Edit-update 14th
Couple of updates
Edit-update 14th
Couple of updates
1 - someone in the community has created their own design for the Dragonknight spikes using a mix of the old and new animations, and it looks fantastic. I think this really captures what many players are hoping for. Having a concrete example like this gives the team a clear reference point, which could make adjustments easier while helping preserve the iconic feel of the Dragonknight.
Picture attached

2 - Jessica has been actively following the thread and keeping the team updated on our feedback. From what I understand, the team is exploring options for what can be done, which is really encouraging to see.
One of the exciting things about this thread is how consistently feedback has been acknowledged and addressed along the way. Historically, there have been moments where feedback felt overlooked, which understandably left players frustrated. Seeing the team engage, respond, and explore solutions here gives the community hope and demonstrates that player voices can have a real impact — that kind of transparency and responsiveness will go a long way moving forward.
I’m so so disappointed and so is everyone I talk too, there is one change that’s really difficult for me — and clearly many others — to accept: the new Dragonknight Spikes (or not) animation.
The original spikes weren’t just a visual effect; they were a core part of the Dragonknight’s identity. Full-body, outward-facing, aggressive spikes that instantly communicated power and intimidation. This animation has existed for over a decade, appearing in trailers, previews, and promotional material, and it’s something many of us have played with and grown attached to for years.
The new version feels more like a small spiked shell or backpack rather than a transformation, and it breaks the established class fantasy and lore that Dragonknight players have loved for so long.
To be clear, this isn’t about the gameplay(skill) changes — those are fine great in fact . Many of us have played Dragonknights for 14 years across betas, launches, and expansions. These characters aren’t just builds — they’re identities we’ve grown attached to.
I respectfully ask that the original spike animation be restored, or at least offered as an option, while keeping the updated skill effects intact. Dragonknight spikes are synonymous with the class, and changing them this drastically takes away something fundamental.
Thank you for listening, and thank you for continuing to support our feedback