Personofsecrets wrote: »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.
Personofsecrets wrote: »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.
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 is just weird... Isn't that the name of a month in Tamriel calendar? It would be like naming a skill "Cozy January Fireplace." Ash Cloud is perfect, it fits what the skill is. I don't see a home, a hearth, or a keep in the skill at all...
Storm Voice instead of Battle Roar? Really? Anyone can tell you which name sounds better in context:
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 Northern Bear, instead of just... Snowy Bear or Northern Bear...
MXVIIDREAM wrote: »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
MXVIIDREAM wrote: »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
Coming from a Trials junky (like me) I can tell you thusly, there are plenty of ways to increase your damage without fundamentally changing the DK Class. Improving damage is just not the point. Class identity first and changes follow that.
Not make changes and leave Class Identity as 'optional'.
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 is just weird... Isn't that the name of a month in Tamriel calendar? It would be like naming a skill "Cozy January Fireplace." Ash Cloud is perfect, it fits what the skill is. I don't see a home, a hearth, or a keep in the skill at all...
Storm Voice instead of Battle Roar? Really? Anyone can tell you which name sounds better in context:
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 Northern Bear, instead of just... Snowy Bear or Northern Bear...
A Storm Voice you say... what is that? Is that like... from lightning, right? Well, isn't that... from Sorc Class maybe?
Instead let's just rename it to, "Stormy Voice" or "Blustery Day" or "Fair Weather Friday".
#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: »#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.
screamingabdabs wrote: »I am more or less just a pve player and I am one of those who had a poison DK. I ran Venomous smite and Witch-knights defiance with 2 handed front and bow (poison) back. I'm not sure I see any use for either of those sets now.
Was it the best build? No probably not. Was it fun to play? Yes. Gap closing with stampede and then smothering anything the proc missed with Noxious breath was fun. Staying back and peppering a large group with poison arrow before leaping in and finishing off a load of weakened foes was fun.
I doubt if there will be as good a close quarters poison skill as Noxious breath and the other current class poison sources (Venom skull in Necro and Subterranean Assault in Warden) are both distance. Sub assault also has the 3 second delay where as Noxious hit instantly and carried on hitting.
So I am now left with either deleting that character or waiting to see if it is worth getting poison via sub classing from elsewhere.
I know this post is probably going to have zero effect. Those who wanted a fire DK now have one but I didn't want a fire based character; I wanted, and have used for years, a poison based one. Now my main has gone along with the way I played.
Gadamlub14_ESO wrote: »ive never played dragonknight, im curious to see what mains make of the news here.
irstarkey57 wrote: »Gadamlub14_ESO wrote: »ive never played dragonknight, im curious to see what mains make of the news here.
been my main since 2016. skill styles aside, the changes look terrible for dps and pvp. no idea how they managed to make it worse. pretty bummed out. looks like tanks will be happy though.
irstarkey57 wrote: »Anyone who has mained magdk since the beginning knows how bad this stuff is. the things that needed buffed werent. the things that didn't need touched, were. i hope you guys realize that the dk's main and coolest skill, whip, is not even being used. something is seriously wrong with that. please fix it. passives are all extremely underwhelming and no dd will use them since aedric spear, assassins, and storm calling exist. just make them more in line with those. i don't play stamdk but if i did id be pretty upset. i was cautiously optimistic for these changes but nope. here we go again. also, its OK that a dk isnt a healer. not every class needs to have options to be a healer.
A DK is supposed to go HAM, get into the battle and weird fire badassery down on it's enemies. the damage is sub par and these changes just make it worse. i really hope the feedback gets through to the devs on the pts.
https://youtu.be/ISQjG6wsSJI?si=3VuyS2puIgrQSL82 Regarding Standard of Might:
This change needs to be reversed.
Instead, the changes should be applied to Shifting standard. Shifting Standard is never (or barely) used in PVE. This is a great opportunity to reinvigorate it by making it the group support ultimate. This adds even more build variety for DKs in group and solo content and for different play styles and roles.
There was no need to gut Standard of Might when Shifting is available with very little usage.
Skinny Cheeks has also expressed a similar feedback regarding this at Ardent Flame timestamp.https://youtu.be/ISQjG6wsSJI?si=3VuyS2puIgrQSL82
Regarding Standard of Might:
This change needs to be reversed.
Instead, the changes should be applied to Shifting standard. Shifting Standard is never (or barely) used in PVE. This is a great opportunity to reinvigorate it by making it the group support ultimate. This adds even more build variety for DKs in group and solo content and for different play styles and roles.
There was no need to gut Standard of Might when Shifting is available with very little usage.
Skinny Cheeks has also expressed a similar feedback regarding this at Ardent Flame timestamp.https://youtu.be/ISQjG6wsSJI?si=3VuyS2puIgrQSL82
Did you watch the whole video? Skinny says that the skill is drastically improved for group play and nerfed for solo play, but then goes on to say that Take Flight now comfortably takes that role for PvE.
20% free damage, to all sources you control, for 15 seconds on an AoE cheap ultimate, Take Flight.
That is better than Incap.
irstarkey57 wrote: »Finally, DK's very much need help with sustain. I mean, just look at the costs of the skills. At least bring battle roar back to its pre nerf numbers if you don't do anything else for helping sustain.

Regarding Standard of Might:
This change needs to be reversed.
Instead, the changes should be applied to Shifting standard. Shifting Standard is never (or barely) used in PVE. This is a great opportunity to reinvigorate it by making it the group support ultimate. This adds even more build variety for DKs in group and solo content and for different play styles and roles.
There was no need to gut Standard of Might when Shifting is available with very little usage.
Skinny Cheeks has also expressed a similar feedback regarding this at Ardent Flame timestamp.https://youtu.be/ISQjG6wsSJI?si=3VuyS2puIgrQSL82
Did you watch the whole video? Skinny says that the skill is drastically improved for group play and nerfed for solo play, but then goes on to say that Take Flight now comfortably takes that role for PvE.
20% free damage, to all sources you control, for 15 seconds on an AoE cheap ultimate, Take Flight.
That is better than Incap.
The changes for improving for group play is great for sure! I am not denying that. Those changes needed to be applied for Shifting rather than Might because it’s rarely used, if at all. This way, both solo and group players have viable DK ults.
I like the Take Flight changes and it seems it might be getting more usage. However, the changes to Standard needs to be better allocated to enhance usage for both morphs. This gives both morphs stronger identity, which brings out the DKs class fantasy more.
Regarding Standard of Might:
This change needs to be reversed.
Instead, the changes should be applied to Shifting standard. Shifting Standard is never (or barely) used in PVE. This is a great opportunity to reinvigorate it by making it the group support ultimate. This adds even more build variety for DKs in group and solo content and for different play styles and roles.
There was no need to gut Standard of Might when Shifting is available with very little usage.
Skinny Cheeks has also expressed a similar feedback regarding this at Ardent Flame timestamp.https://youtu.be/ISQjG6wsSJI?si=3VuyS2puIgrQSL82
Did you watch the whole video? Skinny says that the skill is drastically improved for group play and nerfed for solo play, but then goes on to say that Take Flight now comfortably takes that role for PvE.
20% free damage, to all sources you control, for 15 seconds on an AoE cheap ultimate, Take Flight.
That is better than Incap.
The changes for improving for group play is great for sure! I am not denying that. Those changes needed to be applied for Shifting rather than Might because it’s rarely used, if at all. This way, both solo and group players have viable DK ults.
I like the Take Flight changes and it seems it might be getting more usage. However, the changes to Standard needs to be better allocated to enhance usage for both morphs. This gives both morphs stronger identity, which brings out the DKs class fantasy more.
Absolutely not. This is coming off as a PvP vs PvE debate and I’m not going to get into that with you.
Shifting Standard works great in PvE too, and is still better than a Destruction Staff ultimate.
irstarkey57 wrote: »Finally, DK's very much need help with sustain. I mean, just look at the costs of the skills. At least bring battle roar back to its pre nerf numbers if you don't do anything else for helping sustain.
They are, did you read the notes?
Battle Roar now scales off of how many Dragonknight skills you have slotted.
You get 6 more value per Dragonknight skill, so if you have 7, you have 58 total per.
My advice would be this, and it’s for anyone coming at these changes in a negative light, wait until Monday before posting your opinion.
A lot of people who don’t truly understand how these changes are going to shake out, are going to be very impressed with these changes.
Animations aside, as those are obviously a matter of taste. Personally, I like them.
irstarkey57 wrote: »irstarkey57 wrote: »Finally, DK's very much need help with sustain. I mean, just look at the costs of the skills. At least bring battle roar back to its pre nerf numbers if you don't do anything else for helping sustain.
They are, did you read the notes?
Battle Roar now scales off of how many Dragonknight skills you have slotted.
You get 6 more value per Dragonknight skill, so if you have 7, you have 58 total per.
DID YOU? please tell me which skills in this tree will entice you do pick this skill line. Wing Buffet? lmao. the fact that they took two damage skills away from the damage skill line aka ardent flame, and put them in draconic power is just dumb. like, what? the way these skills and passives are shuffled, no one is using dk in subclassing. if you decide not to subclass as a dk and use all the skill lines...gl and hf lol.