Some Summerset changes were announced. Obviously it is pre PTS, so a lot can (But probably won't unless you are a sorc) change. However this is a view on what they are as of now.
A note: Many of the DK players on the forums are viewing this as negative. If you remember back to last patch, they thought the same. Some claimed the changes would be a buff. However in practice, those who thought it was a nerf were correct, and powerlash was hit very heavily to the point that over half of them miss. I think it is wise to trust them on predicitons on how it will affect the class. Especially concerning PvP, whilst PvE tests seem to show an buff, which I think too. PvP is a lot more volatile and has more variables than that.
The sustain changes: - Amounts to around 200 regen when attacking an enemy with fire/poison status effect on them. This for PvE is great, it matches DK up with the rest of the classes passive regen wise. This, combined with set and itemization changes makes MagDKs promising, and may even be comparable to a low end stamDD. The heavy drain problem caused by expensive abilities is still a concern, but can be worked around.
- For PvP, it also seems decently promising, however not enough to combat the heavy drain of PvP skills, many DKs run 2x sustain sets, that will most likely not change. It does have some caveats in being based around status effects. It won't proc on shielded opponents, or on races with immunity, and may be problematic vs templars. You also lack the hard rotation to guarantee on cooldown procs, but for Mag, it will still be close to maximum. For stamina however many only run 1/2 poison abilities. Venomous and maybe nox. Because of these, I assume will be changed to be based around dots, so if you damage someone with a fire/poison dot on them it will restore.
The heal changes: They are really trying to press this in aren't they? OK then, new roles seem fun.- Cauterize: 28m range. This is still an incredibly underwhelming ability. It hits for a decent amount (Around 10K+ buffed in PvE) however fundamentally it is awful. 4 man it isn't needed. 12 man its useless. Every 5s and single target is never going to be useful. It is borderline usable as an ST HoT in PvP (CP specifically) since it has a very low cost and is OK for topping up without having to use the expensive dragon blood. This is what should have been the AoE heal. It would be 4 ticks, centered on you, and affect anyone in it. It would be unique, useful, and pretty thematic. In real life, fire is used to sterilize things and remove nasty after effects. This could be translated in game as a purge. Nothing massive. Only 4 effects max over 15s, but again, this could provide group utility and allow DK healers to stand out, but not as much as templars, in some content, i.e. First boss nHoF.
- Obsidian shard: Why is this a thing? Why is stonefist a thing? Please stop it. I'm asking nicely. Another single target burst heal, but at least it is on demand. It has very wonky mechanics though in that you have to hit an enemy. Same issues as cauterize. Its not needed in 4man, healing springs and mutagen is more than enough. And it will be laughed out the trial in a 12 man. The entire ability should be revamped into the DK pull, and chains becomes something else or a dedicated gapcloser. A tectonic pull would fit the theme of a DK much better. The stun isn't "interesting" or even useful at all. Fossilize synergizes too well with DKs, and despite the ranged changes hurting what was defacto gapclosing, the QoL to this ability was nice.
- Ash cloud: OK, this one seems promising. An AoE targetted burst heal. It seems useful. Depending on the magnitude of the heal, assuming it is comparable to a BoL, this could be very good, healing 6 stacked people to full wheras a BoL could do 3. Reimplementing evasion instead of the enemy snare to this could also be very interesting. A DK healer giving a burst and 15% dodge chance for those in it. If it seems too OP, then remove the user from it. But it would offer a DK healer a unique buff to aid a tank.
- Obsidian shield: Many are calling it a buff. It is not. It is very similar to what happened to crystal blast, just over a few patches. Where one morph is nerfed, and the extra effect is moved/kept on the other morph. Igneous shield was 6s+increased. Now it is 3s+increased and 5s respectively. Many MagDKs will still not run it, because 2x DB is better but at least it offers two distinct morphs with some use, one for healers/StamDK, where the size is negligible, and the other for tanks.
The suggested changes to cauterize and cinder storm may seem strong, but as anyone knows. To legitimately dethrone a templar, DK will need enough
useful, unique buffs that make them worth taking. Even warden couldn't. Just buffing pure healing won't work, and 2/3 of the heal changes will not change anything. (Obsid+cauterize)
The wings changes: My disappointment is immeasurable. It was once the Dragonknight's staple defensive ability. But it has been snipped.
Snare removal is not enough. Everyone playing knows how frequent snares/roots are, if you are affected by a DKs dot, or in an AoE, you will be snared directly after. Which is utterly useless. DK have no escape, no worthwhile class defense, and no usable mobility, relying on block, a self snare. To say that a small amount of mobility could make the DK OP in cyro is frankly untrue. Moving from the bottom 3 open world would be great, and snare removal is something a melee fighter is in need of, especially an already slow one. No one is dropping mist/FM for this.
Its magnitude of reflects are too low. I am not saying they should be infinite. And it may be quite strong in a 1v1. But is is much too weak, especially in comparison to shimmering. Against multiple projectile using targets, it is over in 1s. That is assuming it even reflects the projectile. Weave+attack x2. 4k magicka, expended for 1s of reflection. It is frankly not worth using outside of certain niches.
I implore you to look into the reflect portion wings, especially since the type of attacks is limited to projectiles, and even then it disincludes shades,* ballista, meteor, pulse, and bird. The base wings should be: 4s. Lower the cap to 3 projectiles. But make the projectiles reflected per person. Heck, even make the base morph+snare removal a deflect, and the fire wings a reflect. At least then the DK can have a usable class defense. It would be weaker in a 1v1, as the magnitude and duration are reduced, but would scale better, like a defense like, cloak which has no limits on the amount of ST attacks, and dots it can suppress.
*IIRC: If the per target changes go through, then the shade should be counted separately.
TL;DR PvE: Promising. PvP: Underwhelming changes to pain points.@ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom