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Official Discussion Thread for "Leaping into the Dragonknight Class Refresh"

  • Red_Feather
    Red_Feather
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    Zenimax developers please consider adding a passive built into each class. It'll help to make each class unique. Guild Wars 1 did it and it's really effective.

    https://wiki.guildwars.com/wiki/Primary_attribute
  • Dharmon
    Dharmon
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    No mention on whether major savagery/major brutality stays on inferno and molten weapons. The lack of confirmation there is troubling, clarification wanted. DK currently source those buffs for themselves and losing them would be a terrible loss (pure DK at least).
  • disky
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    I'm excited to try it out!
  • MXVIIDREAM
    MXVIIDREAM
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    disky wrote: »
    I'm excited to try it out!

    Same but it’s a shame I’ll have to use the stamina morph of fire breath on my magicka dragon knight when resource management is already rough with stam that or forced to use the channel one
  • ESO_Nightingale
    ESO_Nightingale
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    Remathilis wrote: »
    LunaFlora wrote: »
    the Dragonknight refresh looks awesome!
    i am excited to see it ♥

    though without Poison damage, i really need to know which other classes will get more poison damage. As i have a Poison/Bleed build that currently uses Ardent Flame which is losing Poison.
    Warden, Necromancer, and Nightblade seem most logical, looking forward to see how it will end up.

    edited to add:
    i hope Green Balance gets poison or bleed added to some morphs

    My guess is Nightblade gets poison

    I think itd be cool if nightblade got entirely bleed. It makes sense for blood magic!
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Seminolegirl1992
    Seminolegirl1992
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    Wanted to post some feedback for consideration regarding the dragonknight class changes. I think that the visual refresh and many of the name changes are thematically appropriate and are going to bring a ton of excitement to a beloved class, while some miss the mark. I appreciate the team's desire to rework classes across the board while listening to player feedback. With that said, here are my ideas and thoughts.

    Ardent Flame:
    • Not many notes here on standard or whip. I think it actually kind of makes sense for standard of might to be a buff skill- it's a banner in the ground. In terms of visuals, it makes sense actually. As for shifting standard, I think most dps are going to move away from it. We'll see once it releases, though.
    • Searing Claw as a name makes sense given the flame damage. And even though Burning Embers is the original, Claw of Life might be a better idea since it heals. Maybe even Vampiric Claw but probably not thematically appropriate. Siphoning Claw?
    • I personally don't like Core of Flame, Soul of Flame, or Heart of Flame. The base ability would sound better as Deep Breaths, with morphs being Inhale and Exhale, since the theme of these seem to be about resource management. Many of these names sound as if they were generated by ChatGPT.
    • Ash Cloud/Hearthfire. There's a lot of discussion about this skill rework that I think should be considered. Hearthfire does not make much sense for a cloud of ash that buffs allies with fortitude and heroism. Maybe keep Ash Cloud, with morph names tailored to the benefits given. Like Heroic Cloud for one, and Cloud of Protection for the one that grants major protection. If these are changed back to include the slow effect, I'd consider changing one to Choking Cloud. Maybe even Ash Eruption if one of the morphs becomes damage focused once more.
    • Inferno + Incinerate. Given the ability rework, this makes complete sense to me. Flames of Oblivion has nothing to do with oblivion damage, so I can understand the name change here. I would also keep Cauterize if it remains a healing bout of flame.
    • Combustion, Traumatic Burns, Fan the Flames, and Soul Ablaze: You're going to be made fun of for the traumatic burns one, but for what the passive grants, it makes sense. I like Combustion and Fan the Flames just fine. Soul Ablaze is a little cheesy. Honestly that or Burning Heart work fine for what they do, name wise.

    Draconic Power:
    • Dragon Leap and names- all sound fine. I think knocking enemies up is weird though, and should be reconsidered
    • Dragonfire Breath base name should just be Dragonfire, without the breath, in my opinion. Disintegrating and Engulfing are both great morph names for their tooltips.
    • I think the base name for Dark Talons should just be Talons, since there's not much that's 'dark' about them. Otherwise, both Burning and Choking continue to make sense. Many would argue that Choking Talons does not offer much to be desired in terms of utility, though.
    • Dragon Blood makes sense as a base name, but Green Dragon Blood has never made sense to me, and nor does Blood of the Elder Dragon. Here are my two cents. For the Green morph, I suggest Revitalizing Blood, or Blood of Recovery. Something along that theme. And for the Elder Dragon one, I suggest Empowering Blood or Rallying Blood, since this morph provides an offensive buff to damage.
    • Wing Buffet. Heh. Even you guys knew you'd get memed for this one. I'm not keen on any of the three names for these skills. After some brainstorming, what about Wing Surge, Wings of Deflection, Wings of Protection, or Wing Shelter for the base skill? As for 'Fleetstep', what about Unbound Flight (if the immunity to snares/immobilization still exists anyway), and Winged Shroud for the other morph, since it focuses on protecting the group as a whole
    • Chains of Flame and morphs- all sound fantastic. Very thematically appropriate for what the skills do
    • Ironskin name change- personally Draconic Scales makes more sense here. Or Natural Armor.
    • Storm Voice- makes zero sense for the dragonknight class. That seems like a sorcerer passive name. Voice of the Dragon would be better thematically- especially since the passive focuses on casting ultimates

    Earthen Heart:
    • Magma Armor as a name makes sense. Corrosive does not, especially with the change to poison. I think Explosive Armor would be a better name since it does fire damage now. And perhaps Magma Shield for the other morph since it gives people shields.
    • Superheated Ward and Volcanic Ward- they're both okay. I neither like nor dislike them. Magma fist seems out of left field in comparison to the other two since (if I'm understand this correctly) neither ward does damage. It seems like a different skill, basically.
    • Molten Weapons, Obsidian Shield, Petrify- no comments on any of the names here or abilities. They all sound great.
    • Earthspike Mantle- dragonknights don't seem like an earthy based class (even though the skill line is called Earthen Heart). I personally like Draconic Mantle more as a name for the base skill. Or even Draconic Armor. If the base skill name is Draconic Armor, the Shatterspike Mantle would sound better as Volatile Armor still, and Hardened Armor for the other morph of course. If it's Draconic Mantle, Volatile Mantle and Hardened Mantle for morph names.
    • Passives: Heart of Stone actually kind of makes sense for the physical/spell resistance gained.
    • Avalanche sounds like it belongs on a warden. Eternal mountain sounds better because it involves duration of abilities. Or even Eternal Fire to keep in line with dragonknight fire flavor.
    • Mountain's Blessing sounds way better than the proposed change. Speaking of mountains, renaming Helping Hands to Mountain Giant seems thematically appropriate.

    Whew. Curious what others think, and thanks again to the devs for taking such an in depth look at the dragonknight. From the brief reveal we saw the other day, I'm excited to see how all of these skills look and feel in the coming months.
    Edited by Seminolegirl1992 on January 10, 2026 4:05AM
    @Seminolegirl1992 PC/NA CP 2600+ PVE, PVP, RP, Housing: Tel Galen, Fair Winds, Moon Sugar, Grand Psijic, Forsaken, HOTLC, Bastion, Ravenhurst, Gardner, Alinor, Hakkvild's, Gorinir, Kragenhome, Hundings, & more- feel free to come see!
    Misery's Master | Unstoppable | Mindmender | Swashbuckler Supreme | Planesbreaker | Dawnbringer | Godslayer | Gryphon Heart | Immortal Redeemer | Tick Tock Tormentor | Dro-m'athra Destroyer | Former Empress
  • Fruity_Ninja
    Fruity_Ninja
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    DK was my OG class, and still my most played class. Although the last few years it hasn’t seen much use for me!

    These changes look 🔥

    Just having a refresh like this will give energy to the game, with fresh theory crafting and being able to work DK skills into builds!

    My only call out is that I hope the animations are smooth and work well with the fast paced combat system! Looking forward to PTS.

    @ZOS_GinaBruno @ZOS_JessicaFolsom are we getting an article like this on the 2H changes too? That would be great 🙂
  • Faulgor
    Faulgor
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    monkiie wrote: »
    Faulgor wrote: »
    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.
    Not really sure what this has to do with hybridization, let alone subclassing. Stamina morphs are much, much older than hybridization, at least when this refers to the changes made to skills scaling with either Spell or Weapon Power, whichever is higher. These new fire skills would make even less sense in the old system, at least now they can technically still scale with Spell Power.

    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
    I believe what you are thinking of is "kiai", which was mentioned in the book Children of the Sky as a kind of shout.
    The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman.
    So kiai is not the (re)source, but the actual ability. Of course you could say it being a physical effort to shout, kiai could still require some Stamina to perform, and wtih Dragonknights deriving - at least according to themselves - their skills fom Akaviri traditions, the connection has been made.
    But then why do only a couple of Dragonknight skills use Stamina? Why not all of them, or at least the iconic ones clearly derived from Akaviri arts? This explanation is not consistent within itself, I fear (although it would be cool if, with the effect rework, the Stamina skills also got a kind of shout-y audio effect).

    This also assumes that what we are seeing here is going to be exclusive to Dragonknights, when I expect this to set a precedent, and future class changes will follow a similar trend. E.g., I fully expect Crystal Weapon to deal Magcial damage with the Sorcerer rework. If I wait to complain until then, I fear people will have already accepted this as normal. So I'd at least like to get a dev statement on their plans on this matter.

    BTW, pretty much all other possible explanations in-game for Dragonknight abilities assume it is magical of some kind, but those were written when all class abilities used Magicka, so I'm inclined to ignore them.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    I have a better idea: forget the changes entirely and just make it so you get a 10% weapon/spell power boost for each native class skill line you have,.

    My DK relies of Scavenging Maw which she will not beable to use anymore because it procs from poison damage.
    Edited by TX12001rwb17_ESO on January 10, 2026 6:35AM
  • adamsmith42
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    I just read the changes to the dk as a dk tank main I got some concerns for some of the tool changes and some suggestions. My biggest concern is the standard ultimate and its morphs.

    You're in a *very* small minority using standard as a tank... that's not a thing at all in any optimized group
  • Radiate77
    Radiate77
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    I just read the changes to the dk as a dk tank main I got some concerns for some of the tool changes and some suggestions. My biggest concern is the standard ultimate and its morphs.

    You're in a *very* small minority using standard as a tank... that's not a thing at all in any optimized group

    Might be now.

    The best tanks provide damage to their groups, and the new Standard is a LOT of damage.
  • Personofsecrets
    Personofsecrets
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    I've played DK tank for 98% or more of my time in ESO over the past 11 years.

    I hate the proposed changes. I hope that a class change token is made so that I can escape the designers abuse.
    Edited by Personofsecrets on January 10, 2026 7:54AM
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Radiate77
    Radiate77
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    I've played DK tank for 98% or more of my time in ESO over the past 11 years.

    I hate the proposed changes. I hope that a class change token is made so that I can escape the designers abuse.

    I held the #16 spot for DSA on my first time ever tanking, having freshly made my Alkosh + Tava’s Tank a decade ago, needless to say, I’ve only moved up from there, and I am telling you to give it a shot before passing judgment. ZOS cooked up some really good changes, and while our new animations are an object of taste, the improvements to DK are clear.

    -Magma Shell lasts longer and reaches further.
    -Standard provides group buffs (finally).
    -Blood of the Elder Dragon gives your whole group Minor Courage and Major Fortitude.
    -Protect the Brood gives Minor Protection to your whole group, and a new unique mitigation.
    -The Storm Voice (Battle Roar) is stronger than ever.
    -Mountain Giant passive provides on demand Off-Balance.
    -Traumatic Burns now applies 5% Flame Damage from all sources… in a passive.
  • Desiato
    Desiato
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    Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.

    To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.

    This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.

    I guess we'll see how it is implemented on PTS, but it seems it could be the case. :(

    Edited by Desiato on January 10, 2026 8:31AM
    spending a year dead for tax reasons
  • actosh
    actosh
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    A 1Time only Base class Change token should be given by the devs for every Charakter and only useable by that character once all classes are reworked.
  • jirusan
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    Those changes are anecdotal as best, some undo minor things that were thrown at us these last years, some others are just the same sort of out-of-the-blue changes we've gotten used to, maybe they will be good maybe not, but they won't make a meaningful change.

    So DK will have it own fatecarver, is it really going to be the unique playstyle throughout the entire game? Molten whip requires more DK abilities to maintain, but there still aren't really any outside of ardent flame anyway.

    And more importantly it feels off to me that the rework if being done class by class, instead of identifying the main playstyles players enjoy, and then make sure there's at least one way to make them effective in a subclassing ESO, including synergizing gear sets.

    Anyway... As usual this is presented at the last minute although it's probably been in the making for months so this is what we will have regardless of this feedback.
  • Cobble123
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    Radiate77 wrote: »

    Might be now.

    The best tanks provide damage to their groups, and the new Standard is a LOT of damage.

    Until they change the new buff to Major Courage in 3 months time, like they eventually do with every other un-named buff.
  • Radiate77
    Radiate77
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    Cobble123 wrote: »
    Radiate77 wrote: »

    Might be now.

    The best tanks provide damage to their groups, and the new Standard is a LOT of damage.

    Until they change the new buff to Major Courage in 3 months time, like they eventually do with every other un-named buff.

    I don’t know, it’s a new team, so we’ll just have to see when we get there.
    Edited by Radiate77 on January 10, 2026 10:53AM
  • Aliniel
    Aliniel
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    I never played a DK for a long period. Mostly just craft alts and such. So, I cannot really judge how these changes will affect the gameplay.

    Reading through the changes though, I feel like this is mostly a shuffle of skills and passives. I expected reworks. And by a rework, I expect some skills will be removed, some will be completely redesigned, and some will stay the way they are.

    Which makes me doubt this whole class re-whatever will fix the gameplay at all. Does this mean Sorc's will still be stucked with the same useless skills we had for a decade? Very disappointed for now.

    Also, the changes are again coming to PTS a month(?) before going live. So, there's literally no time to change things based on feedback. No way they will recompletely rework something a month before release if it turns out it's a total failure. We can expect number wteaks at most.

    So much about being more responsive to player feedback.
  • MXVIIDREAM
    MXVIIDREAM
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    Desiato wrote: »
    Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.

    To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.

    This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.

    I guess we'll see how it is implemented on PTS, but it seems it could be the case. :(

    I really hope they change the other morph at least to magicka costing so much more have a choice to run it because channeled skill are something I hate but I love fire breath

  • BardokRedSnow
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    Faulgor wrote: »
    monkiie wrote: »
    Faulgor wrote: »
    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.
    Not really sure what this has to do with hybridization, let alone subclassing. Stamina morphs are much, much older than hybridization, at least when this refers to the changes made to skills scaling with either Spell or Weapon Power, whichever is higher. These new fire skills would make even less sense in the old system, at least now they can technically still scale with Spell Power.

    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
    I believe what you are thinking of is "kiai", which was mentioned in the book Children of the Sky as a kind of shout.
    The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman.
    So kiai is not the (re)source, but the actual ability. Of course you could say it being a physical effort to shout, kiai could still require some Stamina to perform, and wtih Dragonknights deriving - at least according to themselves - their skills fom Akaviri traditions, the connection has been made.
    But then why do only a couple of Dragonknight skills use Stamina? Why not all of them, or at least the iconic ones clearly derived from Akaviri arts? This explanation is not consistent within itself, I fear (although it would be cool if, with the effect rework, the Stamina skills also got a kind of shout-y audio effect).

    This also assumes that what we are seeing here is going to be exclusive to Dragonknights, when I expect this to set a precedent, and future class changes will follow a similar trend. E.g., I fully expect Crystal Weapon to deal Magcial damage with the Sorcerer rework. If I wait to complain until then, I fear people will have already accepted this as normal. So I'd at least like to get a dev statement on their plans on this matter.

    BTW, pretty much all other possible explanations in-game for Dragonknight abilities assume it is magical of some kind, but those were written when all class abilities used Magicka, so I'm inclined to ignore them.

    Kiai yes, which means according to UESP Ki=energy and Ai=unity, apparently its from the sound of attack japanese let out when striking. Which while not the name of where this comes from specifically I know that the fighting spirit this invokes is supposed to come from internal energy, however one wants to describe that. Spiritual energy or soul energy seems fine since we even have soul magics as a skill line.

    Since Magicka can be made into stamina via DK skills, I wouldnt split too many hairs over it, same with the thu'um being made from whatever other magical property via tonal architecture into magicka. Tonal Architecture's power source isnt really made clear in lore either but both kiai and the thu'um, dragon shouts fall under that umbrella. "The use of sound to alter reality". Note that the DK when using every skill is the loudest class lmao.

    Stamina really is just another word for life energy in this series, which can be interpreted in multiple ways and the properties never as well explained as magicka.

    Edited by BardokRedSnow on January 10, 2026 12:56PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    MXVIIDREAM wrote: »
    Desiato wrote: »
    Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.

    To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.

    This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.

    I guess we'll see how it is implemented on PTS, but it seems it could be the case. :(

    I really hope they change the other morph at least to magicka costing so much more have a choice to run it because channeled skill are something I hate but I love fire breath

    Wretched Vitality is your friend if you are having sustain issues. Work around your limitations.

    Roksa monster set also, orzoga bear haunch, etc etc.
    Edited by BardokRedSnow on January 10, 2026 12:59PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Tyrobag
    Tyrobag
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    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
    Edited by Tyrobag on January 10, 2026 1:49PM
  • MXVIIDREAM
    MXVIIDREAM
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    MXVIIDREAM wrote: »
    Desiato wrote: »
    Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.

    To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.

    This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.

    I guess we'll see how it is implemented on PTS, but it seems it could be the case. :(

    I really hope they change the other morph at least to magicka costing so much more have a choice to run it because channeled skill are something I hate but I love fire breath

    Wretched Vitality is your friend if you are having sustain issues. Work around your limitations.

    Roksa monster set also, orzoga bear haunch, etc etc.

    But you need to invest into damage to be of any good in this meta and the state of the game something unique wretched is off the cards smoke bear hunch is nice and what I run but again with the example I made before it’s a 4k stam cast skill lets see you break stun get charmed break that and block possible roll dodge out of whatever aoe in you’re in PvP this just won’t be a viable skill to run they’re making us heavily invest in magicka there’s no place for a stam skill in most competitive builds
    But if you need to run wretched there’s no chance you’re competing in anything anyway so another change for casuals rather than experienced players shame, but that’s the direction we are heading in
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.


    Changing dots to shorter timers and increasing damage was absolutely the right move anyone who has played the class will tell you that also results in a significant dps increase for pve PvP and most overload content
    This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot this change was absolutely necessary and the right call they’ve nailed this one
  • Wup_sa
    Wup_sa
    ✭✭✭
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.

    The reason for shorter DOTs is because of PvP. Long DOTs don't do damage, so they shorten the time and make the damage proc every second instead of every 2 seconds (might become as problematic as relequeen is in duels).
  • Tyrobag
    Tyrobag
    ✭✭✭✭✭
    ✭✭
    Wup_sa wrote: »
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.

    The reason for shorter DOTs is because of PvP. Long DOTs don't do damage, so they shorten the time and make the damage proc every second instead of every 2 seconds (might become as problematic as relequeen is in duels).

    So we should Make DK a pure PvP class? Also, nowhere in the article did they say they were making DoTs tick every second. That is a change I would absolutely agree with, but it wouldn't change the fact that a 10 second duration is way too short.
    MXVIIDREAM wrote: »
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.


    Changing dots to shorter timers and increasing damage was absolutely the right move anyone who has played the class will tell you that also results in a significant dps increase for pve PvP and most overload content
    This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot this change was absolutely necessary and the right call they’ve nailed this one

    Really? Because I've played the class, and I'm telling you the opposite. Increasing the damage by 50% increases the damage, yes. That's beside the point. Cutting the durations in half makes it feel incredibly clunky, which is why DoT times were increased in the first place. "This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot " You started with correct observations, but somehow came to a completely backwards conclusion. A DoT class should have long duration DoTs that they can feel comfortable using, they shouldn't be forced to run a 10 second rotation. You want a power increase. That doesn't have to be at odds with also having a comfortable 20 second rotation.
  • Vulkunne
    Vulkunne
    ✭✭✭✭✭
    Please - let us choose. Don't make everything fire attacks AND don't make DK into the Templar class. I'm not going to be the concierge service for lazy or uncreative players. DK has been my flagship for many years, but I strongly suspect that will no longer be the case after this. Which it probably should change anyways. If you don't like what I have said, understand, DK has always been a strong class for hard people. Heavy Metal Class. Not the baggage claim at pedestrian intl airport. If you're gonna remake DK, then mold it from fire, poison and heavy metal. Not trying to copy what other classes already do and call it new. Yes, some things like healing those around me with Coagulate Blood are welcome but other things really feel like you're making changes, for change sake.

    And I'm saying here, saying first probably, that the changes to things like Burning Embers, Venomous Smite and getting rid of Poison dmg/passives altogether, is going to Break the DK Class identity MORE THAN SUBCLASSING ALREADY HAS. Now its just a box class from npcville. If you want more heals and more dmg modifiers then go level a Templar.
    Edited by Vulkunne on January 12, 2026 1:25PM
    "Today Victory is mine. Long Live the Empire." - Grand Admiral Vulkunne
  • ceruulean
    ceruulean
    ✭✭✭✭
    The changes look good but the new skill names are just weird. The simpler names are better and easier to translate than these new anime-inspired flowery names. I appreciate the animation design and we have lots to learn from Asian IPs and their animation talent, but I don't really like copying their naming conventions by giving every flashy attack a long name. Languages use Chinese pictographs to depict concepts quickly, so when translated to English they sound overly pompous and look long on the UI.

    For example, Inhale does exactly what it does: the character inhales a ton of energy. It's super basic but every martial artist knows about the importance of breathwork, and it's nice to see a fantasy class acknowledge this skill. Why is it being renamed to Core of Flame? What was wrong with Deep Breath and Draw Essence?

    Wing Buffet... I don't even know how this change went through... Protective Scale or even Protective Wings is perfectly fine... "Wing Blast" is basically what you're trying to say here but without the homonym getting in the way...

    Hearthfire has the opposite problem of being basic and not evoking any of the DK themes... Isn't that the name of a month in Tamriel calendar? It would be like naming a skill "Cozy January Fireplace." I don't see a home, a hearth, or a keep in the skill at all... Can you even imagine what player discussions would sound like? "I'm making a DK healer, what skills should I take?" "Oh you should take Fireplace, it's a really good support skill." Ash Cloud is perfect, it fits what the skill is. If you really want to add cozy vibes, then I'd suggest a name like "Ashen Nest" or "Nest of Ash" or whatever. Sounds badass and cozy at the same time. Would fit the "protect the brood" name too.

    Storm Voice instead of Battle Roar? Really? Anyone can tell you which name sounds better in context:
    b2ni9xjuakqc.jpgd1u60xrw2ha9.jpg

    depositphotos_65967949-stock-illustration-illustration-of-medieval-battle-with.jpgv6qttpymy7hv.jpg


    Engulfing Dragonfire instead of Engulfing Flames? Really? What makes Dragonfire more meaningful than just Flames? We already know that Dragonknights are draconic, we don't need reminders every 2 skills that they're draconic... It's like calling a polar bear a Snowy Aggressive Bear, instead of just... Snowy Bear or Northern Bear...
    Edited by ceruulean on January 10, 2026 4:41PM
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    Tyrobag wrote: »
    Wup_sa wrote: »
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.

    The reason for shorter DOTs is because of PvP. Long DOTs don't do damage, so they shorten the time and make the damage proc every second instead of every 2 seconds (might become as problematic as relequeen is in duels).

    So we should Make DK a pure PvP class? Also, nowhere in the article did they say they were making DoTs tick every second. That is a change I would absolutely agree with, but it wouldn't change the fact that a 10 second duration is way too short.
    MXVIIDREAM wrote: »
    Tyrobag wrote: »
    #1 Problem:
    "Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
    The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?

    #2 Problem:
    For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?


    Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.

    That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.


    Changing dots to shorter timers and increasing damage was absolutely the right move anyone who has played the class will tell you that also results in a significant dps increase for pve PvP and most overload content
    This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot this change was absolutely necessary and the right call they’ve nailed this one

    Really? Because I've played the class, and I'm telling you the opposite. Increasing the damage by 50% increases the damage, yes. That's beside the point. Cutting the durations in half makes it feel incredibly clunky, which is why DoT times were increased in the first place. "This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot " You started with correct observations, but somehow came to a completely backwards conclusion. A DoT class should have long duration DoTs that they can feel comfortable using, they shouldn't be forced to run a 10 second rotation. You want a power increase. That doesn't have to be at odds with also having a comfortable 20 second rotation.


    Even for pve this has a incredible potential to put dks in a better spot

    Let’s say your dot does 10k over its course of 10seconds this gives you a chance to increase your dps by 50% just by re applying the skill every 10 seconds which really isn’t that hard 20 seconds half’s the damage output this is a great change and I’m glad they’re acknowledging it
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