irstarkey57 wrote: »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.
Plenty of people DO understand, especially those who, like myself, have played for ten plus years as a dk main. What's to understand? It's written out. We can read the changes. So no, the more people that bring up the negative issues now, the more time the devs can have to fix them, if they will. Some changes are ok, some are just no brainer bad. I.E. eruption, which does no damage whatsoever in the damage skill line aka ardent flame. Also, deep breath makes no sense being there either. Let me cast an expensive skill to get sustain? Losing flames of oblivion sucks. New skill has twice the cost. Let's also not forget that they removed the ENTIRE stamdk kit. Poison morphs for stamdks? Nope, sorry, on your bike, all gone.
Am I going to be impressed with those changes? Spoiler alert. No.
irstarkey57 wrote: »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.
Plenty of people DO understand, especially those who, like myself, have played for ten plus years as a dk main. What's to understand? It's written out. We can read the changes. So no, the more people that bring up the negative issues now, the more time the devs can have to fix them, if they will. Some changes are ok, some are just no brainer bad. I.E. eruption, which does no damage whatsoever in the damage skill line aka ardent flame. Also, deep breath makes no sense being there either. Let me cast an expensive skill to get sustain? Losing flames of oblivion sucks. New skill has twice the cost. Let's also not forget that they removed the ENTIRE stamdk kit. Poison morphs for stamdks? Nope, sorry, on your bike, all gone.
Am I going to be impressed with those changes? Spoiler alert. No.
Also want to add, there is no Damage line, there is no Tank line, in the very near future, no classes are going to have role-centric skill lines.
That is the entire purpose of this rework.
irstarkey57 wrote: »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.
Plenty of people DO understand, especially those who, like myself, have played for ten plus years as a dk main. What's to understand? It's written out. We can read the changes. So no, the more people that bring up the negative issues now, the more time the devs can have to fix them, if they will. Some changes are ok, some are just no brainer bad. I.E. eruption, which does no damage whatsoever in the damage skill line aka ardent flame. Also, deep breath makes no sense being there either. Let me cast an expensive skill to get sustain? Losing flames of oblivion sucks. New skill has twice the cost. Let's also not forget that they removed the ENTIRE stamdk kit. Poison morphs for stamdks? Nope, sorry, on your bike, all gone.
Am I going to be impressed with those changes? Spoiler alert. No.
Personofsecrets wrote: »irstarkey57 wrote: »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.
Plenty of people DO understand, especially those who, like myself, have played for ten plus years as a dk main. What's to understand? It's written out. We can read the changes. So no, the more people that bring up the negative issues now, the more time the devs can have to fix them, if they will. Some changes are ok, some are just no brainer bad. I.E. eruption, which does no damage whatsoever in the damage skill line aka ardent flame. Also, deep breath makes no sense being there either. Let me cast an expensive skill to get sustain? Losing flames of oblivion sucks. New skill has twice the cost. Let's also not forget that they removed the ENTIRE stamdk kit. Poison morphs for stamdks? Nope, sorry, on your bike, all gone.
Am I going to be impressed with those changes? Spoiler alert. No.
Also want to add, there is no Damage line, there is no Tank line, in the very near future, no classes are going to have role-centric skill lines.
That is the entire purpose of this rework.
And this specific point will be remembered as a bad change.

Seminolegirl1992 wrote: »Storm Voice- makes zero sense for the dragonknight class. That seems like a sorcerer passive name. Voice of the Dragon would be better thematically
Turtle_Bot wrote: »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.
Coming from a PvP perspective (which I know is different to PvE), Draconic power now looks extremely enticing to run, not only on a Pure DK or DK base with Ardent Flame and Pyrebrand, but even sub-classed into another class on par with something like Animal Companions (assuming the numbers line up).
AoE incap that can't be purged (leaps unique and stacking damage done buff that works with named buffs like major berserk)
DK wings that gives speed, snare immunity, a stun and 50% ranged damage mitigation (basically better warden wings now)
A source of Major breach ("stam" breath) on a decent AoE that can be spammed in a pinch
AoE coag (means I can swap heal soul to something else for more utility while keeping a very strong heal that can also heal allies)
Chains grants Major evasion and Major berserk, 2 extremely powerful named buffs
Minor brutality (finally a way to damage stack instead of crit stack)
unique buffs to all AoEs and DoTs, not just DK AoEs and DoTs
battle roar (even toned down it's still a very strong passive and with how good the active skills potentially are, it will be close to current values just from this line alone, even on sub-classed builds)
Earthen Heart seems less enticing on a sub-classed build, but with the changes to corrosive shifting it back to (almost) how it used to be, I can see an extremely nasty pyrebrand + relequen + zaan DoT build that will melt enemies just like the old (pre-fix) savage werewolf procsorc builds used to back in U34. Especially if ZOS improves igneous weapons by making it proc burning status on every light/heavy attack instead of the single DoT tick, that way it synergizes better with ardent flame/draconic power passives. Shatterspike mantle seems very disgusting to add onto such a build, essentially being a mini-draugrkin (5 piece set) on the armor buff which can stack to some ridiculous numbers in PvP with how many DoTs/damage instances can potentially be stacked up via the aforementioned sets. The main downside I see in this line is the avalanche passive, it ramps too slowly and falls off too quickly to be effective in a practical sense.
Ardent flame seems the least enticing to me now, but it does grant major prophecy/savagery (best named buff) on a pseudo solar barrage (assuming it stays as an AoE over time ability like current FoO is) and whip being much easier to synergize with off-balance (although this could have been a 15 second cooldown instead of 20 seconds). There's also the health based HoT and there have been numerous complaints about health based heals in the past, so we all know how strong those are in PvP.
This doesn't mean I like every change and I have many other issues with the DK changes put forward (especially the removal of poison damage typing for stamDK and what that potentially means for future class reworks), but I can see that DK will definitely be a meta contender in PvP (again, depending on the numbers and other changes we see on the PTS/patch notes on Monday) and draconic power will definitely be a top tier sub-classing line to pick up for PvP (maybe even worth considering in PvE depending on the numbers) with the other 2 lines having some really nice effects/bonuses for not only pure DK, but any DK base and the fact they synergize much better together for a pure DK build (or DK with 1 sub-classed line) than they do with other class lines on a full sub-classed build is something many players have asked for since U46 to bring pure classes up to par with sub-classed builds.
It's definitely not a neat and tidy split of the lines into the 3 roles and (imo) that was/is the intent behind the class reworks (to make all classes similar to Sorcerer where the lines all have a mix of abilities for every role but provide more buffs to their respective pure classes than they will when sub-classed). I wish ZOS had done this before releasing sub-classing because these reworks seem designed to make sub-classing a real choice in engaging with the system or not based on playstyle, unique effects and themes, instead of being the current mindless swap out the 2 useless lines for my chosen role to sub in the BiS meta lines in their place.
TL//DR:
The DK changes, while definitely not perfect, and do bring some pressing issues I hope ZOS will clarify for future class reworks, do have some very strong arguments for sub-classing into (especially the previously unusable draconic power line), and definitely buff pure DK beyond just keeping 1 line for a given role then swapping out other lines for better lines from other classes. It does remain to be seen though what the actual numbers/tooltips are when we get a chance to see them on Monday to see if the numbers stack up to make the changes worth it.
Lol. Lmao, even.in the very near future
So, there is no longer a damage-dedicated line for DK, but there are still such lines for other classes, and it will be so for over a year. Templar-Nightblade-Arcanist triune will be adjusted no earlier than 2027.
This means, if I subclass into DK's Ardent Flame for damage in 2026, I lose my value as a damage dealer. Not to say pure DK still underperforms a lot, because it's... pure. You say I will be valuable for the Standart group buff? Yeah, maybe, but this pushes DK into the "support slave" role even more. No good damage allowed.
Sustain issues for mag DKs is something I hear from time to time, but I'm not a mag DK, sorry. I'm a stam DK, and it's terrible too haha! Breath is over. Incinerate is almost double expensive in magicka. What would be the 3rd DoT to gain the Whip buff regularly? None! Because Hearthfire is not a damage ability, and Core of Flame is not a DoT.
You do understand why I can't use Core of Flame as the 3rd Ardent Flame regular ability, right? Because having a spammable + as many DoTs as possible is where the damage comes from. The only 2 cases when DoTs are replaced are A) flex slot for Vigor or somethingmuch stronger skill that worth the whole slot. There are no infinite slots, only 10 of them. And the best slots are the front bar where you cast a spammable, so, Assassination and Herald of the Tome are there permanently. They are BiS, period.
My personal conclusions.
1. If you pick Ardent Flame in subclassing for damage, your group underperforms.
2. If you go the pure DK route, your group underperforms even more.
3. This is critical because you don't clear the group content, your group does. If you don't participate in group content, what are you doing here? You can grab random abilities and gear - and you are good to go, zone quests await you. You have nothing to contribute to the discussion about the power-balance.
4. This will not change until 2027 at the very least.
And, guys. We all know the changes will go live, right? Maybe numbers will be adjusted during PTS. But that's it. DK will not be welcomed in progression groups in 2026.Lol. Lmao, even.in the very near future
This is the official discussion thread for, "Leaping into the Dragonknight Class Refresh"
"Delve into the (earthen) heart of the major changes and improvements coming to the Dragonknight Class."
So, there is no longer a damage-dedicated line for DK, but there are still such lines for other classes, and it will be so for over a year. Templar-Nightblade-Arcanist triune will be adjusted no earlier than 2027.
This means, if I subclass into DK's Ardent Flame for damage in 2026, I lose my value as a damage dealer. Not to say pure DK still underperforms a lot, because it's... pure. You say I will be valuable for the Standart group buff? Yeah, maybe, but this pushes DK into the "support slave" role even more. No good damage allowed for you personally.
Sustain issues for mag DKs is something I hear from time to time, but I'm not a mag DK, sorry. I'm a stam DK, and it's terrible too haha! Breath is over. Incinerate is almost double expensive in magicka. What would be the 3rd DoT to gain the Whip buff regularly? None! Because Hearthfire is not a damage ability, and Core of Flame is not a DoT.
You do understand why I can't use Core of Flame as the 3rd Ardent Flame regular ability, right? Because having a spammable + as many DoTs as possible is where the damage comes from. The only 2 cases when DoTs are replaced are A: flex slot for Vigor or something B: much stronger skill that worth the whole slot. There are no infinite slots, only 10 of them. And the best slots are the front bar where you cast a spammable, so, Assassination and Herald of the Tome are there permanently. They are BiS, period.
My personal conclusions.
1. If you pick Ardent Flame in subclassing for damage, your group underperforms.
2. If you go the pure DK route, your group underperforms even more.
3. This is critical because you don't clear the group content, your group does. If you don't participate in group content, what are you doing here? You can grab random abilities and gear - and you are good to go, zone quests await you. You have nothing to contribute to the discussion about the power-balance.
4. This will not change until 2027 at the very least.
And, guys. We all know the changes will go live, right? Maybe numbers will be adjusted during PTS. But that's it. DK DD will not be welcomed in progression groups in 2026.Lol. Lmao, even.in the very near future
New team? What new team? We still have Brian Wheeler on the wheel of combat design and he has proven more than once that he doesn't understand even the core mechs of the game... I don't expect anything good from this "new" team.
I don’t know, it’s a new team, so we’ll just have to see when we get there.
ivaylo.krumoveb17_ESO wrote: »New team? What new team? We still have Brian Wheeler on the wheel of combat design and he has proven more than once that he doesn't understand even the core mechs of the game... I don't expect anything good from this "new" team.
I don’t know, it’s a new team, so we’ll just have to see when we get there.
ivaylo.krumoveb17_ESO wrote: »
I don’t know, it’s a new team, so we’ll just have to see when we get there.
New team? What new team? We still have Brian Wheeler on the wheel of combat design and he has proven more than once that he doesn't understand even the core mechs of the game... I don't expect anything good from this "new" team.
A lot of people have been shuffled around at the studio and put into the right spots for the future of the game, including our game director and studio head, who have final say on any suggestions.
Personofsecrets wrote: »ivaylo.krumoveb17_ESO wrote: »
I don’t know, it’s a new team, so we’ll just have to see when we get there.
New team? What new team? We still have Brian Wheeler on the wheel of combat design and he has proven more than once that he doesn't understand even the core mechs of the game... I don't expect anything good from this "new" team.
A lot of people have been shuffled around at the studio and put into the right spots for the future of the game, including our game director and studio head, who have final say on any suggestions.Despite the massive cut to its workforce, Xbox’s expectations of the Elder Scrolls Online studio haven’t wavered. It’s alleged that a third of the workers that were keeping its project running smoothly were cut, according to ZeniMax Media senior QA tester and ZWU-CWA union member Autumn Mitchell.
“This carcass of workers that remains is somehow supposed to keep shipping award-winning games,” Mitchell said. “I don’t really know [how that works]. It looks like a lot of people moving between projects to fill in the position of someone who was laid off—and it probably took them a good six months to figure out [how to do that role effectively].”
Mitchell described the studio as “decimated” by Microsoft’s savage cuts to staff. Massive plans for Elder Scrolls Online that were in place to satiate player demands may now take much longer to bring into reality as “it’s going to take a lot of time to regroup and get those projects running smoothly again”.
“Morale is terrible,” Mitchell stated. “It’s grotesque. People are stressed. They’re crying. For a lot of us, those were some of our best friends. They’re our roommates. In my case it was my partner—my partner and I worked together and he was laid off. And I’m not a unique story.”
The developer explained that many employees had “to rush to type a goodbye message into Slack to their colleagues” that had been working at the studio for fifteen years. Page Branson, another ZWU-CWA member and ESO developer explained that Microsoft will likely never be able to regain the trust of its employees.
This reporting draws qustions towards the work load that the team faces. Maybe there are some people who are just now starting to get comfortable in their new roles. Maybe some of the experience of those who were cut is missed.
irstarkey57 wrote: »If you’re running out of resources on Dragonknight, you’re double-casting, have the wrong skills on, and/or rotating poorly, and all of those are very easy things to fix… which further hammers home the point that you can play the game for a decade and still have no idea how to parse.
That is the entire purpose of this rework.
You can assume I don't know what I'm doing all you want. DK's having sustain issues is a widely agreed upon sentiment. There are way bigger issues than sustain alone, as listed in my previous post. If you think dummy humping is the way to measure these changes, well, lol. I guess this further hammers home the point that you can play the game for x amount of time and still have no idea what it's like to play in all the different content the game has to offer. cyro, bgs, dungeons, arenas, etc, etc. But hey, I hear dk is going to be really good at housing, enjoy!
Personofsecrets wrote: »ivaylo.krumoveb17_ESO wrote: »
I don’t know, it’s a new team, so we’ll just have to see when we get there.
New team? What new team? We still have Brian Wheeler on the wheel of combat design and he has proven more than once that he doesn't understand even the core mechs of the game... I don't expect anything good from this "new" team.
A lot of people have been shuffled around at the studio and put into the right spots for the future of the game, including our game director and studio head, who have final say on any suggestions.Despite the massive cut to its workforce, Xbox’s expectations of the Elder Scrolls Online studio haven’t wavered. It’s alleged that a third of the workers that were keeping its project running smoothly were cut, according to ZeniMax Media senior QA tester and ZWU-CWA union member Autumn Mitchell.
“This carcass of workers that remains is somehow supposed to keep shipping award-winning games,” Mitchell said. “I don’t really know [how that works]. It looks like a lot of people moving between projects to fill in the position of someone who was laid off—and it probably took them a good six months to figure out [how to do that role effectively].”
Mitchell described the studio as “decimated” by Microsoft’s savage cuts to staff. Massive plans for Elder Scrolls Online that were in place to satiate player demands may now take much longer to bring into reality as “it’s going to take a lot of time to regroup and get those projects running smoothly again”.
“Morale is terrible,” Mitchell stated. “It’s grotesque. People are stressed. They’re crying. For a lot of us, those were some of our best friends. They’re our roommates. In my case it was my partner—my partner and I worked together and he was laid off. And I’m not a unique story.”
The developer explained that many employees had “to rush to type a goodbye message into Slack to their colleagues” that had been working at the studio for fifteen years. Page Branson, another ZWU-CWA member and ESO developer explained that Microsoft will likely never be able to regain the trust of its employees.
This reporting draws qustions towards the work load that the team faces. Maybe there are some people who are just now starting to get comfortable in their new roles. Maybe some of the experience of those who were cut is missed.
Yeah that sounds horrible, they never should have had to deal with all of that on such short notice.
From our year road map, things look much better than they have been in a while, and for those of us who are tired of the formulaic design of Chapters, a focus on existing systems will improve the core of the game and create that foundation necessary to last another decade.
Which leads back into our class reworks, right?
At present, balance is a huge issue. People want every skill line to be comparable, and in order to do that, they all need to have something for everyone.
Earthen Heart can appeal to a damage dealer now, and so can Draconic Power. While these skill lines might not be meta by themselves, they have at least some value to bring to the table… and when all of our reworks are done, the margin of difference between each skill line will be severely less than present.
Darrell9090 wrote: »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. As a tank I have used this ultimate as a way to help with add control over the past 10 years. Situations where all the dps are dead and healer and there are too many archers or casters. So I’ll chain them in drop standard and use the aoe effect to burn the adds down. With the removal of the flame damage and it becoming a buff ultimate this will make situations like that impossible to recover from.
Now a recommendation I have that would fit with this new design and now completely remove the damage from the standard is this. Have the non morphed standard keep it the same as a buffing ultimate. Now standard of might it grants the buffs to the group and increase stats for the caster now under the ground an eruption grows. The ground is pierced calling in the molten of the earth after 10 second a burst of flames come out of the ground doing damage. It does increased damage to enemies that have remained in the standard of might for the 10 seconds.
This will continue to allow it to be a aoe control mechanism for tanks also a viable tool for dps users especially pve users who are remaining in one location to maximize their damage. This would also fit with the dragon knight eruption theme you guys are going for. Shifting standard I think the change in that one was fine as it still gives dps that move alot more both PvP and pve wise a powerful ultimate to play with.
Now the next concern I have is with chains and the moving of major expedition from chains.
As a tank, chains are an important tool also as a tank I’m also slower than the group. When it comes to add pulls and boss fights the 4 seconds given by chains have been a crucial factor in being able not only move perfectly also keep up with dos that constantly have major expedition up. As devs that play the game you know the players in talking about. The ones that run in front of the group and start to get them selfs killed before the tank can even taunt them for the first time.
So here’s my proposal to help out. For the chain morph to pull enemies in it should grant major expedition so tanks can use that to move when their stam is low in crucial moments in boss fights also use it to pull adds in and also run with the group who’s rushing ahead of the tank so the dps do not get themselves killed.
I would keep the 4 seconds given have it not stack with the major expedition that given through the new wings bonus. This will allow tanks to be able to move out of aoes who cant dodge roll in crucial moments and keep the fight going. I myself have used the major expedition on chains to save myself many times especially in those aoes that are designed to melt the tanks. That expedition always given us a o crap iI can’t dodge lets run option with what little stam I have.
Now, the last concern on my list is the magma shell changes. With the nine morphed version of the magma I think it should remain the same I think the morphs need these changes. Magma armor increased the shield bonus . I disagree in removing the flame damage. It is called magama it should be heated. So, to help tanks again do some damage when they are the last one standing allow magama do initially do a burst of flame damage for the first second or 2. Enough where we can have a chance to add the status effect to adds to activate our passives and work up to a standard drop.
Think of the like magma cooling it burst with heat then cools off into this armor for the duration of the ultimate. This allows some burst damage for you tanks while not being too overly powerful. If you’re not going to grant a burst damage effect then allow it to reduce resurrection time to our allies. As a tank I want to see my foe thrive sometimes they die to mechanics I have to play rez bot. I’m sticking doing 2 things rather A grouping the adds killing then with a standard if there’s too many up or B resign them by hitting magma if there’s too fight is not add heavy. Sometimes I just have a few weak adds in front of me and magma takes care of them as I rez. I hope this feedback hopes yall continue to improve and make the dk better
Turtle_Bot wrote: »I think what the class refresh will come down to is just people needing to adapt to no longer being able to stack 3 pure DPS lines or 3 pure tank lines or 3 pure heal/support lines to essentially build the ultimate/perfect build for each role and have to look into picking lines for their role based on class,
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..
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)