ESO's combat team rewrote Update 51's balance pass after test-server feedback
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The combat team behind The Elder Scrolls Online went back into Update 51 and rewrote its balance pass. Players had spent two weeks hammering the public test server, which is a copy of the game where changes are tried before release. The team says so plainly in its own post on 13 August: these adjustments answer that feedback, and were not originally planned.
That is a rare admission, and it is why this list is worth reading closely. A quick primer for anyone who has not played. You pick a class, which is the kit of skills your character fights with. ZeniMax is rebuilding those classes one at a time. Update 51 is the next free patch, and a balance pass is the round of number changes that decides which classes feel strong.
The numbers, by class
| Class | Change |
|---|---|
| Dragonknight (a fire and earth themed class) | Core of Flame 12% missing resources (was 15%), Heart of Flame healing down 20%, Landslide builds faster and stacks to 12, Seething Fury halved in player-versus-player, Power Lash damage down |
| Templar (a light and healing themed class) | Balanced Warrior uncapped and now rewards slotting Templar skills, Judgment's Brand 1600 bonus damage (was 1400), Aetheric Lancer's area effect spawns on a stationary caster |
| Nightblade (a stealth themed class) | Strife grants 1% damage per 10% of current health while active; the cost increases stay under review |
| Necromancer (a class that raises the dead) | Nothing Wasted loses 2 stacks instead of 3 but decays every 12 seconds without generating a corpse (was 15), Pummeling Goliath's bash gains a 1-second cooldown and about 73% more damage, Frozen Colossus 12.5% more damage and costs 150 ultimate (down), both to be reverted in a future update |
| Warden (a nature and ice themed class) | Fetcher Infection 75% every other cast (was 60%), Arctic Blast about 20% more per tick |
| Sets and skills | Draugrkin's healing reduction halved in player-versus-player and its bonuses moved to weapon and spell damage, Ice Comet about 21% more damage over time and now snares on every hit |
Two bits of vocabulary for that table. A stack is a counter a skill builds up as you use it. An ultimate is a powerful ability you charge up before you can cast it.
Our take: what it means for players
Credit first, because it belongs to the testers rather than the studio.
Nothing in that table exists without the people who spent two weeks on a test server writing up what was wrong. ZeniMax naming that feedback as the cause is the honest thing to do. A public test server is unpaid labour that makes a live patch better, and it deserves to be described that way.
The substance is a studio admitting that rebuilding classes one at a time was always going to break fights between players. Dragonknight and Werewolf got their refreshes before the others, and the post names their "prevalence and often dominance" in that space. Werewolf is a transformation skill line a character can carry alongside their class. The team says part of that is inevitable by nature of going first. It is. That is exactly the argument against shipping a rework class by class in a game where players fight each other. Everyone on a class that has not had its turn waits on a schedule they did not choose.
The Warden entry is the one that should worry people. A class the studio says is still mid-rework gets two number tweaks and a note saying they do not indicate where it will end up. The next stage of that rework has already moved to 2027. That is a long stretch of playing a class the developers agree is not finished, and no amount of Fetcher Infection damage closes the gap.
The Necromancer bash change is the quiet good one. The post says it is aimed at correcting the need to double bash weave, which is the fiddly habit of squeezing two bashes in between other abilities, and gives one harder hit instead. ZeniMax says plainly that this "will nerf some of the ceiling potential", and that it is fine with that based on the logs. Our view is that trading a little top-end power for a far less fiddly ability is the right way round.
What's next
Update 51 lands on 28 September 2026, a week later than first announced (the studio director's letter). The next stage of the class and combat rework is now targeted at 2027. Both sit on the calendar and the release tracker with the day we last checked each.
Common questions
What is changing for the Dragonknight in ESO Update 51?
The Dragonknight is one of the playable classes in The Elder Scrolls Online, and the post moves several of its skills. Core of Flame restores 12 percent missing resources, down from 15. Heart of Flame's healing drops 20 percent. Landslide builds faster, stacks to 12 and decays slower. Seething Fury is halved when fighting other players. Power Lash deals less outright damage in exchange for a minor bonus to damage against monsters after generating charges.
Is the ESO Warden getting fixed in Update 51?
Not properly. The Warden is another playable class, and ZeniMax says it is still mid-rework, which makes larger changes difficult. It calls these adjustments not indicative of where it wants the class to end up. Fetcher Infection deals 75 percent damage every other cast, up from 60. Arctic Blast gains roughly 20 percent per damage tick.
Were these ESO combat changes always planned for Update 51?
No. The combat team says they are a direct response to two weeks of feedback from the public test server, a copy of the game where changes are tried before release, and that they were not originally planned. It gives two reasons: the prevalence and often dominance of Dragonknight and Werewolf where players fight each other, and concern from players on classes that win less often.
Written by 0hp from the publisher's own announcement, linked above, and every specific in it was checked against that page by a second pass before it published. Independent, and not affiliated with the publisher. Dates are announced or labelled as estimates. How this site is written, and how to correct it.


