Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

PTS Update 49 - Feedback Thread for Combat Refresh: Dragonknight

  • Desiato
    Desiato
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    I consider myself a DK enthusiast these days. It was my second favorite class from 2015-2019 and has been my favorite class during my 2nd eso life since returning in 2023.

    I have 5 fully developed level 50 DKs -- fg/mg/undaunted/psijic, etc... most of them are above AR20.

    There's not one part of the patch notes that I prefer. It's really disappointing that the existing DK play styles are being obliterated at the cost of the enjoyment of existing players to satisfy a strategic goal.

    NB was my favorite class through 2019, but it was ruined for me by years of such cavalier disregard. I feel like I'm reliving the first few years of the game all over again with changes being made for a potential new audience instead of existing enjoyers.

    But more than that... most classes will face a similar level of disruption over a long period of time which is going to make the meta extremely frustrating for end game players. How long before the dust settles? 18 months? Years? Will ZOS forget about this before they're done like so many other things?
    spending a year dead for tax reasons
  • Inari Telvanni
    Inari Telvanni
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    My main gripe so far is an aesthetic one. The blue Dragonknight skills on live are more of a cool, icy blue, but on the PTS, the colors have drifted to more of a bright cyan. I think that the blue skill styles for Dragonknight looked better with a darker, more navy blue— "Ice Blue", as the skill styles are called.
  • tomofhyrule
    tomofhyrule
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    I'm just playing with visuals first, will look at combat feel in a bit.

    Any skills that involve wings (Dragon Leap and morphs, Wing Buffet and morphs) do not attach them to the back properly and they hover oddly off to the side
    z33qo6htd0mx.png

    Dragon Blood and morphs: I do like that these don't make the character go invisible, but the effects are not telling much.i3z16j0fdcom.png
    The 'chest x-ray' effect looks really cool, but it seems to only signify the burst heal part, and then it goes away very quickly and does not seem to be attached to a timer. The other effect is the floating heart, which is... not awesome and is a bit visually distracting. The HoT on Green Dragon is signified by the floating heart, and the timers for Endurance/Fortitude/Vitality aren't signified at all.

    I'd have preferred the heart visual to go away completely, and just keep the x-ray visual. I'd also keep it active for the duration of the buffs (20s).

    Also considering the weapons - it kept my guy's shield in his hand, but his axe inexplicably jumped to his back, even though he's still making a fist there. Was this intended that he keeps his weapons in his hand?

    EDIT: Also can the icons for Searing Claw and Corrosive Armor be changed to red since the green doesn't make sense anymore with the new visuals?
    Edited by tomofhyrule on January 12, 2026 11:21PM
  • MurkyWetWolf198
    MurkyWetWolf198
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    Worth noting, people who like the new animations aren’t going to be as active in the posts due to negativity bias
  • J18696
    J18696
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    Incinerate
    Not a big fan of this skills rework very much perfer how it looked and acted on live over the new reworked variant

    Dragon Blood
    Very much dislike the floating heart and chest pound animations that came with the rework but I love the orange glow coming from the ribcage would much prefer we keep the ribcage glow with no heart and something closer to the live cast animation

    Earthspike Mantle
    Not a huge fan of how turtle shell the spike textures appear at all

    Outside of those things visually I like the new changes apart from all skills using the dragon wings animations since they are all currently bugged
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    @J18696
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  • GloatingSwine
    GloatingSwine
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    festegios wrote: »
    Why is the new dragon breath channeled skill on the ‘tank’ line?

    Perhaps i misread, but i thought the point was to move skills to synergies better with each other?

    They are going away from dedicated role skill lines. This will be done for all class skill lines in theory, and should make subclassing less overwhelmingly powerful

    If that's what they wanted they should have started with the classes which did have dedicated role lines, because it's going to be a long time before those get overhauled and until they do they'll be absolutely dominant.

    This DK rework looks like it was designed by people who just pretended subclassing didn't exist.
  • React
    React
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    I feel like there is just too much visual clutter, and the animations/audio fx are not distinct enough to allow them to be easily distinguished in combat. For example, pretty much everyone i dueled today was really struggling to identify when corrosive was active.

    It feels like the animations would be better off with 50% of the particles they have now, so tou can actually tell what is going on. I can only imagine how hectic this is going to get in actual group vs group style environments.
    @ReactSlower - PC/NA - 2000+ CP
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  • GloatingSwine
    GloatingSwine
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    Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.

    With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.

    Well yeah, they've nerfed Stone Giant but it doesn't matter because if you want to provide that minor brutality support you need to keep Draconic Power instead and use the utterly mediocre and more expensive Talons to proc it, and not get the ult from the other half of Mountain's Blessing for your trouble, and your version of Battle Roar will now be even weaker after it already got nerfed a couple patches back because there's no way 3 or more DK skills earn their slot on your bar. Probably not even pureclass because of scribed and weapon skills being so core to tanking.

    DK is just irrevocably worse for tanking in the world of subclassing without even getting any better for pureclassing because the only new things are making your chains do what everyone was scribing their chain to do anyway and a super situational short range projectile damage team buff that is almost never going to earn a bar slot. It's wild.
  • xAlucardx92
    xAlucardx92
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    The DMG from "Soul of Flame" feels in comparison to "Blighted Blastbones" and "Deep Fissure" way to weak.
    The heal from Coagulating Blood for allies is way to strog in PVP.
  • ceruulean
    ceruulean
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    Magma Fist (originally Stone Giant)
    New animation is repetitive, because it always casts from the left hand, especially when spamming. The original animation alternated between left and right (2nd cast only) (youtube links are timestamped, you might have to copy paste directly in address bar): https://youtu.be/4Nu3FJ-g4_s?si=n3jOT5Obnf56sF0G&t=206

    Earthspike Mantle (originally Spiked Armor)

    As some players have noted, the body language is worse. Too much dragon and not enough knight. The new animation makes the character hunch over like a timid or nefarious creature, while the original has the character exposing their chest, which is a sign of bravery and confidence: https://youtu.be/4Nu3FJ-g4_s?si=618-itoPDKmMKrTa&t=105.

    Dark Talons
    Very bright and "fleshy," which exposes their cartoony model. I think the cooled magma coloring was better: https://youtu.be/4Nu3FJ-g4_s?si=lycH1geJVOwxyseR&t=127

    Core of Flame (originally Inhale)
    Not good. The new animation looks like someone flexing at the gym. Your hands do not connect anymore. Connecting your fingers and hands together has deep spiritual meaning. Because the hands do not connect anymore, it loses its spiritual connotations. In the old animation, the character connects their hands:
    https://youtu.be/4Nu3FJ-g4_s?si=ukTkSLlsJyEDG5QP&t=169

    Hearthfire (originally Ash Cloud)
    Looks okay, but on the wrong class. Summoning fire from the sky is Mages Guild or Templar. I think the hand gestures need to be reversed and grounded. Instead of a volleyball spike, more like a deadlift. The Core of Flame animation would fit on this skill better, in my opinion.

    Lava Whip
    Improvement body-motion wise, but the FX looks like a stiff flaming sword. I think it needs to curve more like the old whip.

    Incinerate (originally Flames of Oblivion)
    OW MY EYES
    WnfDxVT.jpeg

    Not even Solar Barrage is as bright:
    USYIlCt.jpeg

    Fiery Breath
    Skill and morphs look fine. Maybe too much fire around the head but it doesn't have as many problems with its FX or body language as the other skills.

    Molten Weapons
    Very bright and comical. The FX are bigger than my head, and I get a lot of yellow every time I barswap. I hope this doesn't apply to the whole party... It also blocks my Zaan crown weapon pack.... zaVdngh.png

    Corrosive Armor
    Some glitch with the floor FX, see video: https://streamable.com/6z1r10
    Edited by ceruulean on January 13, 2026 12:05AM
  • Alchimiste1
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    Credit where credit is due. I really like almost all the new animation. DK and 2h skill lines.
    it terms of balance I think corrosive dot is a bit strong but my inital impressions are positive.
    it'll be fun if nothing else.
  • Soarora
    Soarora
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    Purely artistically, the animations feel very samey between most of the morphs. I enjoy the ones that look different from each other and I'm sure it'd be beneficial to be able to see what morph someone's using by looking at them. The only ones that really feel different are: inferno, superheated ward, and obsidian shield... and one morph seems to look the same as the unmorphed version.

    I do really love most of the new animations though. <3
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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      View my builds!
  • Estin
    Estin
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    So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.

    PTS
    nfbjzd2lohg2.jpg

    Live
    i3zwxse84u3c.png

    So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.

    Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.

    Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.

    I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.

    Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.
  • ceruulean
    ceruulean
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    Sound FX opinions
    Petrify and morphs has a... wet squishy sound? Am I the only one who hears this? Also some jitter in the recovery animation, but most people light attack weave in PvP so meh.

    Banner: sounds more like a sci-fi spaceship landing and less like a medieval clash. The old sound was more distinct and fitting, imo.
  • Vaqual
    Vaqual
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    I was sceptical but it looks extremely good.
  • Shadesofkin
    Shadesofkin
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    Estin wrote: »
    So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.

    PTS
    nfbjzd2lohg2.jpg

    Live
    i3zwxse84u3c.png

    So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.

    Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.

    Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.

    I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.

    Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.

    I went back and played around on dummies too after dinner.
    Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.

    I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • spartan62893_ESO
    spartan62893_ESO
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    I despise how Molten Weapons now replaces your weapon motif, but I love the new casting animation and FX.
  • YandereGirlfriend
    YandereGirlfriend
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    Quite like most of these changes!

    1. Especially love banishing the Poison and Physical Damage component and theming the class exclusively around Flame Damage, as it should be. I hope to see the same treatment done with Sorcerer and Shock Damage, etc..

    2. A+ on the new Molten Core and dragon breath skills. They feel very on-brand and have fantastic quality-of-life.

    3. Fragmented Shield still feels bad vs. the generic Scribing shields, which should not be the case. I am simply not sure why this skill is tuned so low vs. basically every other damage shield source in the game? All that it is is basically a Major Mending button since the shield is so negligible, even with strong resource pools. Would like to see more aggressive scaling.

    4. Similarly, it still feels bad that Magma Shell cannot regen ultimate while in use. This negatively compares to Barrier and basically every other ult in the game. We all know that this was nerfed due to a tiny number of Infinite Archive cheesers. There has got to be a better way to handle the situation than what is currently implemented because the 99.99% of normal Dragonknight players are paying for the sins of the like 0.01% IA cheesers.

    5. Lastly, the damage passives feel a bit lacking vs. the overpowered Assassination and Tome lines.
  • Finisherofwar
    Finisherofwar
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    Please move the skill "Incinerate" back to Draconic Power. As it stands now on PTS none of DKs skill lines fully warrants their weight for a DD to pick them comfortably.
  • Freelancer_ESO
    Freelancer_ESO
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    Do the refreshed abilities correctly portray the mechanics of the ability?

    I think from an animation perspective they do an okay job at least at the start but, some of the icons don't necessarily match well such as Burning Embers which is a Sword but, you make a claw animation. However, the animations can end up going away for the most part before the ability is actually done.

    Are there any key DK changes that you enjoyed?

    I would say the off-balance on heavy attacks and the heavy/light attack damage boost does offer some possibilities that are a bit different and interesting.

    Flame Lash feels a bit more effective and is easier to deploy.

    Hearthfire and it's morphs are easier to use as the area is bigger. It is kind of amusing to be providing 2k healing/s and minor heroism as a tank.

    I dislike the visuals of Dragon Blood and Earthspike Mantle less than the visuals they currently have on live as they take away from the outfits you wear less.

    Are there any key DK changes that did not feel great?

    It feels like with the changes the sound and to a lesser degree the visuals take on a more earthy/liquid quality than a flame/fire like quality and I'd personally prefer more of a flame/fire like quality.

    I think Heart of Flame can hit the issue that the % based restore isn't going to bring back enough resources to be worth it on many builds in many situations but, on the builds where it actually works it could be really annoying/broken.

    It feels like Volcanic Ward, Fragmented Shield, and Blood of the Elder Dragon aren't really delivering beyond scribed abilities.

    Is there anything else you would like to share about the DK changes?

    It might be beneficial in the long run to add some classes that are on the more subdued end of the spectrum/not rework all of the classes to be flashy. It's hard to play the flashy stuff for extended periods.

    It might be beneficial to shift the order of some of the passives/skills so that you can hit some of the themes earlier. For example, swapping Mountain Giant and Heart of Stone would let people at the early levels have an easy way to get off balance rather than needing to get the line up to 39 to do it. You don't get your class source of Major Resolve until Earthen Heart hits 42.
    Edited by Freelancer_ESO on January 13, 2026 4:26AM
  • Estin
    Estin
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    Estin wrote: »
    So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.

    PTS
    nfbjzd2lohg2.jpg

    Live
    i3zwxse84u3c.png

    So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.

    Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.

    Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.

    I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.

    Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.

    I went back and played around on dummies too after dinner.
    Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.

    I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.

    Yeah, the damage is pretty concerning. The article from friday, which is the same as the patch notes from today, made DK sound like it would be incredibly strong, enough to be able to compete with the meta. But the data is simply not showing that.

    Could my setup be better? Yeah, I could probably try null arca instead of ansuul, and elf bane instead of runecarver, but the fact of the matter is that the same setup and almost identical skills ended up being weaker than what's available now.

    For reference, this is what "The meta" does for me with a lot less work/keyboarding. Until new magdk can be within this range, I'm afraid this refresh is not going to achieve the desired effects everyone thought it would.

    gy62u5sytnd4.png

    Fortunately DK seems like it can handle itself better in PvP compared to the meta, but I imagine most players won't care because they don't play PvP.
  • trippcap
    trippcap
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    I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:

    1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.

    2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.

    3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.

    4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.

    5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.
  • Desiato
    Desiato
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    Has anyone parsed with an Engulfing Dragonfire build?

    I dislike this ability, but at least it's not as fatecarver-like as I feared it would be. I wonder if they would consider toning down fatecarver when it comes time to refresh Arcanist.
    spending a year dead for tax reasons
  • tomofhyrule
    tomofhyrule
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    Out of curiosity, is there a reason that Engulfing Dragonfire has an upfront magicka cost instead of ticking down over time?

    The most similar skill to that (a channelled AoE that does direct damage) is Arcanist's Fatecarver, which costs per-tick instead of upfront. U46 also changed Templar's Radiant Destruction to have a cost-per-second as well.
    However, Soul Magic's Shatter Soul does cost upfront.

    Should these similar skills not have similar cost styles?
  • Tariq9898
    Tariq9898
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    trippcap wrote: »
    I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:

    1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.

    2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.

    3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.

    4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.

    5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.

    This.

    I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.

    Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.
    Edited by Tariq9898 on January 13, 2026 3:36AM
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Tariq9898 wrote: »
    trippcap wrote: »
    I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:

    1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.

    2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.

    3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.

    4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.

    5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.

    This.

    I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.

    Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.

    Shifting Standard still works the same, and functions very similar to what Standard of Might did, except you can have higher up-time by moving the flag.

    Dragonknight has great alternatives, you can maintain near 100% uptime on the 20% damage increase with Take Flight by pairing it with your new Minor Heroism found in-kit, and that 20% boosts all of your damage unlike Incap, including AoE Fiery Breath which synergizes great with the ultimate.

    Our new Standard of Might thematically makes sense. Throughout history, flag bearers have been known to boost morale of those fighting with them, and by planting your Banner, the ultimate does just that.

    This is a great change, especially paired with alternatives for those who want Single-Target burn.

    We can keep going back and forth on this if you want, just know I’m not going to let you and your “PvE only” friends who know that Shifting is still a great option in PvE but want their cake and to eat it too, tear down a skill that I love so Standard and morphs can become a PvE only skill.
  • DARKMOONZX2
    DARKMOONZX2
    Soul Shriven
    earthspike mantle
    and morph

    The character's action duration for this skill is too long. If the player uses it quickly and continuously, it will cause the character to show scales directly without any action.

    The entire action and animation lack the "explosive" quality of the old version.
    Perhaps it would be better to change the character movements to the old version?
  • Tariq9898
    Tariq9898
    ✭✭✭✭✭
    Radiate77 wrote: »
    Tariq9898 wrote: »
    trippcap wrote: »
    I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:

    1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.

    2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.

    3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.

    4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.

    5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.

    This.

    I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.

    Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.

    Shifting Standard still works the same, and functions very similar to what Standard of Might did, except you can have higher up-time by moving the flag.

    Dragonknight has great alternatives, you can maintain near 100% uptime on the 20% damage increase with Take Flight by pairing it with your new Minor Heroism found in-kit, and that 20% boosts all of your damage unlike Incap, including AoE Fiery Breath which synergizes great with the ultimate.

    Our new Standard of Might thematically makes sense. Throughout history, flag bearers have been known to boost morale of those fighting with them, and by planting your Banner, the ultimate does just that.

    This is a great change, especially paired with alternatives for those who want Single-Target burn.

    We can keep going back and forth on this if you want, just know I’m not going to let you and your “PvE only” friends who know that Shifting is still a great option in PvE but want their cake and to eat it too, tear down a skill that I love so Standard and morphs can become a PvE only skill.

    Turning Shifting into a group support ult is gonna reinvigorate it and increase the usage of the skill.

    Or as I mentioned in my previous post, ZOS can bring back the Might’s original flame damage by having more DK abilities slotted or just having more DK skill lines. Keeping Shifting the same. This enhances the DK’s class fantasy, something this rework aims to do. All of these options are nuanced changes for ZOS to take. Either way, Might’s original flame damage needs to return.

    Now as for Take Flight.. this isn’t the same nor should it replace Might. It has a much shorter cooldown whilst not providing any flame damage over time in an area. I can see Flight working better in certain instances over Might, and other instances where Might would be more ideal. This would bring more build variety and flexibility to the DK class instead of a very black and white, “one ultimate to rule them all” view of Take Flight replacing Might. It’s not just the numbers to look at, but also the gameplay function in certain scenarios and encounters.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Tariq9898 wrote: »
    Radiate77 wrote: »
    Tariq9898 wrote: »
    trippcap wrote: »
    I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:

    1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.

    2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.

    3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.

    4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.

    5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.

    This.

    I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.

    Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.

    Shifting Standard still works the same, and functions very similar to what Standard of Might did, except you can have higher up-time by moving the flag.

    Dragonknight has great alternatives, you can maintain near 100% uptime on the 20% damage increase with Take Flight by pairing it with your new Minor Heroism found in-kit, and that 20% boosts all of your damage unlike Incap, including AoE Fiery Breath which synergizes great with the ultimate.

    Our new Standard of Might thematically makes sense. Throughout history, flag bearers have been known to boost morale of those fighting with them, and by planting your Banner, the ultimate does just that.

    This is a great change, especially paired with alternatives for those who want Single-Target burn.

    We can keep going back and forth on this if you want, just know I’m not going to let you and your “PvE only” friends who know that Shifting is still a great option in PvE but want their cake and to eat it too, tear down a skill that I love so Standard and morphs can become a PvE only skill.

    Turning Shifting into a group support ult is gonna reinvigorate it and increase the usage of the skill.

    Or as I mentioned in my previous post, ZOS can bring back the Might’s original flame damage by having more DK abilities slotted or just having more DK skill lines. Keeping Shifting the same. This enhances the DK’s class fantasy, something this rework aims to do. All of these options are nuanced changes for ZOS to take. Either way, Might’s original flame damage needs to return.

    Now as for Take Flight.. this isn’t the same nor should it replace Might. It has a much shorter cooldown whilst not providing any flame damage over time in an area. I can see Flight working better in certain instances over Might, and other instances where Might would be more ideal. This would bring more build variety and flexibility to the DK class instead of a very black and white, “one ultimate to rule them all” view of Take Flight replacing Might. It’s not just the numbers to look at, but also the gameplay function in certain scenarios and encounters.

    Shifting Standard is left a competitive PvE ultimate. What is there not to understand here?

    And now Corrosive and Take Flight are too. Just earlier in the thread someone was saying that they found Corrosive to perform extremely well in PvE after the doubling of its DoT and from the added pen to everything.

    If you enjoy the Standard playstyle, put on Shifting and very little changes about your gameplay, yet if you had it your way, the skill would be completely dead inside of my preferred form of content.
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.

    So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.

    a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
    b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
    c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
    d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.

    I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
    Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
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