"All sources of Poison Damage have been updated to Flame Damage in the Dragonknight kit. These changes were made to better focus on the core fantasy of the Dragonknight, where many affixes didn’t work, synergize, or coherently mesh with Poison across the entire kit. We’ll be re-introducing Poison Damage elsewhere in the game with other class refreshes, where it fits into the overall theme of said class rather than being tacked on."
What the [snip]. Terrible choice.
I'm one of the people who MAIN stamdk and hybrid .. and most of my Dragonknight builds make use of or even focus on poison damage.
I knew they were going to ruin the only class I actually enjoy.
[edited for profanity bypass]
a) Sad to see Poison go. Even if Nightblades or another class takes up the Poison mantle, there's no guarantee we will see similar skills, and that rework is more than a year away. So until then, Poison builds are just deleted from the game?
b) I really, really don't like to see Fire skills still costing Stamina. That makes no sense. It's against the game's own logic that was established over the years. If this continues, and I fully expect it to, what even are Magicka and Stamina? I can't even explain how this itches my brain, where is the magic coming from when I exert Stamina?! It's counter-intuitive, arbitrary, and immersion-smearing.
a) Sad to see Poison go. Even if Nightblades or another class takes up the Poison mantle, there's no guarantee we will see similar skills, and that rework is more than a year away. So until then, Poison builds are just deleted from the game?
b) I really, really don't like to see Fire skills still costing Stamina. That makes no sense. It's against the game's own logic that was established over the years. If this continues, and I fully expect it to, what even are Magicka and Stamina? I can't even explain how this itches my brain, where is the magic coming from when I exert Stamina?! It's counter-intuitive, arbitrary, and immersion-smearing.
And this is a problem with hybridization. I like that they are going all in on the flame fantasy of a dragon knight but the developer decisions from years ago dug them into this hole. Hybridization and subclassing have aged very poorly and unfortunately will never be reverted.
elocinsere wrote: »I'm not a dragonknight main, but would love to hear dk mains think of the changes. It seems that the focus on fire damage is cohesive to the dk theme. I know that some use dk for the poison abilities, and would like a sneak peak as to which class will utilize poison. I'd imagine that the request for class change tokens will go up. Any chance we might get them in the future?


Skill lines are mostly focused on specific roles, while core functions are also split up. This makes Dragonknights suffer while subclassing compared to a class like the Arcanist or Necromancer, and it makes their lines less desirable to subclass into. For example, Burning Talons is locked behind an otherwise damage-weak skill line, making it a less optimal option to take despite being an iconic form of damage-over-time to the class.
In light of subclassing, we’ve decided to look at skill line ability and passive distribution more closely than we have before. There are currently two distinct models of building skill lines for classes; a role-centric model (Necromancer, Arcanist, most of Warden), and one that focuses on theme or identity (the original 4 classes, with some exceptions such as the Nightblades’ Assassination).
Prior to subclassing, there was a strong internal sentiment that the newer class model of role-specific skill lines was a more successful system for newer players, building more digestible experiences, and building more modular buckets that could be more easily compared and balanced to one another.
With subclassing, however, this model introduced a slew of challenges and imbalances where now the ideal way to play would involve picking a role-specific line from every class. This created a sense that it was largely ineffective to stay true to your class, and that the power difference between those who do and do not was larger than any other build permutations before.
Thank you @BardokRedSnow for bringing up Corrosive in another thread, I completely glanced over the Rework to this skill.
Okay… wow. First I just want to ask, why does this morph provide any mitigation whatsoever? Before the increase to its penetration ability coverage, this ultimately was overperforming… and has been ever since Hybridization, yet you never saw it post-Subclassing because the rest of the skill line was undesirable.
Increasing the offense capability is going to create a huge, and I mean colossal, problem in PvP as long as it retains any level of mitigation, forget fear, people are just going to actively avoid players with the skill slotted, irregardless of when they’re in it or not.
elocinsere wrote: »I'm not a dragonknight main, but would love to hear dk mains think of the changes. It seems that the focus on fire damage is cohesive to the dk theme. I know that some use dk for the poison abilities, and would like a sneak peak as to which class will utilize poison. I'd imagine that the request for class change tokens will go up. Any chance we might get them in the future?
BardokRedSnow wrote: »That taco breath being gone is a huge win, the ugly green on corrosive, same. Thematically I think it’s a major Zos W, never thought I'd say that. Especially the Wings change, I wanted this exact idea ever since warden was introduced and was sure to put that in the surveys, am shocked they listened.
BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knights
BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knights
BardokRedSnow wrote: »That taco breath being gone is a huge win, the ugly green on corrosive, same. Thematically I think it’s a major Zos W, never thought I'd say that. Especially the Wings change, I wanted this exact idea ever since warden was introduced and was sure to put that in the surveys, am shocked they listened.
Yeah bro honestly. Every. Single. Survey.
Cheers to the betterment of Dragonknight. 🍻
Skill lines are mostly focused on specific roles, while core functions are also split up. This makes Dragonknights suffer while subclassing compared to a class like the Arcanist or Necromancer, and it makes their lines less desirable to subclass into. For example, Burning Talons is locked behind an otherwise damage-weak skill line, making it a less optimal option to take despite being an iconic form of damage-over-time to the class.In light of subclassing, we’ve decided to look at skill line ability and passive distribution more closely than we have before. There are currently two distinct models of building skill lines for classes; a role-centric model (Necromancer, Arcanist, most of Warden), and one that focuses on theme or identity (the original 4 classes, with some exceptions such as the Nightblades’ Assassination).
Prior to subclassing, there was a strong internal sentiment that the newer class model of role-specific skill lines was a more successful system for newer players, building more digestible experiences, and building more modular buckets that could be more easily compared and balanced to one another.
With subclassing, however, this model introduced a slew of challenges and imbalances where now the ideal way to play would involve picking a role-specific line from every class. This created a sense that it was largely ineffective to stay true to your class, and that the power difference between those who do and do not was larger than any other build permutations before.
I can't make heads or tails of this, really. I wouldn't know where to even begin pointing out specific things that confuse me, because that would mean there are things that make sense. Someone needs to explain this to me. For me, every time I think I understand what is being said it's followed by something that points to the opposite.
Just some things I can pick out as a starting point.
Are they now saying that it is good or bad that skill lines are role specific? Are they saying that makes them more or less desirable in subclassing? I mean, if DragonKinight is not strongly role based, and having strongly role based skill lines is a problem why the H(&* are they starting with DK and not with one of the classes that do have role based skill lines.
The reverse also makes no sense. If having strong role specific skill lines is the new standard and the DK needs to be strengthened then decentralizing DK role abilities would be the last thing to do?
Thank you @BardokRedSnow for bringing up Corrosive in another thread, I completely glanced over the Rework to this skill.
Okay… wow. First I just want to ask, why does this morph provide any mitigation whatsoever? Before the increase to its penetration ability coverage, this ultimately was overperforming… and has been ever since Hybridization, yet you never saw it post-Subclassing because the rest of the skill line was undesirable.
Increasing the offense capability is going to create a huge, and I mean colossal, problem in PvP as long as it retains any level of mitigation, forget fear, people are just going to actively avoid players with the skill slotted, irregardless of when they’re in it or not.
MXVIIDREAM wrote: »BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knights
TLDR this is a game/class that all other fire comes from magicka include this too so we have an option not to HAVE to pick a channel ability
Not really balance related, but I think it would be a nice gesture to add a ''Green/Poison'' Skill Style to the DK skills that are being reworked from Poison to Fire damage. These morphs have been in the game for so long that I'm sure that some people actually built their DKs around a ''poison theme'', and having a few Skill Styles to preserve some of that theme would have no effect on actual combat balance. Could be added as an extra Achievement reward for reaching lvl50 with a DK or something like that.
Role-specific class skill lines are no longer going to be a thing if you ask me
MXVIIDREAM wrote: »BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knights
Yeas but this is the game not lore, where resource management is extremely crucial and fire is an elemental effect and should be left at magicka so we can use that small stamina pool to break free block dodge bash and charm break cc
You wouldn’t even be able to perform those combinations back to back now on a magicka character and you want to drain another 4k of that small non primary resource cripple to the class they’re making great
BardokRedSnow wrote: »Rip Holly Tossis, but the name will still work considering "hot breath" usually means bad breath lol.
If thats the only concern I think we're gtg
Role-specific class skill lines are no longer going to be a thing if you ask me
Well that would be cool, but if that's the case, surely they'd start with the classes that actually have
role specific skill classes? I mean I realize those aren't the ones that are most in need of an aesthetic refresh, but surely that should not take priority over restoring a modicum of balance in the wake of subclassing?