PS4/PS5 The Elder Scrolls Online

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il mercato c'è, basta entrare in una delle numerose gilde e puoi vendere/comprare roba dagli altri giocatori

se mi aggiungi ti mando l'invito per la trade guild dove sono ora (conta circa 400 giocatori), però devi "sottoscrivere" delle regole,ossia:

-donare qualcosa settimanalmente in oro

- mantenere una frequenza stabile di vendita

 
Grazie x le costanti risposte,sta sera ti aggiungo,x la gilda il tempo che carburo 1 po' con la mia "attivita'"ancora sono troppo nabbo;anche se (essendo 1 di quelli che rovista dietro ogni pixel)ho gia' trovato parecchie ricette e 1 orc motif.

 
si, non serve vendere roba viola o gialla... io principalmente vado avanti a ricette e motif trovati nei vari cassetti in giro per il mondo

(consiglio: se sei in una rovina Dwemer, cerca ovunque, in qualsiasi contenitore,anche il più piccolo... ci trovi i motif dwemer che valgono 9-10k)

 
Ciao a tutti son davvero tentato di prenderlo volevo sapere con tutte le patch installate quanto occupa e se è popolato come gioco ?

Inviato dal mio iPhone utilizzando Tapatalk

 
dovrebbe occupare circa 60 gb (dopo ti dico per bene)

popolato? certo

di italiani? non so quanti ce ne siano

p.s. il gioco è solo in inglese

comunque oggi giornata full immersion nel pvp per lo sprint finale prima del reset della campagna...

più di 100'000 punti Alleanza e 42° in lista per l'imperatore

 
Ultima modifica da un moderatore:
Grazie delle info son davvero tentato anche se di mmo non ho molta esperienza tolto final fantasy

Inviato dal mio iPhone utilizzando Tapatalk

 
Posso fare alcune domande?

Non ho voglia di leggermi tutte le pagine,ma vorrei capire com'è questo gioco,un mio amico ed io lo vorremo comprare in attesa dell'autunno per i nostri fps online preferiti.

1) C'e' Lag? Problemi simili,tipo disconnessioni,affollamento server,attese? Dato che è tutto online.

2) Si gioca solo contro gli utenti umani oppure si fanno missioni in cooperativa? Noi preferiamo evitare i Bot solo scontro contro utenti...proveniamo da only fps eheheh e non ci piacciono le missioni,solo scontri tra umani.No missioni,no coop,no Bot.

3) Avanzamento di livelli e sblocco armi/oggetti,sono molto difficoltosi a farsi oppure si potenzia il tutto diciamo quasi facilmente?

4) C'e' imparità di livelli giocatori se entriamo adesso a giocare? Ci sono livellamenti dei livelli? Nel senso,se entro io con il LIV1 e armi base che trovo un LIV50 con armi atomiche?

5) mica c'e' da pagare un abbonamento?

Tutto qua,grazie.

 
Ultima modifica:
1- lag no, a me lagga solo in PvP ma credo sia un mio problema

2- ci sono sia missioni come un qualsiasi elder scrolls, con una storia principale, sia il giocatore contro giocatore (pvp), in cui si devono assaltare fortezze con armi d'assedio e cose cosi.

Purtroppo per fare PvP devi prima raggiungere il livello 10.

3- l'avanzamento di livello è abbastanza veloce fino al livello 50, dopodichè diventa un calvario salire (si raggiunge il rango Veterano, ha 14, presto 16,livelli)

Non ci sono sblocchi di armi ed oggetti

4- in PvP ovviamente un po' di differenza la trovi, ma se stai in gruppo non hai problemi

5- non c'è nessun abbonamento

 
io purtroppo non ne conosco, ma ho sentito di una gilda con un buon numero di italiani (non ricordo il nome, me lo faccio dire da uno della mia lista amici se vuoi)

p.s. consiglio da amico: se decidete di giocare insieme a qualche vostro amico, assicuratevi di scegliere la stessa alleanza, altrimenti non sarà possibile farlo

 
Ultima modifica da un moderatore:
Di gilde italiane ce ne sono, su ogni piattaforma e alleanza, state tranquilli

inviato dal mio moto g tramite tapatalk

 
1- lag no, a me lagga solo in PvP ma credo sia un mio problema
2- ci sono sia missioni come un qualsiasi elder scrolls, con una storia principale, sia il giocatore contro giocatore (pvp), in cui si devono assaltare fortezze con armi d'assedio e cose cosi.

Purtroppo per fare PvP devi prima raggiungere il livello 10.

3- l'avanzamento di livello è abbastanza veloce fino al livello 50, dopodichè diventa un calvario salire (si raggiunge il rango Veterano, ha 14, presto 16,livelli)

Non ci sono sblocchi di armi ed oggetti

4- in PvP ovviamente un po' di differenza la trovi, ma se stai in gruppo non hai problemi

5- non c'è nessun abbonamento
Grazie.

Secondo te questo titolo sarà giocato per molto tempo oppure una volta finita l'estate la gente lo mollerà come succede su alcuni giochi? Parlo del PVP ovvio. E inoltre nel PVP giocano in tanti oppure preferiscono la modalità principale?

 
Lol ieri sblocco 1 skill di cura col templare faccio la nabbagine di provarla in pieno centro cittadino e mi ritrovo circondato da guardie cittadine,x sbaglio ho curato 1 pg in fuga...io cittadino modello accusato di favoreggiamento:rickds:

P.s.:@Poly grazie x l'invito in gilda,sto mettendo ricette doppione e cibo da me prodotto ovviamente x il momento roba di lv basso,x i prezzi mi regolo con quelli degli altri utenti.

 
Ultima modifica da un moderatore:
Grazie.Secondo te questo titolo sarà giocato per molto tempo oppure una volta finita l'estate la gente lo mollerà come succede su alcuni giochi? Parlo del PVP ovvio. E inoltre nel PVP giocano in tanti oppure preferiscono la modalità principale?
Imho dura quanto destiny, almeno 1 anno.

Peraltro con le vacanze di mezzo ben pochi sono a veteran 14, quindi sicuro sopravvive oltre settembre

inviato dal mio moto g tramite tapatalk

 
in pvp c'è sempre gente, 24h/24h...

ovviamente in certe fasce orarie c'è più gente, come nel pomeriggio e alla sera

 
Here's some basic information I picked up from the Quakecon panel. I will also link the video for anyone interested in receiving information from the primary source.
Imperial City Prison/White Gold Tower:

4 Player Group Pve Instances.

Normal and Veteran Modes.

Undaunted Dailies.

Imperial City:

Designed to be for small pvp in confined spaces.

Sewers are a Public Dungeon with 3 levels and Open PvP.

Six City districts that have their own Story.

Access to the city is open to all alliances. Three entrances that take players to the safe location of their corresponding alliance.

Tv stones drop from all above world PvE encounters, daily quests in the city, and from other players.

12 Sweeper bosses move around the Imperial City district.

Xivkyn battles in the sewers.

Collect "things" in the city to open Treasure Vaults and collect gear.

Treasure Scamps randomly spawn. Killing one gives crafting materials or Telvar Stones. Limited time to kill.

Gear and Rewards:

Dropped Imperial City items will now have the same stats as crafted items of the same level.

Twelve(12) Sets dropped from the new dungeons. Six(6) per dungeon.

Six(6) sets bought eith Tel Var Stones.

Two(2) New Monster Masks. Lord Warden Mask gives chance of reducing damage you and all allies take. Other mask not mentioned.

Three(3) new crafted sets.

New vr 15-16 crafting materials. Drop In IC and can be received through deconstruction. TV stones can be used to purchase materials

Updated PvP sets that come from Rewards for the Worthy system.

Cool New Toys(They said it not me):

Soul-Shriven Skin changes skin color.

Portal Stone lets you teleport to your faction's safe area.

Prismatic enchantment gives all 3 resource bonuses (health, magicka, and stamina) to armor at once.

Everything after this should be taken with a grain of Soon™

Other DLC:

Orisinium coming in the 4th quarter of this year.

Thieves Guild and Dark Brotherhood coming Next year. Two separate dlcs

Quality of Life Updates:

LFG tool will search for members from other alliances when grouping for a dungeon.

Subtitles being added.

Controller support for Pc.

Veteran Rank removal can be expected after orisinium. Champion Points will remain.

Other:

Imperial City Coming to PTS Next Week(No exact date)

Access to the City being tested

Stone loss percentage being tested

On Pc August 31st. On Xbox and Ps4 September 15th and 16th respectively.

Devs apparently lurk on the forums.

Anyone who attended the live event received free crowns.

Quarterly(Every 12 weeks~) DLC packs.
http://www.twitch.tv/bethesda/v/8441837

 
è uscita l'espansione sui server di test con annessa patch 2.1 (da noi uscirà a settembre)

ecco il changelog (metto sotto spoiler perchè è veramente tanta roba)

NEW FEATURES / UPDATES / BIG CHANGES




DLC GAME PACK

Imperial City

We are pleased to announce the Imperial City is now open for battle! You will need to be at least level 10 in order to enter the Imperial City, but will be battle leveled according to the rules of your particular campaign. This new PvP space includes the Imperial City Districts and the extensive Imperial Sewers network. Fight the elite Xivkyn forces of Molag Bal, and increase your might by spending new Tel Var Stones on items more powerful than anywhere in Tamriel! Be on your guard as enemy alliance members lurk around every corner throughout the Imperial City Districts and Imperial Sewers to take those very stones from you in their own quest for glory! The Imperial City and the Imperial Sewers are aimed at small groups, but if you’re highly skilled, you can try going through alone.

New Captains have been stationed next to each Grand Warlord. Find them to get the initial quest leading to the Imperial City.

Aldmeri Dominion: Captain Mulamurr and Captain Sireril

Daggerfall Covenant: Captain Durida and Captain Veranim

Ebonheart Pact: Captain Alesace and Captain Rythe

Three entry locations to the Imperial City are located in Cyrodiil off the Lake Rumare coast. These will be visible on your map.

Access to Imperial City is granted to all alliances in the Haderus campaign, regardless of current Keep ownership.

Imperial Sewers

The Imperial Sewers are a large PvP public dungeon that also contains the home base – a safe area – for each alliance.

Merchants and crafting stations are housed in each alliance home base.

Each alliance home base also includes the transit hub, a collection of ladders that each lead to one of the Imperial Districts above ground.

The Imperial Sewer network contains many perils including new Xivkyn Elite Guard, bosses, Trove and Cunning Scamps, trapped chests and Coldharbour portals leading to mysterious events.

Within the Imperial Sewers, there are six ladders that also lead to the districts. These are not as safe as the ladders accessible from your alliance’s home base.

Resurrecting within the Imperial Sewers will take you back to your alliance’s Imperial City home base.

There are two ways you can leave the Imperial City: by way of the Imperial City Prison or White-Gold Tower, and through your alliance’s home base in the Imperial Sewers.

If you leave the Imperial City by way of exiting the Imperial City Prison or White-Gold Tower dungeons, you will return to your alliance’s capital city.

To leave the Imperial City, you go through your alliance’s home base in the Imperial Sewers, the same way you came in. This will return you to your home base in Cyrodiil (the same campaign you entered through.)

Imperial City Districts




  • The Imperial City Districts are an open PvP area that contains the entrenched forces of Molag Bal, his elite Xivkyn army, and the corrupted Imperial Legion, “Legion Zero.”
  • Each Imperial District has a unique story which, once completed, unlocks repeatable daily quests.
  • Each of the six Imperial Districts features a Trophy Vault. The doors to these vaults are magically sealed by forces unknown, and you must collect 60 trophy items by killing monsters in the Imperial City in order to enter the vault. Inside, you’ll find a chest full of valuable items.
  • Be on your guard for large roaming bosses that patrol the streets!
  • Resurrecting within the Imperial Districts will take you to an elevated platform within the District for your alliance.
  • You can find unique crafting stations safely nestled within the Imperial Districts as well.



Tel Var Stones

  • Every monster has a chance to drop a new currency called Tel Var Stones.
  • This currency can be spent on new armor, lock boxes, and general equipment in your alliance home base in the Imperial Sewers, as well as deposited in your bank.
  • Bosses and more challenging monsters will drop a greater number of Tel Var Stones than regular monsters.
  • As you pass certain thresholds of Tel Var Stones that you are carrying, you’ll gain a multiplier to all future Tel Var Stones you collect from monster kills.
  • If you die to another player character, they will get all the Tel Var Stones you currently have on your character.
  • The amount of Tel Var Stones will be split amongst all player characters that contributed to your demise.



White-Gold Tower

Race to the top of the White-Gold Tower in pursuit of a stolen Elder Scroll—but is the top of the tower even in Tamriel anymore? What secrets does Regent Clivia Tharn have up her Imperial sleeves?

The White-Gold Tower is a standard 4-player PvE dungeon.

The minimum level requirement for White-Gold Tower is level 10, but the recommended level is 25.

There is one Trophy Vault located in the White-Gold Tower that requires 150 trophy items only found off Veteran bosses in the White-Gold Tower, in order to open it.

Imperial City Prison

Even before the Planemeld, this grim complex just outside the walls of the Imperial City was never the happiest site in Cyrodiil. Since Molag Bal ceded it to the worst of his Daedra, it’s become a place out of a horrific nightmare.

The Imperial City Prison is a standard 4-player PvE dungeon.

The minimum level requirement for the Imperial City Prison is level 10, but the recommended level is 35.

There is one Trophy Vault located in the Imperial City Prison that requires 150 trophy items only found off Veteran bosses in the Imperial City Prison, in order to open it.

Fishing in Imperial City

Adventurers will find the moats of Imperial City particularly rife with fish, more so than elsewhere in Tamriel. However, the groundskeepers normally responsible for tending to these piscine communities are, unfortunately, dead and/or Daedra. Be warned!

New Item Sets

This update includes approximately two dozen new item sets to seek out and acquire! These can be crafted at special locations within the Imperial City, purchased from Tel Var Armorer and Tel Var Greater Armorer merchants, or obtained from the White-Gold Tower and Imperial City Prison dungeons.

Xivkyn Style Motif

  • The Imperial City’s Daedric forces bring with them a new style of crafting, based on a fusion of Imperial and Daedric artistry: the Xivkyn style.
  • You can learn to craft in the Xivkyn style by finding the Chapters for it, which are sometimes kept in certain well-warded chests in Imperial City.
  • These chests require items that drop from many Daedra and their servants to open.
  • Once you’ve found a Chapter, you must be at least Rank 9 in the Metalworking, Tailoring, or Woodworking passives to permanently learn the style.
  • To actually craft Xivkyn-styled gear, you’ll also need some Charcoal of Remorse, which can be purchased at Tel Var General merchants in your alliance’s base in the Imperial Sewers.
  • Once you know the style and have the materials, you can craft the Xivkyn style at any equipment crafting bench, both in and out of the Imperial City.



New Achievements

We have added a number of new achievements to the game, all tied to the Imperial City. These can be found under the Alliance War or Dungeon and Group Dungeon achievement categories.

New Collectibles

  • We have added new Collectibles that you can permanently add to your collection:
  • The Necrotic Hoarvor Pet can be acquired by completing the achievement “Imperial City Challenger.” This achievement is the ultimate test of your skills in the new Veteran Dungeons found in the Imperial City.
  • The Soul Shriven skin and the Stonefire Scamp Pet can rarely be obtained by defeating the elite Daedric forces and their master in the darkest depths of the Imperial Sewers.
  • The Xivkyn Dreadguard, Xivkyn Tormentor, and Xivkyn Augur Polymorphs can very rarely be found in Imperial Reward containers, purchasable from Tel Var Lockbox merchants and Tel Var Greater Lockbox merchants who are found in your alliance’s base in the Imperial City Sewers.

BASE-GAME PATCH

Cyrodiil Updates

  • Several major updates are going into Cyrodiil this patch which will include reinforcement to Scroll Temples, Campaign changes, and quality of life adjustments.
  • The Former Emperor buffs are being removed from the game.
  • You will only get Emperor buffs while you are actively Emperor.
  • You will be granted the Emperor skill line and abilities upon earning Emperorship, without the need to spend ability points.
  • Anyone that has spent points in the Emperor skill line will be refunded those skill points.
  • Elder Scroll Temples now have a barrier around Scrolls which are up when their corresponding gates are closed. This barrier will drop only when the gates are open.
  • The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
  • Increased the under population Alliance Point bonus that alliances receive to 20% from 10%.
  • Under population scoring bonuses will now apply quadruple the scoring points earned.
  • Reduced the minimum amount of player characters needed to qualify for the under population bonus to 20 player characters per evaluation interval, which is 30 minutes.
  • Increased the underdog scoring Alliance Point bonuses that alliances receive to 20% from 10%.
  • Reduced the underdog scoring evaluation and application periods to 30 minutes.
  • Underdog scoring bonuses will now apply triple the scoring points earned.
  • Reduced the cost of Full Grand Soul gems sold by vendors to 750 AP from 3600 AP.
  • Increased the Alliance Points received when resurrecting other player characters to 50 AP from 20 AP.
  • Adjusted the Line of Sight checks on ranged guards to aid in “stuck in combat” issues.
  • The Keep Wall upgrade now gives 25% more hit points to walls and towers per upgrade level.
  • Increased the amount of stone, food, and ore gathered at resources based on the “Gathered Amount” upgrade by 25%.
  • Increased the amount of stone, food, and ore generated at resources based on the “Base Resources Increased” upgrade by 40%.
  • There is a new camera setting available for siege weapons that will constrict the camera to the movement of the targeting reticle of the weapon. This can be found in the Settings > Camera menu.
  • Reduced the cost to re-assign your campaign at the end of a campaign to 50 Alliance Points from 100 Alliance Points.
  • You can no longer travel to another player character that's in a PvP zone.
  • Campaign buffs will now be applied only in PvP zones.




Cyrodiil Campaign Changes





  • Campaigns are undergoing rule changes for encouraging different styles of gameplay within the campaigns, including non-veteran campaigns now lasting 7 days instead of 5 days.
  • Azura: Ownership of keeps, resources, Elder Scrolls, and outposts will generate one point each per scoring cycle, and lasts 30 days.
  • Blackwater Blade (non-Veteran only): Ownership of keeps, resources, Elder Scrolls, and outposts will generate one point each per scoring cycle, and lasts 7 days.
  • Chillrend: Keeps, outposts, and resources will generate zero points. Ownership of Elder Scrolls will generate one point per scoring cycle, and lasts 7 days.
  • Haderus: Keeps, outposts, and Elder Scrolls will generate zero points. Ownership of resources will generate one point per scoring cycle, and lasts 7 days.
  • Thornblade: Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate one point per scoring cycle, and lasts 7 days.



Cyrodiil Reward Improvements

  • Eleven existing Item Sets have been expanded and made more available in Cyrodiil, and we’ve also improved the loot you receive at the end of a Campaign.
  • The Rewards for the Worthy can now potentially include items from a wide variety of existing item sets, and will include every level and Veteran Rank so they can be enjoyed by anyone of any level.
  • We’ve significantly increased the amount of gold you get from end-of-campaign mails and from Leaderboard mails.
  • If you are a part of the winning Alliance and have earned a significant amount of AP during the Campaign, you will also be awarded with a bevy of loot, similar to the Leaderboard mails but of a lesser quality.
  • These items will always be from one of the item sets found in the Rewards for the Worthy or Leaderboard mails.
  • All end-of-campaign mails now include a number of Keep Wall Masonry Repair Kits.
  • If your Alliance was in first place, you’ll receive 20 kits.
  • If your Alliance was in second place, you’ll receive 10 kits.
  • If your Alliance was in third place, you’ll receive 5 kits.
  • Removed the Top 5% Leaderboard Campaign rewards.





Itemization Updates

  • Three new item sets (Agility, Endurance, and Willpower) have been made widely available through all Dungeons and in the Imperial City.
  • These simple sets provide only stat bonuses at two and three pieces worn, and are made up of only weapons, shields, rings, and necklaces.
  • These items can sometimes be found by killing the final bosses in any Dungeon, and can also be found in the warded chests of the Imperial City.



Veteran Rank Updates




  • The maximum attainable Veteran Rank has been increased to VR16. In addition, we’ve made some adjustments so you can progress through Veteran Ranks more rapidly:
  • 15% decrease in the amount of XP it takes to gain a Veteran Rank
  • 100% more XP for all public dungeons
  • 50% more XP for all Veteran Rank quests
  • 20% more XP in Craglorn



Dungeon Scaling

Every Dungeon now scales up to Veteran Rank 16 which will allow items, such as Monster Masks, to drop at the highest achievable level.

Undaunted Pledges

  • Three new Undaunted Pledges have been added for Veteran Ranked player characters:
  • Veteran City of Ash Pledge
  • White-Gold Tower Pledge
  • Imperial City Prison Pledge
  • The main objectives for each pledge in the White-Gold Tower and Imperial City Prison can be completed in either Normal or Veteran Mode. However, the optional Gold Key Challenge can only be completed in Veteran Mode.



Glass Style Motif

  • The secrets to crafting Glass arms and armor have begun to be revealed!
  • You can learn to craft in the Glass style by finding the Chapters or the Book for it. These Chapters have been torn into unreadable Fragments by the ravages of time and travel, but can occasionally be found slipped into the Writ rewards for Blacksmiths, Clothiers, and Woodworkers.
  • Once you’ve gathered ten Fragments, you can reconstitute them into a readable Chapter (or, if you’re exceptionally lucky, the whole Book) with some Merethic Restorative Resin.
  • This Resin is sold by Mystics around the world for a hefty price.
  • You must be Rank 10 in the Metalworking, Tailoring, or Woodworking passives to understand the style’s intricacies and learn it permanently.
  • You’ll also need some Malachite to actually craft an item in the Glass style.
  • Malachite Shards can be found in Treasure Chests around the world. Chests with more durable and difficult locks are more likely to contain them, but the chests that require a Treasure Map to find have the best chance by a wide margin.
  • Once you’ve collected ten Malachite Shards, you can refine them into a single chunk of Malachite at any equipment crafting bench, but know that this will bind the Malachite to your account, making it untradeable.
  • Once you know the style and have the materials, you can craft Glass gear at any equipment crafting bench.



New Crafting Tiers, Materials, and Recipes




  • Added new solvents for Alchemy.
  • Veteran Rank 10 waters can be found in Craglorn.
  • Veteran Rank 15 waters can be found within the Imperial City.
  • Added new base crafting materials for Blacksmithing, Woodworking, and Clothier.
  • These can be found by deconstructing the equipment items found in the Imperial City, or from Tel Var vendors.
  • Added new Potency runes for Veteran Ranks 15 and 16.
  • These can only be found within the Imperial City.
  • Added a new Essence rune, and its associated new enchantments.
  • This Essence rune can be acquired by completing particularly dangerous content within the Imperial City.
  • Added new recipes for Provisioning.
  • These will produce Veteran Rank 15 foods and drinks, and can be found anywhere recipes would normally be found, including the Imperial City.
  • Added new ranks to the Metalworking, Solvent Proficiency, Tailoring, Potency Improvement, and Woodworking passives, reflecting the higher-level objects created.


These ranks require their respective trade skills to be at Level 50.

Inventory Upgrades

We’ve added three ranks of bag upgrades, bringing the maximum possible inventory size up to 200 (this includes your Riding Capacity skill). These new bag upgrades can be purchased at any bag vendor with a gold cost that follows the existing pattern for bag upgrades.

Battle-leveling for Veteran Ranks

Player characters of Veteran Rank 1-13 will now be battle-leveled to VR14 in Cyrodiil if you have the battle leveling option toggled on in the Options menu. Previously, battle-leveling only applied up to level 50.

KNOWN ISSUES

Imperial City

You will occasionally not be able to interact with some objects, NPCs, or doors; this issue is inconsistent, but will be fixed before the update goes live.

You may run into an issue while fighting Dredaza the Ringmaster in the Arena District where you’re unable to attack her. The only current workaround is to die, and restart the battle.

UI

When sending mail through your friends list, the UI from the Xbox One game console will unintentionally appear. You will be unable to utilize the hotkeys at the bottom of your screen, and will also be unable to attach gold.




FIXES & IMPROVEMENTS



Alliance War

General

  • Siege weaponry will no longer show location indicators for friendly fired weapons, unless you are the one operating the weapon.
  • You will now receive a 5-star symbol when earning Rank 49 or Rank 50.
  • Amended the Milegates at Fort Ash and Chalman Keep to allow you to venture onto the third level via scaffolding and other makeshift stairs.
  • Fixed an issue where the Campaign Reward Tier bar would briefly appear full when first viewing the Alliance War Scoring.
  • Fixed an issue where all Elder Scroll and Emperorship bonus tooltips displayed the incorrect bonus text.
  • You will no longer become stuck in a falling animation when moving into the corners of certain keep towers.
  • Adjusted the note next to Aldmeri bounty boards to allow easier interaction with the bounty board.
  • Adjusted various tradeskill nodes, books and gatherable objects to be interactable once again.
  • Melee guards will no longer stun themselves when bashing with their shields.
  • Archer guards will no longer stun themselves when performing power shots.
  • The Release Ownership text will now correctly display Keep names.
  • Incoming friendly attacks from siege weapons will no longer display their telegraph since they do not damage you. This is to provide clarity on which incoming attacks should be avoided.
  • Postern doors on keeps and keep doors will no longer have a half-second delay after you interact with them. Note that you will still be able to interact with doors while in combat.

Art & Animation

General

  • Fixed an issue that was causing sunlight to show through building windows, despite it being stormy outside.
  • Fixed several clipping issues with Redguard light, medium, and heavy armors. Also, the light armor wraps will no longer have a washed-out appearance.
  • Improved collision and fixed clipping issues for many walls and objects in the game.
  • When consuming pies and plated meals, your character will now hold a fork rather than a spoon.
  • Fixed an issue where the fishing line would appear to not be aligned correctly with the top of your fishing pole.
  • Your weapons will now appear on your back while you are mounted.
  • Fixed an issue where props would sometimes not appear on NPCs while in certain postures.
  • Fixed an issue where you would float above the ground if you jumped before you died.
  • Your shoulders will no longer clip into your body if you’re injured with a two-handed weapon.


Animation

  • Improved a wide range of player and NPC animations, including combat animations, so they no longer display clipping, popping, and/or hitching.
  • Fixed several clipping and camera placement issues related to animations while in first-person view.
  • Fixed several issues that would cause you to bounce between first-person and third-person view while performing certain object interactions and combat abilities.
  • Added first-person view animations that were missing from several player character interactions.
  • Fixed an issue that would cause NPCs’ eyes to roll back into their heads during several Justice-related animations.
  • Fixed an issue that could result in erratic leg twisting on player character model legs when casting the Flurry ability while strafing.
  • Senche Mounts will no longer stutter when landing from a jump.
  • Fixed an issue that could result in unnatural torso twisting on player character models when sheathing/unsheathing a two-handed weapon.
  • Fixed the arrow position when your bow is fully drawn for several racial motif styles.
  • You will no longer appear in a strange animation when you log back in after logging out while mounted.
  • Fixed an issue where casting the abilities Hidden Blade, Drain Essence, Bat Swarm, or Twin Slashes while strafing would cause your feet to slide strangely.
  • Improved animations when you are knocked off your mount.
  • You will no longer walk in a slow jog after pressing the "H" and "Spacebar" keys together.
  • You will now rotate smoother while simultaneously moving backwards and sheathing your weapons.
  • Female archers no longer appear to have broken arm when moving backward while crouched.
  • Fully charging a bow heavy attack no longer causes the animation to hitch.
  • Fixed an issue where sprinting off raised surfaces would cause your animations to pop.
  • Fixed an issue where the animation to pat your mount would play without a mount being present.
  • Fixed an issue where dismounting while your mount was running would briefly put you in an idle pose before continuing to run.
  • Fixed an issue where jumping while mounted would cause you to clip through the mount.
  • Fixed an issue where the blocking animation would be reset after you dodged while still applying the dodge effects. It now correctly resumes its animation.
  • Fixed an issue where your body would appear to separate if you roll dodged off a ledge while holding a staff and blocking.
  • Weapons viewed in first-person will now move smoother while circle strafing.
  • Fixed an issue where the dismount animation would occasionally unintentionally play.
  • Very small drops in the world no longer make you stumble.
  • Improved how you look when you’re hit by a knockback ability or feared.
  • Smoothed the animation when using a two-handed light attack.
  • Fixed an issue where your feet would slide during two-handed attacks.
  • Staff animations will now blend more consistently between attacks and idle animations.
  • Fixed an issue where animations would pop for NPC bow attacks.
  • Fixed an issue where your feet could clip and jitter while crouching and jumping.
  • Fixed an issue where the dodge animation would not consistently blend properly.


Audio


General


  • Improved audio for many abilities in the game.
  • Improved the timing for a number of conversations amongst NPCs.
  • Improved many locations where the sound and/or music didn’t quite fit the space or, in some cases, was missing entirely.
  • Improved the audio used by a number of monsters, critters, and objects in the world.
  • Improved many UI sounds.
  • Fixed a number mismatched or erroneous text/voice-over pairings throughout the game.
  • Added music to several dungeon boss encounters.

Combat & Gameplay

General

  • Weapon swapping can now be activated while sprinting.
  • You will no longer regenerate stamina while blocking.
  • Reduced the cost of class stamina abilities by 20% so they are equivalent to weapon abilities.
  • Standardized the chance an ability has to apply a secondary effect, such as burning, chilled, or concussed. These chances are:
  • Weapon enchants 20%
  • Standard ability 10%
  • Area of effect abilities 5%
  • Damage over time abilities 3%
  • Area of effect damage over time abilities 1%
  • Experience gained from killing other player characters now uses the same diminishing rules as Alliance Point gain: killing the same player character twice within 30 seconds will provide 0 XP and 0 AP.
  • The cost of each roll dodge will increase by 33% after your first roll dodge.
  • You will no longer become briefly stunned when attempting to mount in an area where it is not allowed.
  • Fixed an issue where some abilities would not be removed when the caster died.
  • Fixed an issue where the Major Breach and Major Fracture debuffs were not reducing their respective attributes by the same values. You will see minor updates to tooltips based on which value was being referenced.
  • Increased the Minor Main debuff duration on concussed targets to 6 seconds from 4 seconds.
  • Fixed an issue where you wouldn’t unsheathe your weapons after using certain abilities.
  • Clarified several ability and Champion tooltips and buff icons.
  • Fixed a variety of incorrect or missing icons that would appear on the Death Recap screen and active effect notifications.
  • Fixed several abilities that were not dealing full damage to the 6 closest targets.
  • Fixed an issue where the character UI would show an incorrect critical strike value when Magelight and Inferno were active at the same time. You will always only get 10% critical strike.
  • You will now be consistently offered to skip the tutorial when creating an additional new character.
  • Ability visual effects will now more consistently display when seeing a new ability for the first time.
  • Updated the icons used for Light and Heavy attacks.
  • Fixed an issue where swapping from a bow to another weapon after logging in would cause the weapon to briefly appear at your feet.
  • Changing your equipped weapons while an ability is displaying visual effects (such as Siphoning Strikes) will now force the effects to reset.
  • Fixed an issue that was causing the Frost vulnerability to not proc if the target was immune to snares.
  • Poison will now scale off of Weaopn Power or Spell Power.
  • Using charge abilities no longer causes you to drop through the terrain or fixtures.
  • You will now be less likely to target dead enemies when using abilities such as Devour.
  • Fixed an issue where weapon enchantments could proc when you interacted with objects in the world.
  • Added a damage bonus to concussion effects that scales to your Weapon Power or Spell Power, whichever is higher.
  • Added a damage bonus to chilled effects that scales off your Weapon Power or Spell Power, whichever is higher.
  • Fixed an issue where fire-vulnerable monsters occasionally wouldn’t take damage when hit with multiple fire-damaging attacks.
  • Adjusted the effects that can proc when using elemental spells and weapon enchants against targets vulnerable to those elements:
  • Damage vulnerabilities will now either use Weapon or Spell Damage, whichever is higher. Previously, it was only using Spell Damage.
  • Crowd Control effects caused by vulnerable abilities now trigger CC immunity.
  • Vulnerable monsters can now have a base status effect applied to them, in addition to the vulnerability effect (for example, fire-vulnerable monsters can now have burning applied to them).
  • The bonus for procing a vulnerability effect against a monster has been standardized across all elements. The monster will take additional damage, and then been stunned for 3 seconds. This effect has a 5 second cooldown.
  • The abilities Molten Whip and Veiled Strike can now be avoided by roll dodging.
  • Taunt immunity will no longer be triggered if only one player character is taunting the monster.



Dragonknight

Earthen Heart

Battle Roar (passive): Adjusted the scaling for combat resources to be based off of that resource instead of the maximum Magicka for all of them.

Igneous Weapons: Increased the bonus duration to 2 seconds from 1 second.

Magma Armor: This ability’s buff will now follow the standard rules for area of effect maximum targets.

Molten Armaments: This ability now only grants its bonus to fully-charged heavy attacks, and now displays a fire-impact graphical effect when you hit a target at less than 50% health with a fully-charged heavy attack.

Molten Weapons: This ability will now only grant a bonus for fully-charged heavy attacks instead of partially-charged attacks.

Obsidian Shard (Stonefist morph): This ability now applies a direct heal to an ally near the target.

Obsidian Shield: This ability and its morphs no longer cause targets to automatically unsheathe their weapons.

Shattering Rocks (Petrify morph): Fixed an issue where Rank III of Shattering Rocks cost slightly more than other Ranks.

Stone Giant (Stonefist morph): Reduced the cost of the ability by approximately 20%.

Stonefist: Increased the range of this ability to 20 meters.

Ardent Flame

Molten Whip and Flame Lash (Lava Whip morphs) will no longer set targets off-balance when the ability misses.

Flame Lash (Lava Whip morph): Instead of a direct heal, this ability will now reduce the amount health by 25% and apply a heal over 3 ticks. We also increased the damage versus off-balance by 25%.

Shifting Standard (Dragonknight Standard morph): Fixed an issue where this ability’s synergy had no cooldown. We also fixed an issue where Ranks II-IV were doing less damage after moving the Standard.

Draconic Power

Dragon Leap: Fixed an issue where the wings for this ability would occasionally not spawn if the ability was used after roll dodging. We also fixed an issue where using this ability after hitting an enemy with Petrify would cause issues with the animation.

Volatile Armor (Spiked Armor morph): Fixed an issue where Ranks II-IV of this ability were dealing physical damage instead of fire damage.

Nightblade

Assassination

Double Take (Blur morph): You will now move as fast with Double Take while stealthed as you do when under the effects of Rapid Maneuver.

Executioner (passive): Fixed an issue where this passive was only granting 3 ticks of regeneration instead of 4 ticks.

Grim Focus: The bow on Assassin's Will is now easier to see in first-person view, and can now be activated after 4 light attacks instead of 7.

Lotus Fan (Teleport Strike morph): Increased the initial hit damage for this ability.

Mirage (Blur morph): Added Minor Ward (Spell Resistance) to this ability.

Incapacitating Strike (Death Stroke morph): The stun from Incapacitating Strike will now properly grant CC immunity.

Mark Target: The heal from this ability and its morphs can now critically strike.

Teleport Strike:

Increased the stun duration for this ability to 2 seconds


Fixed an issue that was causing the stun to not grant monsters CC immunity.



Fixed an issue where canceling this ability mid-cast would cause weird visual issues.


Siphoning

Agony: Adjusted the visual effects for this ability to reduce the impact on performance when the ability is recast multiple times.

Drain Power: Increased the damage of this ability by approximately 20%.

Malefic Wreath (Agony morph):

  • The damage from this ability now properly hits targets closest to the stunned target first, starting with the stunned target.
  • Fixed an issue with the visual effects ending before the duration of the ability was fully complete.
  • Increased the damage bonus from 2% per second to 5% per second.



Siphoning Strikes:

  • This ability is no longer a toggle.
  • Removed the Power and Spell Power debuff; your attacks now do full damage.
  • This ability no longer restores a percentage of your Magicka or Stamina. Instead, it restores a fixed amount per hit.
  • You will no longer build up extra visual effects on your weapon when this ability is cast multiple times.
  • Soul Tether: This ability will no longer apply the tether effects to unaffected enemies.



Shadow

  • Bolstering Darkness (Consuming Darkness morph): Fixed an issue where this ability’s synergy was healing for slightly less than intended. We also updated the tooltip to reflect that the synergy grants Major Expedition for 4 seconds.
  • Refreshing Path (Path of Darkness morph): The heal over time from this ability will now "stick" to your target, and will continue to affect them for 3 seconds after leaving the path.
  • Refreshing Shadows (passive): Adjusted this ability from 15/30% Stamina recovery to 7/15% Stamina, Health and Magicka recovery.
  • Shadow Cloak: You can no longer be hit by single target attacks while this ability is active. You also can no longer avoid infamy from lockpicking by using this ability.
  • Shadow Image (Summon Shade morph): An impact sound will now play when the ranged attacks from this ability hit a target.
  • Summon Shade: The impacts from this ability now line up with the animations.
  • Surprise Attack (Veiled Strike morph): Updated the tooltips to reflect that attacking a target applies Major Fracture, regardless if you are stealthed or not when you cast the ability.
  • Veiled Strike: Fixed an issue where the stun animation wasn’t displaying for the full duration.



Sorcerer

Daedric Summoning

  • Sorcerer pets now benefit from critical strike buffs added to the caster after they are summoned.
  • All Sorcerer pets now have the correct area of effect damage reduction. Previously, some reductions were not applying in combat.
  • Sorcerer pets now take 50% less damage from other player characters (this does not stack with their area of effect reduction as noted above).
  • Removed the Tail Clip ability from the Restoring Twilight.
  • Conjured Ward: This ability and its morphs will now properly increase in effectiveness as it ranks up.
  • Daedric Prey (Daedric Curse morph): This ability now increases the damage done by your pets by 55% instead of 20%.
  • Empowered Ward (Conjured Ward morph): Reduced the cost of this ability by 8.5%. This ability also no longer increases the damage done by your summoned pets, and will instead grant Minor Mending, which increases healing done while the ward is active.
  • Hardened Ward (Conjured Ward morph): This ability will now properly play its visual effects if cast multiple times in a short period.
  • Winged Twilight: The Restoring Twilight's Minor Intellect can now only be granted to up to 6 allies.



Storm Calling

  • Summoned Storm Atronachs now prefer to demolish the closest target.
  • Ball Lightning (Bolt Escape morph): Reduced the duration of the orbs from this ability to 1.5 seconds from 6.5 seconds.
  • Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting. We have also increased the cost for Bolt Escape by 50%, which stacks with each cast within four seconds.
  • Boundless Storm (Lightning Form morph): Fixed an issue with the visual effects associated with the Major Expedition buff lasting more than its 6 second duration.
  • Endless Fury (Mages’ Fury morph): Fixed an issue where this ability could explode multiple times.
  • Energy Overload (Overload morph): Increased the amount of Magicka returned to you by 300%. This ability also now scales more appropriately with Veteran Ranks.
  • Lightning Form: Fixed an issue if you cast this ability or its morphs several times, the effects on the caster would fall off before the duration was complete.



Mages' Fury: Increased the execute damage by 10%.

Overload: The light attack effects are now much larger!

Surge:

  • Increased the duration of this ability by 50%.
  • Reduced the cost of this ability by 24%.
  • The healing from this ability no longer procs off damage over time effects.
  • Reduced the cooldown on the healing proc to 100 milliseconds from 250 milliseconds.
  • Thundering Presence (Lightning Form morph): This ability is now a Stamina morph.



Dark Magic

Dark Deal (Dark Exchange morph): Increased the amount of stamina restored by this ability by 50%.

Dark Exchange:

  • Added a new animation that better supports your movement during combat.
  • This ability now has a cast time; you can move at normal speed while casting.
  • This ability now initially costs Stamina, but restores Magicka and Health.
  • Encase: Increased the range of this ability to 18 meters from 15 meters.



Templar

Restoring Light

  • Channeled Focus (Rune Focus morph): Fixed an issue with this ability where Major Ward was not wearing off properly after leaving the circle.
  • Cleansing Ritual: Removed the two second delay from this ability so it will reliably gain the benefits from Focused Healing.
  • Focused Healing: This passive will now apply to the secondary heals from Breath of Life.
  • Honor the Dead (Rushed Ceremony morph):
  • This ability now begins restoring Magicka instantly instead of waiting 2 seconds. This will make the morph more useful when casting the ability in rapid succession.
  • Targets below 75% health will now trigger the Magicka regeneration for the caster, instead of targets below 50% health.


Repentance (Restoring Aura morph):

  • The heal from this ability will now receive a bonus from Focused Healing, and will also benefit from the Mending Passive ability.
  • Repentance will also scale identically whether you have more Magicka or Stamina.
  • Rushed Ceremony: The animation for this ability is now faster, resulting in the heal occurring sooner after the button is pressed. This ability will also no longer heal friendly critters. You’re on your own, deer!
  • Dawn’s Wrath
  • Eclipse: All ranks of Eclipse now have the area of effect time bomb from Unstable Core. More than one caster can apply time bombs, so two casters could each apply a time bomb.


Power of the Light (Backlash morph): This ability now grants Minor Breach.

Purifying Light (Backlash morph): The healing pool for this ability now attaches to the target instead of sticking to the ground, and will now leave a healing effect if the target is killed before Purifying Light expires.

Radiant Destruction: Fixed an issue where this ability’s visual effects would persist if the first tick of damage killed your target.

Radiant Oppression (Radiant Destruction morph): Reduced the damage bonus from 40% to 20%. We also fixed an issue where the bonus damage wouldn’t always apply on the first tick.

Reflective Light (Sun Fire morph): Fixed an issue where this ability was not always hitting the targeted enemy.

Sun Fire: Increased the travel speed of this ability.

Unstable Core (Eclipse morph): This ability now deals approximately 40% more damage.

Aedric Spear

Blazing Shield (Sun Shield morph): This ability will now always explode upon re-casting it.

Piercing Javelin: Increased this ability’s damage by 10%.

Weapon


Two Handed


  • Fixed an issue where two-handed weapons would sometimes have their weapon impacts desynced from their swings.
  • Cleave: The bleed effects will no long apply before the attack animation hits the target. We also fixed an issue where too many bleeding effects were displaying when using Cleave on multiple targets.
  • Follow Up (passive): This passive now requires fully-charged heavy attacks. This ability’s bonus will no longer give a bonus to, or be removed by, a weapon proc or ticking effect.
  • Momentum: Increased the cost of this ability by approximately 35%.
  • Uppercut (Wrecking Blow morph): The visual effects for this ability will now display for Ranks II-IV.



One Hand and Shield

  • Absorb Magic (Defensive Posture morph): Significantly increased the maximum amount of damage prevented from this ability. We also fixed an issue where the heal from this ability could trigger from non-spell projectiles if you had multiple damage shields active.
  • Defensive Stance (Defensive Posture morph): Fixed an issue if you had a damage shield, you were not getting stunned by the reflected attack from this ability.




Dual Wield


  • Blade Cloak: Fixed an issue where this ability wasn’t dealing enough damage when it increased in rank.
  • Flying Blade (Hidden Blade morph): Slightly reduced the damage for this ability.
  • Hidden Blade: This ability now grants the Major Brutality buff. We also slightly decreased the base damage.
  • Shrouded Daggers (Hidden Blade morph): This ability now bounces to two additional targets for half the damage instead of a cone attack.
  • Whirling Blades (Whirlwind morph): This ability now applies Major Endurance instead of giving Stamina. We also reduced the cost of this ability by approximately 15%.



Bow

  • Increased the overall damage from Bow light attacks by 16%.
  • Arrows are now easier to see while they’re traveling to your knee.
  • Fixed an issue where your arrows would occasionally not appear after weapon swapping.
  • Fixed an issue where arrows would not always leave bows when using light attacks.
  • Fixed an issue where repeatedly using light attacks would occasionally cause two arrows to fire at once.
  • Fixed an issue where after weapon swapping to a bow, the visuals and audio for arrows would not play until you fired at least one arrow.
  • Hasty Retreat (passive): This passive now grants the Major Expedition buff for 1 second/2 seconds instead of a 30% movement speed bonus.
  • Volley: Increased the duration of this ability to 8 seconds from 6 seconds. Volley and its morphs also now correctly use the Weapon Critical stat when making critical strike checks, and correctly check against Physical Resistance for mitigation instead of Spell Resistance.



Destruction Staff

Destructive Touch

  • Frost Touch and its morphs will no longer apply a half-second stun to the target.
  • Normalized the projectile’s travel speeds.
  • Clarified the tooltips for this ability.



Flame Touch: This ability will now knock back your enemy instead of stunning them.

Shock Touch: Removed the area of effect damage, and added a 2.5 second stun. The impact effects have been updated to reflect these changes.

Elemental Blockade (Wall of Elements morph): Increased the duration to 8 seconds.

Elemental Force (passive)

  • Changed this ability’s bonus to be multiplicative instead of additive.
  • Increased the bonuses received from this passive to 50% and 100%.
  • Updated the tooltip wording so it no longer mentions “spells”; this passive has always increased the chance for all attacks (including weapon enchants).



Flame Clench (Destructive Touch morph)




  • Removed the stun from this ability.
  • Added an increased damage over time damage.
  • Heavy Attack: Reduced the damage of Fire and Frost heavy staff attacks by 3.84%; this will make the damage per second consistent with other weapons.



Shock Clench (Destructive Touch morph)

  • Added an area of effect damage that applies near the target.



Shock Reach (Destructive Touch morph)

  • Removed the area of effect damage from this ability, and added a 2.5 second stun. The impact effects have been updated to reflect these changes.



Tri Focus (passive):

  • The Lightning Staff bonus attack now hits up to 6 targets instead of 2 targets.
  • Heavy Frost attacks now grant a damage shield for 4/8% of your maximum health.
  • Heavy Shock attacks now deal 50/100% of the final pulse damage to nearby enemies with a maximum of 6 targets, using a radius falloff.
  • Reduced the heavy attack bonus from heavy fire attacks to 12% from 15%.


Wall of Elements

  • Increased the base duration of this ability to 6 seconds from 4 seconds.
  • Fixed an issue where this ability didn’t have a target cap.
  • Wall of Fire: This ability will now deal 20% more damage against burning targets.
  • Wall of Frost: Chilled enemies will now be immobilized for 4 seconds.



Restoration Staff

  • Force Siphon: The heal and visual effects from this ability can no longer be dodged.
  • Mutagen (Regeneration morph): Fixed an issue where the extra heal for allies below 20% health was only applying on the initial cast.



Guild

Mages Guild

  • Magelight: Clarified the tooltip for this ability to indicate that only your available Magicka for casting spells is reduced by 5%. Your maximum Magicka value remains the same; your Magicka bar will simply only recover to 95% instead of 100%. We also fixed an issue so Magelight will now always visually appear in all areas.
  • Might of the Guild (passive): This passive no longer triggers when activating Magelight.
  • Shooting Star (Meteor morph): Fixed and issue where this ability would not grant Ultimate if the target was killed.



Fighters Guild

  • Camouflaged Hunter (Expert Hunter morph): This ability’s bonus damage from stealth now scales off weapon damage/critical.
  • Expert Hunter:
  • This ability is no longer multiplied by the stealth critical damage bonus if it is used before entering stealth, it will now behave consistently if used before or after entering stealth.
  • The effects to sense evil have been moved to the torso area, with a larger version included for Titans.
  • Increased the internal cooldown for procs to 2.5 seconds from 1.5 seconds.
  • Lightweight Trap Beast (Trap Beast morph): Updated the casting animation for this ability.
  • Silver Bolts: Fixed an issue where arrows would be missing after repeatedly using this ability.
  • Silver Leash (Silver Bolts morph): Increased the pull damage for this ability by 33%.
  • Trap Beast:
  • This ability now grants the Minor Force buff which increases Critical Damage by 12%.
  • Reduced the arming time to 1.5 seconds from 3 seconds.
  • Increased the ability’s duration to 60 seconds from 30 seconds.
  • Turn Undead (Circle of Protection morph): This ability will now function like other fears in the game where it places a crowd control immunity on the target after the fear ends.



Undaunted

  • Bone Shield: Fixed an issue where the player character that activated the synergy would occasionally not get a damage shield, and other allies would instead. The ability synergy now has a unique icon as well.
  • Necrotic Orb: Fixed an issue with this ability and its morphs that was allowing multiple player characters to use the synergy of a single orb. Now, only one synergy can be activated for each orb. This ability can now also travel further over hilly terrain.
  • Tangling Webs (Trapping Webs morph): Fixed an issue where the fear from this ability was not granting CC immunity.Trapping Webs: Increased the damage of this ability by 33%, and increased the travel speed of this ability’s projectile. The graphical effects from this ability will now only last for the duration of the effect.



Alliance War

Assault

Caltrops: This ability is no longer considered a melee attack, and it will not trigger the Redguard passive ability Adrenaline Rush. Caltrops now sorts targets based on the center of the attack, rather than the distance from the caster.


Continuous Attack (passive): This passive now grants Spell Damage in addition to Weapon Damage.



Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%.



Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate.



Rapid Maneuvers: Fixed an issue which was causing this ability to trigger the Mountain's Blessing passive.



Sturdy Horn (War Horn morph): Fixed an issue where Rank III of this ability was not applying bonus Magicka.



Vigor: Relocated this ability to Rank 5 in the Assault tree, from Rank 10.


Support

  • Guard: Relocated this ability to Rank 5 in the Support tree, from Rank 10
  • Propelling Shield (Siege Shield morph): Fixed an issue where this ability wasn't increasing the snipe range bonus in Cyrodiil.
  • Revealing Flare: Increased the travel speed of this ability’s projectile, and reduced the cost of the ability by approximately 15%.
  • Scorching Flare (Revealing Flare morph): Increased the damage of this ability by 125%.



World

Werewolf




  • You can now safely press the button for the werewolf ultimate repeatedly without fear of immediately reverting back to normal again.
  • Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
  • Reduced the poison damage you receive while in Werewolf form to 25% from 40%.
  • Fixed an issue which was allowing Negate Magic to pull Werewolves out of Werewolf Form.
  • Fixed an issue where heavy attacks would play twice before striking your target while in werewolf form.
  • You can no longer fish or use the dye station while in werewolf form.
  • Devour: This ability can no longer target a destroyed Aura of Protection totem.
  • Infectious Claws (Claws of Anguish morph): Fixed an issue where the healing debuff was stacking with other healing debuffs.
  • Savage Strength (passive): This passive will no longer will be removed when your character is killed.
  • Vampire
  • Reduced the fire damage you receive to 25% from 40%.
  • Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
  • Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.



Racial

All passives which increase Health, Magicka or Stamina regeneration now provide full benefit regardless of whether you are in or out of combat. Previously, these only applied while in combat.

Argonian

Amphibious: Increased the bonus Health, Magicka and Stamina restore upon consuming a potion to 2/5/8% from 2/4/6%.

High Elf

Spellcharge: Increased the Magicka regeneration from this passive to 4/8/12% from 3/6/9%.

Khajiit

Removed the Robust passive, and replaced it with Robust Constitution. This will increase your Health regeneration by 6/13/20% and Stamina regeneration by 3/6/10%.

Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%.

Nord

Resist Frost: Increased the maximum Health bonus to 2/4/6% from 1/2/3%.

Orc

Swift: Renamed this passive to Swift Warrior. Swift Warrior will no longer increase Charge attacks, but will instead increase all Melee Weapon attack damage by 2/3/4%.

Wood Elf

Resist Affliction: Increased the maximum Stamina to 2/4/6% from 1/2/3%.

Champion System



  •  
  • Fixed an issue where the Champion System tooltips weren't correctly including the pending points in other stars within the constellation.


    The Atronach

     
  • Riposte: The visual effects from this passive will now play properly.
     
    The Lord
     
  • Field Physician: Fixed an issue where the damage shield from this passive wouldn’t trigger.


    The Shadow

     
  • Elusive: Fixed an issue where putting points into this passive were making the tooltips for snare, fear, and disorient abilities display a shorter duration than intended.
  • Shadowstrike: This passive can now only occur once every 5 seconds.
     
    The Steed
     
  • Invigorating Bash: The heal from this passive can now crit.
  • Reinforced: Fixed an issue where the damage shield from this passive could show a higher value on the health bar than intended.



Mounts

  • You now have the option to hide the visuals from mount upgrades. This can be found in Gameplay Settings.
  • Fixed an issue that was causing some mount upgrade visuals to disappear when additional upgrades were obtained.
  • Improved the messaging you see when you attempt to use a stable without owning a mount.
  • Mounts will now display proper visual effects over surfaces like snow.
  • Added a slight cooldown when you get on your mount.
  • Fixed an issue where you could get stuck in a sprint while mounted or after dismounting.
  • You will no longer be dismounted when spending Champion Points.



Mundus Stones

  • Apprentice: This Mundus Stone now grants Spell Power instead of Spell Penetration.
  • Ritual: Increased the healing bonus from this Mundus Stone to 10% from 5%.
  • Serpent: This Mundus Stone now increases your stamina regeneration instead of health regeneration.
  • Shadow: Increased the critical damage bonus from this Mundus Stone to 12% from 10%.
  • Warrior: This Mundus Stone now has more Weapon Damage.



Monsters

  • Mages, skirmishers, and tanks have all been tweaked to have less dramatic variation. In general, mages will have less damage and more health, while tanks will have less health and more damage. This means the average fight length and amount of incoming damage will be more balanced, while retaining the thematic differences between monster types.
  • All mage monsters now have more health, and output less damage.
  • All tank monsters now have high spell and physical resistance.
  • All mages now have low physical resistance, but high spell resistance.
  • All skirmishers now have average physical and spell resistance.
  • On average, delve bosses now have more health.
  • Monsters throughout the game have had their faction abilities updated; you will now see these abilities more often in combat, and some abilities have had their effects adjusted to increase their impact in a fight.
  • Bandit traps now persist for long periods of time, creating more danger as the fight goes on.
  • Daedric Arches now summon Banekin to charge at enemies and explode until the arch is destroyed.
  • The Necromancer’s self-sacrifice now summons a ghost instead of a soul shriven, and they no longer sacrifice themselves at full health.
  • Soldiers of the Covenant, Pact, and Dominion (in PVE zones) now use a Warhorn ability to rally and empower their allies in combat.
  • Undead now have a chance to create an area of desecrated ground when killed, dealing damage over time to their enemies and healing undead allies.
  • Vampires who drain health now heal nearby allies.
  • Charging monsters now blend more smoothly into their stun animation when they fail to strike their target.
  • Fixed an issue where monsters would try to shield bash you if you were out of range.
  • Increased the Spell and Armor Resistance from dungeon monsters to 18% from 9%.
  • Monsters no longer walk toward you when they try to run away at close range, or near high terrain.



Monsters that burrow can no longer be targeted while burrowing; this affects the following monsters:

  • Duneracer
  • Duneripper
  • Ice Wraith
  • Kwama Scrib
  • Mudcrab
     
    To better support first-person combat, large monsters will now stand further away from you when combat begins, and have had their ability ranges adjusted to reflect their new positioning. The monsters affected by this change include:
     
  • Bone Colossus
  • Bull Netch
  • Daedroth
  • Dwarven Centurion
  • Flesh Atronach
  • Frost Atronach
  • Gargoyle
  • Giant
  • Mammoth
  • Mantikora
  • Storm Atronach
  • Troll
  • Titan
  • Wamasu
  • Watcher



  • Bone Colossi found in Underpall Cave and Lipsand Tarn have had their difficulty reduced to the appropriate level.
  • The "Hag Camp" group boss encounter has had its difficulty adjusted to be more in line with other group boss encounters.
  • Damage from slaughterfish will now increase over time. Be careful out there!
  • Combat followers will now rejoin you in combat after falling to one knee.
  • Monster animations will no longer hitch periodically when engaged in a group.
  • Fixed an issue where monsters would not aggro you properly at Dark Fissures.
  • Adjusted the collision on some rocks to prevent flying monsters from getting stuck.



Monster Abilities

Alit

Lacerate now has a bleed icon in the death recap screen.

Assassin

Soul Tether can no longer be dodged.

Assassin Beetle

Acid Blood no longer deals damage outside of its visible radius.

Bear

Crushing Swipe now has a shorter cooldown.

Roar now has a shorter cooldown.

Savage Blows now animates properly.

Berserker

Agony will now affect you if you’re blocking, and ends the moment you take damage.

Agony now applies damage over time when broken.

Agony now has a slightly longer range.

Blood Craze now correctly plays impact effects on its second hit.

Durzog

Adjusted the range of all durzog abilities to better reflect their appearance.

Dwarven Sphere

Darts will now disappear after impact.

Dwarven Spider

Dwarven constructs affected by Overcharge no longer damage their allies when destroyed.

Fear Mage

Aspect of Terror no longer causes you to spin in place before fleeing in terror.

Fire Mage

The red fire circle from Fire Rune will now appear, but won’t start dealing damage for a half second to give you time to react.

Fire Mage

Fire Rune now properly activates both areas of effect if the caster is stunned after a successful cast.

Foot Soldier

Foot Soldiers no longer use Step Back more than once every 30 seconds.

Frost Mage

Winter’s Reach no longer travels over unintended areas.

Ice Barrier now correctly absorbs Fire Staff and Bow heavy attacks.

Gargoyle

Double Swipe can now be cast while the Gargoyle is moving.

Giant

Sweep now correctly hits targets in front of the giant, not the giant’s target.

Obliterate no longer stuns you when you successfully dodge it.

Giant Bat

Giant Bats will no longer flap in place when killed, and will instead fall to the ground.

Draining Bite now stops dealing damage when interrupted.

Giant Spider

Poison Spray no longer continues to produce sound effects after it is interrupted.

Harpy

Wind Gust can now be dodged.

Bolt now displays lightning effects when blocked.

Harvester

Feast orbs no longer appear before projectiles reach their destinations. This does not affect time available to attack the orbs before they reach the Harvester.

Ice Wraith

Blood on the Water effects now more closely match the charge telegraph.

Ice Wraiths are no longer targetable when they begins casting the Shard Burst ability and begin to burrow.

Imp

Flame Ray can no longer miss or be dodged.

Kagouti

Chomp damage has been increased to 25%.

Lich

Defiled Ground can now be dispelled by Negate Magic.

Soul Cage can now be dispelled by Negate Magic.

Lurchers

Adjusted the spawn locations for Lurchers in Jackdaw Cove in Bangkorai.

Mammoth

Mammoths no longer turn to look at their adversaries while stomping them mercilessly into the ground.

Mantikora

You will no longer be able to run through the Manikora’s body while you are fighting him.

Nereid

The cooldown for Hurricane has been increased.

Water Geyser can now be dispelled by Negate Magic.

Friendly nereids now have facial animations when you are talking to them.

Hurricane no longer ends prematurely when all targets exit its effective radius.

Nightblade

Veiled Strike can no longer be interrupted.

Pet Ranger




Roll Dodge now correctly allows the pet ranger to dodge attacks.

Senche

The Claw attack strike is now animating properly and much more visible so you can see it coming, and not just take damage.

Shalk

Fire Bite now correctly deals damage over time.

Shaman

Shamans now stay near their Aura of Protection and attempt to stay near it for the duration of the fight.

While near an Aura of Protection, shamans now gain a bonus to ranged attacks.

Skeleton Swarm (Craglorn)

Attack now deals appropriate physical damage.

Spriggan

Summoned animals are now named for their species, not “Spriggan’s Beast.”

Spriggans will now back up to buff animal allies more frequently.

Storm Atronach

Impending Storm will now be easier to see, regardless of time of day and terrain.

Storm Bound no longer allows the Storm Atronach to move while casting.

Storm Bound can no longer be dodged.

Storm Mage

Shock now has a cast time.

Shock now displays lightning effects when blocked.

Strangler

Grapple no longer targets recently grappled player characters.

Stranglers that are interrupted now properly play a stun animation.

Thief




Stab is now easier to block.

Thundermaul

Thunder Hammer effects now match its effective radius.

Titan

Wing Gust no longer grants CC immunity.

Wing Gust now properly deducts your stamina when blocked.

Watcher

Shockwave now affects all targets in its radius.

Doom’s Truth Gaze no longer clips through the Watcher if you run behind it while the ability is being cast.

Werewolf

Adjusted the range of werewolf abilities to better reflect their appearance.

Devour now displays an interruptable telegraph.

Wisp

Dying Blast now damages anyone in its radius.

Xivilai

Xivilai’s Servant will now despawn if the caster is killed.

il resto trovate qui (arrivato a questo punto mi sono accorto che sono nemmeno a metà e non ce la faccio più :pffs:)

http://forums.elderscrollsonline.com/en/discussion/200571/pts-patch-notes-v2-1/p1

 
Ultima modifica da un moderatore:
olè, altri 16 Gb di patch (che abbiamo già scaricato due volte)

complimenti alla competenza di ZOE

edit: per fortuna parte da 15 gb, da scaricare "solo" 1.2 gb

- - - Aggiornato - - -

intanto patch notes della patch odierna...

OVERVIEW

The Elder Scrolls Online: Tamriel Unlimited v01.05 is an incremental patch on PlayStation®4. In this patch, we’ve added Psijic Ambrosia – a craftable Experience Point booster – and limited scaling and battle leveling consumables. You can read more about these additions below. We’ve also implemented a new, easier way to add friends and invite other player characters to your guild or group. In addition, we’ve fixed a number of issues involving gameplay, crafting, UI, and quests, including the quest Prisoner of Jathsogur in Malabal Tor. The size of this patch is approximately 700MB.

NEW FEATURES / UPDATES / BIG CHANGES

Scaled Consumables

In this patch, we’ve implemented limited scaling on all consumables that affect your Health, Magicka, or Stamina.

Scaling will occur across level ranges, and is determined by the base level of the item up to the next viable level of a crafted item.

For example, crafted potions are made at levels ending in 0 starting at level 10 (until you reach Veteran Ranks). If you create a level 10 potion, it will scale with you as you level, until level 19. At level 19, it will “lock” at that strength and never get any better. It will still be good at level 20, but not the best thing for you at your level. This behavior applies to foods and drinks as well.

Note that Crown Store potions and foods have always scaled with your level. With this new system, crafted and dropped consumable items do too, and so at no point will there be a moment in which a Crown Store potion is ever directly stronger than one that is crafted.

Battle Leveled Consumables

In order for lower-level player characters to have a better chance of survival in Cyrodiil, we’re introducing a way for items to scale their health or buff based on whether or not you are battle leveled. Battle leveling is a system that applies when you enter Cyrodiil. When you enter a campaign in Cyrodiil, regardless of whether that campaign is Veteran or non-Veteran, you are always treated as level 50 at a minimum.

If you go to Cyrodiil at level 10, for example, you will be battle leveled to 50; your potions will be battle leveled too, and heal as though they were level 50 potions. If you level up while in Cyrodill, you would technically be level 11, but still effectively level 50 through battle leveling. Your potions would still heal as though they were level 50 potions.

If you gain enough experience to make it to level 20 (hitting the next level bracket), you would still be battle leveled to 50. However, your potions would then be ten levels out of date and become slightly less effective as you move into the next level bracket. Rather than healing you as though they were level 50 potions, they would heal you at a reduced rate – still decent, but not as good as a level 20 potion.

Psijic Ambrosia

You are now able to craft Psijic Ambrosia, an Experience point booster that gives you 50% boost to Experience gained from any source and all sources for 30 minutes. Psijic Ambrosia is considered a drink, and thus works with Provisioner passives that affect drinks.

When can you use these?

Psijic Ambrosia can be used at any level or Veteran Rank. The boost applies towards advancing your level, advancing your Veteran Rank, and for advancing your Champion Points. It does not apply towards things that don’t work off of Experience Points, like the Mages Guild and crafting skill lines.

What stacks with what?

Psijic Ambrosia does not stack with itself. If you attempt to use one right after the other, you’ll fail to use the second item (but will still exist in your inventory). You can only have one consumable Experience Point Booster active at a time – if you’ve just consumed a Psijic Ambrosia, you cannot consume another Psijic Ambrosia until the first Psijic Ambrosia’s duration runs out.

Psijic Ambrosia WILL stack with all other sources of Experience Point boosting such as the Rings of Mara, ESO Plus, your Alliance owning enemy keeps, or being in a group.

Note that although Psijic Ambrosia is considered a drink for the purposes of Provisioning, it does NOT prevent you from also having a food or drink buff active. This means you can drink a Psijic Ambrosia, and immediately drink some Red Rye Beer, and you will have both effects active on you.

If you have the Brewer passive, you’ll make more units of Psijic Ambrosia per crafting attempt. This means that, at maximum Brewer rank, you’ll make four units of Psijic Ambrosia every time you craft that recipe.

If you have the Connoisseur passive, the duration of any Psijic Ambrosia you drink will be increased. This means that, at maximum Connoisseur rank, each unit of Psijic Ambrosia you drink will last 50 minutes, rather than the listed 30 minutes.

Taken together, someone who is both a fully-ranked Brewer and Connoisseur creating Psijic Ambrosia for their own use will get a total of three hours and twenty minutes of Experience boost from a single crafting of the recipe.

How do you make Psijic Ambrosia?

The recipe for Psijic Ambrosia cannot be found whole. Rather, it comes in seven parts, each distinct from the other. These recipe fragments can be found by completing Provisioner Writs; the higher ranked Writ you complete, the more likely you are to find a fragment of the recipe. Recipe fragments can be traded or sold to other players, however, so an industrious Provisioner who has two fragments could trade or sell one of them to get a fragment they do not have.

Once you have all seven fragments, simply use any single fragment from either your inventory or the quickslot. This will consume all seven fragments, and will produce one complete and usable Psijic Ambrosia Recipe. This, too, can be sold or traded to other players. Consuming the recipe itself will finally endow you with the knowledge to craft Psijic Ambrosia!

Psijic Ambrosia has three ingredients required to make it: Frost Mirriam, Bervez Juice, and Perfect Roe. Frost Mirriam and Bervez Juice are both existing ingredients used in a variety of high-end purple foods and drinks; they can only be found by completing Provisioner Writs or by receiving them from your Hireling. Perfect Roe is brand-new, however, and (at least for the moment) used only in the crafting of Psijic Ambrosia.

Perfect Roe can be found by fishing. Every time you skin a non-trophy fish, you obtain fish meat. However, you will now also have a small chance to obtain Perfect Roe.

Note that this chance is not affected by any passives, Champion abilities, or anything else.

Finally, to craft Psijic Ambrosia, you must have your Recipe Quality passive at Rank 4 (which is a new Rank for this patch) and your Recipe Improvement passive at Rank 6; that is, both must be maxed out. With Perfect Roe, Bervez Juice, and Frost Mirriam in-hand, you can go to any cooking fire and craft Psijic Ambrosia!

KNOWN ISSUES

UI

If you repeatedly attempt to add a friend from your Friend’s List, Guild, Guild Roster, or “To” field from Mail, you will be unable to open the Add Friend prompt again until you log out and back into the game.

FIXES & IMPROVEMENTS

Art & Animation

General

Fixed an issue that would occasionally cause grass to flicker.

Reduced the occurrences of missing graphical effects in heavy combat areas, such as in Trials or Cyrodiil.

Audio

General

Improved the audio performance for certain abilities which were causing performance issues.

Combat & Gameplay

Nightblade

Assassination

Teleport Strike: Fixed an issue where canceling this ability in the middle of the cast would cause visual issues.

Alliance War

Assault

Rapid Maneuver: Fixed an issue where casting this ability was causing anyone with the Mountain’s Blessing passive to unintentionally generate Ultimate.

Mounts

The Brown Paint horse will now appear correctly after you dismount, and later remount.

Crafting & Economy

General

Fixed an issue where Raw Ironweed and Raw Silverweed could be used from your inventory, causing you to wave your arms and produce a magical effect.

Nirncrux can now be obtained from all rich ore, rich wood and rich cloth harvest nodes in Craglorn, not just the ones in the upper reaches of the zone, and not just from the highest tiers of material.

Fixed a rare issue that was causing potion tooltips to be slightly lower than intended when using potion duration boosting enchantments.

Dungeons & Group Content

Veteran Dungeons

Veteran Crypt of Hearts

Increased the base attack damage from Flesh Atronachs found throughout this dungeon.

Veteran Spindleclutch

Increased the base attack damage from Flesh Atronachs found throughout this dungeon.

Exploration & Itemization

Achievements

Fixed an issue where you could not complete the Beasts of Tamriel achievement after collecting the Cruel Collar and the Scaly Durzog Hide.

Justice System

General

Fixed an issue that could occasionally result in the daily limit at the fence being reset too early.

Miscellaneous

General

Fixed an issue that was causing low framerates after long periods of play.

Fixed an issue that was causing the meteors, smoke, and monsters during Dark Anchor events to not be in sync.

Continued to fix remaining issues surrounding invisible NPCs.

Fixed a number of commonly occurring crashes.

Quests & Zones

Coldharbour

The Vile Laboratory: You will no longer become blocked from completing this quest if you decide to run away when choosing a soul to restore.

Eastmarch

Jorunn’s Stand: You can no longer kill Vala Davel.

Glenumbra

Lion Guard Redoubt: Gabrielle Benele will now properly respawn at the seaside Wyrd site if you die while going to find her.

Grahtwood

Fixed a heavy sack near Elden Root that was respawning faster than intended.

The Grip of Madness: Mayor Aulus will no longer become unresponsive during this quest.

Greenshade

The Dead King: You will no longer become blocked from completing this quest if you log out during the quest step to Follow Nanwen.

Malabal Tor

Prisoner of Jathsogur: Changed the structure of this quest to minimize confusion and prevent griefing.

You no longer need to engage with Drauginas, and the step to defeat her has been removed.

You need only participate in the "Defend the Silvenar" event (which was separate from Drauginas) on the lower floor; if you leave the lower floor while it is in progress, you will fail the event.

Drauginas will no longer spawn at all, as she has no involvement with this quest.

Anyone within 30 meters of Chief Nagoth when he dies will have the quest step "Defend the Silvenar" advanced automatically, regardless of event participation. This change necessitates a re-grant of the quest, which should happen automatically for you.

We also fixed an issue where your quest progress would be blocked if you logged out on the step after you Defend the Silvenar.

Reaper’s March

The Moonlit Path: You will now consistently be able to complete the event “Defend the Silvenar and the Green Lady.”

Giant snakes will no longer respawn in as large of numbers as they did previously in Thormar.

Shadowfen

Forsaken Hamlet: Tree-Minder Deyapa will now properly appear after you take the Lost Key.

Stonefalls

Othrenis: The Charred Ridge map will now properly display your location in the world.

Vampire

Scion of the Blood Matron: You will now be able to hear Lamae Bal speak after drinking from the Basin of Loss.

UI

General

The loot window will now display the name of the item you’re looting when your inventory is full.

You can no longer have multiple characters from the same account in a group.

Fixed an issue where the login queue screen would appear when you weren’t actually in a queue.

A Resend Confirmation prompt will now display anytime you try to sign into an un-activated ESOTU account.

Fixed an issue where you could lose control of the Y-axis on the primary analog stick if you closed a menu immediately after assigning a skill.

You can no longer move the camera within the Report Player menu.

You will now consistently see a message when your group has been disbanded.

Fixed an issue where you could not rotate your camera after teleporting to a wayshrine.

Fixed an issue where renaming your pet or mount using special characters would cause the name to be cut off.

The text found in inventory tooltips on the French game client will now automatically resize to avoid getting truncated.

Fixed an issue where it would appear that you had new messages if you had chat or message restrictions in place.

Fixed an issue where looting while having the “auto loot” option turned on would prevent the loot feed notification from appearing while your inventory is filled.

Fixed an issue where pressing the “Leave Queue” option while attempting to cancel the campaign entrance timer would appear to be unresponsive.

The virtual keyboard will now consistently display while an edit box is open. If you are using a physical keyboard, the virtual keyboard will close after you press a key.

Achievements

The Achievements UI will now display a treasure chest icon when it’s associated with a Collectible reward.

Fixed an issue where sorting achievements by “Unearned” was causing categories to disappear, or would show your unearned achievements in the incorrect category.

Character Creation & Select

Opening the Delete Character option from the Character Select screen no longer causes you to lose the ability to zoom and rotate your avatar during character select and character creation.

Leaderboards

Character names will now display on all Leaderboards, as well as using the correct class and alliance icons.

The bottom of the Leaderboards will no longer be cut off after you adjust your screen size.

You will now be able to view profiles of both online and offline player characters in the Leaderboards.

Leaderboards now display all player characters by their PSN ID.

Mail

The “Inbox Full” message will now be removed after you delete mail from a full inbox.

Fixed an issue where mail could become stuck in the Inbox UI, causing that mail to persist on-screen.

Fixed an issue where you would occasionally see a new mail icon when you did not have new mail.

Menus & Icons

Added an “Add Member” option to the following menus, which will allow you to select other player characters from your PS4 Friends List:

Guild

Guild Roster

Mail (specifically, who will be receiving mail)

Group Invite

You will now be able to scroll through item tooltips when viewing a crafting menu at a crafting station.

The correct class icon for Nightblades will now display in all UI menus.

Fixed an issue where the gold amount in the Inventory menu could overlap the Available Gold text on the German game client.

Fixed an issue where you could not activate any consumables or supplies if you hovered over the icon while resurrecting.

Fixed an issue where you were unable to change the page of any social UI menus.

VOIP

Fixed an issue where you wouldn’t be placed into any voice chat channels after you re-logged.
 
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