebels are now available for rescuing.

Deshaan

  • The Wounds in the World: Fixed an issue where the Watcher would stop granting credit when killed.
  • Eidolon’s Hollow: All groupmates will now be able to enter Eidolon’s Hollow as long as someone is on the quest.

Eastmarch

  • The War Council: Lord Vurlop will now properly respawn as your follower if your character dies in Fort Amol to guards, gravity, or the sudden onset of extreme old age.

Fighters Guild

  • Hold the Line: Destroying Dark Anchors can now be shared amongst your group.
  • Prismatic Core: Fixed an issue where there could be two portals going to the same location during this quest.

Glenumbra

  • Champion of the Guardians: A Dark Fissure will no longer appear on top of the ritual site.
  • Signals of Dominion: Commander Ammur is no longer the source of the Dominion Messages, as they are now locked away securely inside a chest within his tent. As a result, he will no longer spawn as quickly.

Grahtwood

  • Carnival Conundrum: Fixed an issue where there was no map pin for the quest step to take the Akaviri Cultural Infiltration Document.
  • The Innkeeper’s Daughter: Fixed an issue where being inside the building Meats, Mimics, and More would not properly direct you out of the door for quest goals.
  • Until Death: Fixed an issue where you could use the dog whistle in a certain spot in Rivenspire. That’s way too far away to be useful.

Greenshade

  • Seeks-Better-Deals has gotten rid of her twin, permanently. Now, Seeks-Better-Deals will be available regardless of your quest state in the Shrouded Vale, unless you are in the spirit realm.
  • Magister Marthine Augier is now officially a “Magister” and not a “Guildmagister”—an archaic title that only existed for a brief time within the Mages Guild.
  • Hold the Line: This quest will no longer erroneously display Malabal Tor in the quest journal when referring to Greenshade.
  • Right of Theft: Fixed an issue where compass pins were disappearing when you approached Shadow Rifts.
  • Stone Cold: Indanas no longer repeats the same thing if you run about Shadows Crawl.
  • The Fading Tree: Laniriel will no longer occasionally despawn at the end of this quest.

Malabal Tor

  • Reap What is Sown: Fixed an issue where you would not receive a door pin over the arena gates when you are asked to leave.
  • Restore the Silvenar: The door pin to Spinner Caerllin’s location will no longer vanish upon entering the trunk of the tree where it is located.

Reaper’s March

  • Baan Dar’s Bash: Five Finger Chicken Dinners can now be shared amongst your group.
  • Gentle Gardener: Soil Samples and Root Samples can now be shared amongst your group.
  • Questionable Contract: The acquisition of Hoarvor Chitin, Torchbug Thoraxes, and Heartwood can now be shared with group members.
  • The Golden Claw: Rid-Thar-ri’Datta will now properly respawn if he gets stuck for any reason.

Rivenspire

  • Darkness Blooms in Rivenspire: Made a clarification in the quest journal that you will not receive credit for killing Fingaenion Forestmasher without eating the moonflowers first.
  • The Emerald Chalice: Lady Laurent will now respawn if you log out at the end of the quest.

Stonefalls

  • Readjusted the pins for the Outlaw’s Refuge entrance in Davon’s Watch in relation to ground level.
  • Shivering Shrine boss Aurig Mireh will now spawn more reliably.

The Rift

  • Eat, Drink and Be Merry: You will now remain in a sleeping position until you talk to Darva or abandon the quest.
  • Inflamed Pyres of the Rift: You must now have the pyres lit before defeating Jakalor to progress the quest.
  • Stomping Sinmur:
    • Thalik Wormfather can no longer spawn three copies of himself during the fight with Sinmur.
    • Fixed an issue where you could not kill Sinmur while Thallik Wormfather was alive.

UI
General

  • Crafting Motifs now have their own section in the Lore Library, visible upon obtaining Eidetic Memory from Shalidor.
  • Made several modifications to the Guild Trader UI:
    • Added options to search for furniture and furniture recipes.
    • Searches will no longer clear when you go to a different guild trader.
    • Added a keybind for “Reset Search”.
  • Added a Furniture section to your inventory.
  • Fixed an issue where Inventory and Gold amounts would appear twice in the vendor UI.
  • You will no longer hear a sound similar to coins fumbling around if you fail to enter an instance because it is full.
  • Updated the error message when attempting to link an ESO account to a second Steam account.
  • Attempting to use the “Get Me Unstuck” option twice within an hour will once again display the correct amount of time remaining until you can next use it, instead of displaying 0 seconds.
  • Fixed an issue where the Join Queue button could get disabled when it should be enabled.
  • The Lore Library subcategory for the Order of the Hour motif is now named “Order Hour” instead of “Hour Order”.
  • Fixed an issue where the stack size reported for items sold in the Guild Store would be incorrect if it was too large.
  • You can now rotate your character in the Inventory and Collections screens.
  • Fixed an issue where item names in the Gem Extraction UI could occasionally turn blue.
  • Fixed a UI error that could occur when clicking on an achievement at the same time as earning a different achievement.
  • Unbound keys within the keyboard UI will no longer display their gamepad replacements.
  • Fixed an issue where the message for leaving a dueling area could continue to appear after the duel ended.
  • Achievement progress now refreshes correctly when viewing them as they update.
  • Fixed an issue where item tooltips could incorrectly reflect the quantity of that item you actually have.
  • Fixed an issue where zone chat would not display correctly while on certain quest stages.
  • Fixed an issue that could occur when setting keybindings, where you would receive an error that a key was already bound to an action, without the error specifying which action.
  • Updated the maintenance times in the Customer Support window.
    • Note: At this time, this change is only reflected in the English game client. We’ll be updating French and German in a future incremental patch.

Alliance War

  • Fixed an issue where your FPS and Latency would not display while controlling a siege weapon.
  • Fixed an issue where the indicator for how many friends you have assigned to a campaign was occasionally inaccurate.

Collections

  • Collectibles now correctly display a tooltip as you are looting them.
  • Fixed an issue where a looted collectible would appear twice in the loot history.

Crafting

  • Fixed an issue where the right-click menu would occasionally not appear while using a crafting station near other dueling player characters.
  • Items will no longer have an option convert to Imperial style if it is impossible to be converted.

Crown Store

  • Fixed an issue where previewing a mount in the Crown Store would not consistently work.

Gamepad Mode

  • Fixed an issue where gamepad keybinds would show up in the Crown Crate UI when Gamepad Mode was not enabled.
  • Fixed an issue with the Quest Journal where the text would not fade in/out correctly.
  • Fixed an issue where the quickslot UI would display an incorrect item count for non-stackable items.
  • Fixed an issue where the Crown Store would not correctly refresh when a product was removed from the store.
  • Fixed an issue when trying to dye all items where the slots indicating which channel was being targeted for dyeing would not glow.
  • Fixed an issue where some options could become inadvertently disabled.
  • Fixed an issue where the list of abilities that can be assigned to the action bar would shift up and down when selecting different slots.

Gameplay

  • Added a text alert when attempting to use a weapon skill without the correct weapon type equipped.
  • Fixed an issue where the dueling countdown could freeze when a quest has recently been granted.
  • Duel results now immediately interrupt the countdown if you lose or forfeit the duel before it begins.
  • Fixed an issue where icons on the ability bar would flicker when you ran low on resources.

Maps

  • Updated several city and zone maps to account for various homes available in Homestead.
  • Updated the map key to include the group leader icon.

Subtitles

  • Fixed an issue where subtitles would occasionally display the text color incorrectly.
  • Fixed an issue with subtitles where possessives would use a capital “S” rather than a lowercase “s”.

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