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
Maintenance for the week of January 19:
• PC/Mac: No maintenance – January 19
• NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)
We will be performing maintenance for patch 11.3.1 on the PTS on Tuesday at 10:00AM EST (15:00 UTC).

PTS Update 49 - Feedback Thread for Classes & Abilities

  • tomofhyrule
    tomofhyrule
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    2H animation update: wow, these are really cool.

    I do question the red slash visual added for many of them, as that does look a bit jarring with a blunt weapon instead of a sword. Still, the new spin for Crit Charge is super cool, and I really love the one-handed look for Rally.

    I miss the one-handed overhead smash animation for the Berserker Strike ultimate though. That is the only one that feels like a downgrade in my opinion - the old animation really made it feel like going into a full barbarian rage, while this one just doesn't have that feeling.

    I also think the timing for the Uppercut animation is odd. The character strikes the pose during the cast time, and then very quickly does the uppercut, so fast that you can't even see it. While it may be less realistic, I'd prefer if the uppercut animation happened a bit slower (so cut a bit of the beginning pose and then slow down the second part of the animation to keep the timing the same) so you could actually see the animation.
  • BlanketWraith
    BlanketWraith
    Soul Shriven
    Onslaught looks overtuned from a PvP perspective. 100% penetration and 100% crit chance for 5 seconds is like putting corrosive armor (or a hefty Balorgh proc) and mechanical acuity to a single skill that I can then stack on top of other high damage sets. putting the power of an existing ultimate and 5 piece set into a single skill is simply too much. If the goal was to increase use in PvE, why not add a "does X to monsters" condition instead of this change?
  • Whizzinglane
    Whizzinglane
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    Bolder, flashier! I like some of the skills rework. One main gripe I have at present is: Dragon Blood or Elder Dragon Blood rework.

    The animation does not remain; it disappears quickly upon activation. The OG visual of the original Dragon Blood has helped me in a many a fight. Now, I will have to micro-manage it.

    I like the look/visual of the older Dragon Blood: a visible beating heart against a shadowy background... the beating heart, pulsating, pumping blood, so, so cool. If only we can have an updated version, non-flashy, of course.

    Edit: edited to add "Dragon Blood" and also to petition the team at ZoS to keep the older version of Dragon Blood and Dragon Leap. The older version visual of Dragon Leap feels stronger and more powerful. My character embodies the living strength of the dragon. So, so OG!
    Edited by Whizzinglane on January 15, 2026 1:51PM
  • DARKMOONZX2
    DARKMOONZX2
    Soul Shriven
    two handed
    cleave and cleave morph

    The new animation effect is great, but the swinging sound effect is too exaggerated and there is almost no sound effect of an enemy being hit, which makes people think, "Did I hit an enemy just now?"
    I hope the wave sound effect can be changed to the old version
  • CageKnight
    CageKnight
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    I'm quite confused by the sounds and visuals of the Two Handed overhaul. On one hand, the animations are cool as ****, but what's going on with the VFX and sound? I thought these were stamina weapons? These look like they should be exclusive to Volendrung. The skills are just so bright and orange, and while they do look cool, they kinda take me out a bit. They really need to be more muted.

    Take Cleave for example. The effect is massive (and also the arc appears before you even swing the weapon which is weird). Why is the effect a fiery orange? I just don't really understand. It's not blood red like the bleed damage you're doing, It's not green like stamina and strength as it is often depicted in this series, It's not even a transparent white which you'd to show when cutting through the air with extreme force. It's... Orange... solid, vibrant orange. It's not the vibe. The current effect should be a skill style. Also the sound? What is that? Why is it making that noise? the flittering, oscillating, technological sound. Why is it like that? it sounds totally off. Why not make it the sound of singing metal? or a blade whistling through the air? I get this is not a normal swing, and I get this is also a fantasy, but why is my weapon doing these things? It just doesn't feel intuitive or correct.

    Every new two handed skill have these issues. I suppose you guys (ZOS) need to consider if you want to flavor these skills as inherently magical, or if you want them to be raw feats of strength, because right now they just feel like magic. I'm personally not a fan.

    All that said, I want to reiterate that the animations underneath the VFX and sounds are super sick and super slick.
    Edited by CageKnight on January 13, 2026 6:18AM
  • tomofhyrule
    tomofhyrule
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    CageKnight wrote: »
    I'm quite confused by the sounds and visuals of the Two Handed overhaul. On one hand, the animations are cool as ****, but what's going on with the VFX and sound? I thought these were stamina weapons? These look like they should be exclusive to Volendrung. The skills are just so bright and orange, and while they do look cool, they kinda take me out a bit. They really need to be more muted.

    Take Cleave for example. The effect is massive (and also the arc appears before you even swing the weapon which is weird). Why is the effect a fiery orange? I just don't really understand. It's not blood red like the bleed damage you're doing, It's not green like stamina and strength as it is often depicted in this series, It's not even a transparent white which you'd to show when cutting through the air with extreme force. It's... Orange... solid, vibrant orange. It's not the vibe. The current effect should be a skill style. Also the sound? What is that? Why is it making that noise? the flittering, oscillating, technological sound. Why is it like that? it sounds totally off. Why not make it the sound of singing metal? or a blade whistling through the air? I get this is not a normal swing, and I get this is also a fantasy, but why is my weapon doing these things? It just doesn't feel intuitive or correct.

    Every new two handed skill have these issues. I suppose you guys (ZOS) need to consider if you want to flavor these skills as inherently magical, or if you want them to be raw feats of strength, because right now they just feel like magic. I'm personally not a fan.

    All that said, I want to reiterate that the animations underneath the VFX and sounds are super sick and super slick.

    Oh, an 'invisible' one that just makes a distortion effect would be incredible.

    Please consider that!
  • Red_Feather
    Red_Feather
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    I feel the carve and cleave animations feel wishy washy. It comes across as very weak looking and relying on a flashy particle effect.
  • Cast_El
    Cast_El
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    Hi, easy fix for the subclass problem in pvp ( a lot of people are complaining about it : fighting the same build)

    https://forums.elderscrollsonline.com/en/discussion/681822/subclassing-is-fun-for-pve-but-it-destroyed-pvp

    https://forums.elderscrollsonline.com/en/discussion/685031/suggestion-for-subclass-pvp

    https://forums.elderscrollsonline.com/en/discussion/681486/zos-whats-your-viewpoint-on-subclassing-in-pvp-addressing-the-unbalanced-meta-and-low-midyear-may

    https://forums.elderscrollsonline.com/en/discussion/679369/suggestions-for-balancing-subclassing-in-pvp

    https://forums.elderscrollsonline.com/en/discussion/comment/8295789#Comment_8295789

    https://forums.elderscrollsonline.com/en/discussion/685303/subclassing-has-killed-pvp
    ...

    Add a permanent debuff while using other skill line. You can do it when Battle spirit is active.

    Debuff exemple :
    Decrease your damage done by 10%, decrease your healing done by 10%, decrease your recoveries by 10%.

    This would solve the problem of seing everyone using same build. Even with those changes it will still be OP (animal companion, assassination combine)
    Edited by Cast_El on January 13, 2026 11:02AM
  • Cast_El
    Cast_El
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    Another topic to address: the speed issues (already present before subclass, but Worst now). A lot of complain about it for pvp:

    https://forums.elderscrollsonline.com/en/discussion/440340/speed-a-problem-in-pvp

    https://forums.elderscrollsonline.com/en/discussion/comment/7223209#Comment_7223209

    https://forums.elderscrollsonline.com/en/discussion/666066/movement-and-speed-must-be-addressed/p1

    Easy fix: change major and minor expedition value: 20% & 10% instead of 30 & 15%.

    I hope you will bring those to the dev team. Good job on DK changes. I will test it on PTS tomorrow
    Edited by Cast_El on January 14, 2026 4:09PM
  • Cast_El
    Cast_El
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    Other pain point for PvP that can be easily fix:

    https://forums.elderscrollsonline.com/en/discussion/682287/please-nerf-null-arca-in-pvp#latest

    https://forums.elderscrollsonline.com/en/discussion/comment/8407775#Comment_8407775

    The null arca set problem and the warden charm bug.

    I think are taking the right direction. Hope you will listen the community
  • Faint_One
    Faint_One
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    some animation looks similar such as new inhale burst and flame of Oblivion/ reverse slash and critical charge

  • Faint_One
    Faint_One
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    uppercut’s visual effect sometimes will disappear while weave fast
  • LtClungeX
    LtClungeX
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    Hi, I don't come to the forums often, I'm a DK main, I've played on and off since console launch, on both pc and console I know the dk inside and out, the current changes to my main class are bitter sweet, there's some major issues and if it goes live as is, I will have to finally quit the game for good.

    Typically I'm not a complainer and Its not all doom and gloom so ill start with the positives,

    Positives

    Visuals
    fire breath looks incredible, searing strike talons and petrify look great.

    Balance
    the DOT changes were needed, every one in PVP runs purify or netch and the changes will add some much needed pressure, corrosive armour changes are good, inhale being on ardent flame is nice but expensive. Molten armament's awesome.

    Negatives

    Visuals

    why is everything now a fire circle? the new flames of oblivion the new cinder storm, the new flame lash, the new talons and the new inhale, as an opponent fighting a dk how will you even distinguish what the dk player has used? iots just a bunch of fiery rings

    the new dk armour looks terrible, the new dragons blood looks terrible the old one was better. corrosive looks bugged atm so cant judge but probably should be green

    Balance

    Okay I'm most upset about this I've been having sinking feelings in my belly because of this if nothing changes I will leave, if devs read this I'm begging for this reconsideration

    Fire breath moving to draconic power, wow please no. :(

    First of all I'm losing fracture on my offensive skill line, with noxious, which is a massive nerf, if subclassed, (you said you wanted skill line to be more modular, this goes against the logic)

    secondly how does it make sense to have the coolest looking fire spell not in the ardent FLAME skill line, fire claw and noxious breath go together mechanically please reconsider.

    please read this.

    I understand that you want to make it synergise with leap and that's okay, lets think about this.
    Draconic power is for healing and tanking, you have dragons blood, spiked armour, healing passives and armour passives, so why not put cinder storm (a heal) and dk standard (damage mitigation) on draconic power and move leap and fire breath to ardent flame, call ardent flame, dragon's fury /inferno/wrath or something for to fit the theme, this makes more sense for both PVE and PVP, leap has always been the offensive ultimate of choice for PVP, having standard with chains, talons and cinder storm for a tank makes sense for PVE it would literally all synergise.

    other gripes

    Whip my changes to whip would read like this

    Lava whip costs magicka, gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds magicka steal to the target. the second power lash must be used within 5 seconds before dropping off

    molten whip costs stamina gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds sundered to the target. the second power lash must be used within 5 seconds before dropping off

    in other words it gets the spec bow treatment.

    It would be good if both dragons bloods gave minor intellect and endurance sustain is needed .

    I would of liked to of seen a reduced cost in ardent flame abilities they just cost too much compared to other skill lines.

    although the new fossilise looks good I liked the old instant one I'm assuming the change was made to hit dragon fire breath on players more easily,

    Wing buffet? seriously why not gale wings? tail wind? make all speed buff 6'seconds, race against time bow roll dodge passive, and reduce cost of retreating manoeuvrers, I know that's not dk feed back but please consider

    Please please consider my suggestions, I think and I'm sure others will think the same as I do.

    Ps thankyou for tying new things and trying to improve the game.

    I have to go to work now will update this later

    all the best.
    Luke.
  • MincMincMinc
    MincMincMinc
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    da0sibe6mbpc.png

    Great. So, very good.
    What this means is that in 4v4, you should decide the role of the healer.
    For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
    DPS and tanks can use just one HoT without any problems.
    The penalty for having three or more HoTs is very well balanced.
    "Ward Ally" will attract attention.
    However, HoTs like "Radiating Regeneration" should not stack.
    You don't want to accidentally receive two HoTs from another player.
    Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.

    No this is horrible, this means if any random player who thinks they are helping heals you......they will actually cut your healing by 50%.

    So if I wanted to troll BG matches I could go in on a lvl10 no gear and spam Hots to get my own team killed.

    I'm fine with Burst Heal, and if you stack HoT, that just saves me from having to use my HoT.
    Playing inefficiently won't wipe you out, it will just make people dislike you.

    I dont think you understand. Someone can come and hit you with 3x 1hp/s hots and then ALL OF YOUR HEALS will be cut by 50%. So if you normally cast healing soul for 14k....now it will be 7k just because that random guy ON YOUR TEAM is trolling you.
    I only use insightful
  • MincMincMinc
    MincMincMinc
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    Cast_El wrote: »
    Another topic to address: the speed issues (already present before subclass, but Worst now). A lot of complain about it for pvp:

    https://forums.elderscrollsonline.com/en/discussion/440340/speed-a-problem-in-pvp

    https://forums.elderscrollsonline.com/en/discussion/comment/7223209#Comment_7223209

    Easy fix: change major and minor expedition value: 20% & 10% instead of 30 & 15%.

    I hope you will bring those to the dev team. Good job on DK changes. I will test it on PTS tomorrow

    Add this to the issue of speed. This thread I wrote out a while ago. The only people that had any arguments were for PVE niche boss fights easily addressed.

    https://forums.elderscrollsonline.com/en/discussion/666066/movement-and-speed-must-be-addressed/p1
    I only use insightful
  • Avran_Sylt
    Avran_Sylt
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    CageKnight wrote: »
    I'm quite confused by the sounds and visuals of the Two Handed overhaul. On one hand, the animations are cool as ****, but what's going on with the VFX and sound? I thought these were stamina weapons? These look like they should be exclusive to Volendrung. The skills are just so bright and orange, and while they do look cool, they kinda take me out a bit. They really need to be more muted.

    Take Cleave for example. The effect is massive (and also the arc appears before you even swing the weapon which is weird). Why is the effect a fiery orange? I just don't really understand. It's not blood red like the bleed damage you're doing, It's not green like stamina and strength as it is often depicted in this series, It's not even a transparent white which you'd to show when cutting through the air with extreme force. It's... Orange... solid, vibrant orange. It's not the vibe. The current effect should be a skill style. Also the sound? What is that? Why is it making that noise? the flittering, oscillating, technological sound. Why is it like that? it sounds totally off. Why not make it the sound of singing metal? or a blade whistling through the air? I get this is not a normal swing, and I get this is also a fantasy, but why is my weapon doing these things? It just doesn't feel intuitive or correct.

    Every new two handed skill have these issues. I suppose you guys (ZOS) need to consider if you want to flavor these skills as inherently magical, or if you want them to be raw feats of strength, because right now they just feel like magic. I'm personally not a fan.

    All that said, I want to reiterate that the animations underneath the VFX and sounds are super sick and super slick.

    Ooooh, max resource dictating the base VFX for martial abilities would be a cool thing (with the ability to swap VFX style).
  • Kendaric
    Kendaric
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    I like the new uppercut animation, but please let us disable the godawful VFX (not only for uppercut but for every weapon ability). I don't care if we have to buy a skill style or if we get a toggle under options, but I neither want or need the VFX and I want them gone from my screen.
    They completely ruin the look I've chosen for my characters (I almost always play non-magic characters).

    Other than that I much prefered the old animation for reverse swing.

    The Dragon Knight standard looks somewhat better than it did before, no complaints there.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. PC EU/PC NA roleplayer and solo PvE quester
    • FoJul
      FoJul
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      da0sibe6mbpc.png

      Great. So, very good.
      What this means is that in 4v4, you should decide the role of the healer.
      For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
      DPS and tanks can use just one HoT without any problems.
      The penalty for having three or more HoTs is very well balanced.
      "Ward Ally" will attract attention.
      However, HoTs like "Radiating Regeneration" should not stack.
      You don't want to accidentally receive two HoTs from another player.
      Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.

      Pale order bis
    • l_AmWar
      l_AmWar
      Soul Shriven
      I would like to strongly suggest that the "Sticky" heals over time nerf, be changed to include AOE heals over time as well. In PVP ball groups are not using Single target "sticky" heal of time abilities. They're using AOE heal over time abilities. This will help cut down on the servers lag. I am happy to see that for once the community was listened to and used b attle spirit to make these changes.

      Please for the love of god make a change to the warden mastery charm. It's too powerful and has been since it's been released. Needs a cool down on being able to cast it and not be able to link it to other scripts like immoblize or snare. And Don't think you'll have to worry about changing it for pve or PVP. No one uses it in PVE.
      DC PCNA
      @l_AmWar
      Dead On Door
    • SirIronclad
      SirIronclad
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      Really disappointed by the new 2H visuals and sound. It's nice that everything is more responsive, but shouldn't 2H be the weapon type that has that big oomph? The new audiovisual design so far seems very out of place, like it doesn't belong in an Elder Scrolls title and really lacks that impact you want from your heaviest weapon class. I especially miss the satisfying ult sound. Another issue is that the new representation seems to be based on (anime) swordfighting. Maybe it's time to offer differing audiovisuals depending on your weapon type? And why stop there? Might as well add unique gameplay effects, too - similar to how Destruction Staff skills work.

      Also, regarding the ult: Bring back the execute cost refund for one of the morphs! That actually made the skill so much fun.
    • i11ionward
      i11ionward
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      i11ionward wrote: »
      When I saw the announcement regarding the Two-Handed skill line changes, I expected much more than what was actually delivered. I anticipated a significant rework, something on the level of the Dragonknight class adjustments.
      ​While the buffs to Berserker Strike, Uppercut, and Momentum look decent on their own, the Two-Handed tree is still hopelessly lagging behind Dual Wield in terms of passive skills. Essentially, if you are playing a melee damage dealer and don't want to build around Uppercut (and Uppercut builds are quite rare now, even in PvP), you will choose Dual Wield for your front bar 9 times out of 10 . This is due to their superior passives, the benefit of having two separate weapon enchantments, and two traits.
      ​Overall, I would like to see a complete overhaul of the Two-Handed passives so that this skill line can truly compete with Dual Wield.

      In addition to this post.
      You can decide for yourselves whether this fits better under Two-Handed weapons or Scribing, but I personally consider it a direct part of the Two-Handed skill line and something that should also be reworked.

      The Smash skill is simply trash. I truly hope it gets reworked. The Focus, Signature, and Affix scripts are fine, but please remove the 0.6-second cast time.

      Having a strong Scribing skill is something that can significantly affect the popularity of the Two-Handed skill line.

      EDIT
      P.S.
      I also want to add that Vault and Torchbearer are terrible skills, which becomes obvious if you try using them in any active content, and I would like to see them reworked as well.
      Edited by i11ionward on January 13, 2026 5:32PM
    • tomofhyrule
      tomofhyrule
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      Going back to the effects added to the 2H animations.

      I think I figured out what makes it look really awkward. They're way too much.

      I get that the team's current goal is to make attacks have flashy effects. I can mostly get behind that... when it comes to Class skills. However, the weapon skills should probably stay mostly subdued - that will help the Class skills really stand out and avoid too much visual noise.

      Consider the difference between the effects of Carve:
      Live:
      wb9081eee7ln.png
      PTS:
      sjt22rcxtbhp.png

      The live one has a smaller swipe animation, as opposed to the PTS version which is hugely in-your-face. The other major issue here is that the live version's trail matches the weapon movement, while the PTS version gives the whole swipe even before the weapon's made it over to that side. I can even see the old version of the swipe inside all of that, but it's completely drowned out by that obnoxious orange ring.

      I would like to see the weapon trials toned back down to the level we have on live, and to follow the weapon instead of just this ring that pops up instantly.

      Also, regarding Smash: now that we have very flashy effects on everything, Smash (without a real trail) seriously looks wrong in comparison. And please remove that cast time there.
    • Whizzinglane
      Whizzinglane
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      Please TURN DOWN/DECREASE/TONE DOWN the flashiness visuals (visual effects) in new rework skills. My eyes are bleeding (poetically stated here).

      It is mainly why I cannot finish leveling my Arcarnist. The super bright green beam visual disturbs tremendously.
      Edited by Whizzinglane on January 15, 2026 2:06PM
    • tomofhyrule
      tomofhyrule
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      Also a comparison of the PTS version with the default and Cinnabar Red Cleaves to show there's little difference there anymore:
      ffl4ajeo1xgw.png
      a93svr867tfh.png

      The large arc visual is just too much on most of the 2H skills.
      Edited by tomofhyrule on January 13, 2026 6:27PM
    • Zeeejay
      Zeeejay
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      It feels like a lot of players (myself included) were led to believe there was a two-handed skill line rework to accompany the visual changes.

      Seeing this was not the case was very disappointing, as I think there is a lot of room for improvement with the passives in particular.

      Looking back at the announcement article here: https://elderscrollsonline.com/en-us/news/post/69137

      The roadmap image makes it seem like there were two-handed combat changes coming, but the article is unclear, stating

      "Update 49 and Season Zero also continues the work to review and improve ESO’s core combat experience, and this Season introduces changes and improvements to the Dragonknight class. This includes a visual refresh for many of its abilities and a rework of its core skill lines. This Season also includes a visual refresh for the Two-Handed Weapon skill line, and a major revamp rework of Werewolf visuals later in the season, including a female werewolf model (a community-requested addition). Look for more details on the combat work coming with Season Zero in the future."

      I'm extremely satisfied with the level of communication from the teams at Zenimax recently, so I am providing this feedback as a potential point of improving that communication to be even clearer.

      @Zeeejay PC/NA
    • MXVIIDREAM
      MXVIIDREAM
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      LtClungeX wrote: »
      Hi, I don't come to the forums often, I'm a DK main, I've played on and off since console launch, on both pc and console I know the dk inside and out, the current changes to my main class are bitter sweet, there's some major issues and if it goes live as is, I will have to finally quit the game for good.

      Typically I'm not a complainer and Its not all doom and gloom so ill start with the positives,

      Positives

      Visuals
      fire breath looks incredible, searing strike talons and petrify look great.

      Balance
      the DOT changes were needed, every one in PVP runs purify or netch and the changes will add some much needed pressure, corrosive armour changes are good, inhale being on ardent flame is nice but expensive. Molten armament's awesome.

      Negatives

      Visuals

      why is everything now a fire circle? the new flames of oblivion the new cinder storm, the new flame lash, the new talons and the new inhale, as an opponent fighting a dk how will you even distinguish what the dk player has used? iots just a bunch of fiery rings

      the new dk armour looks terrible, the new dragons blood looks terrible the old one was better. corrosive looks bugged atm so cant judge but probably should be green

      Balance

      Okay I'm most upset about this I've been having sinking feelings in my belly because of this if nothing changes I will leave, if devs read this I'm begging for this reconsideration

      Fire breath moving to draconic power, wow please no. :(

      First of all I'm losing fracture on my offensive skill line, with noxious, which is a massive nerf, if subclassed, (you said you wanted skill line to be more modular, this goes against the logic)

      secondly how does it make sense to have the coolest looking fire spell not in the ardent FLAME skill line, fire claw and noxious breath go together mechanically please reconsider.

      please read this.

      I understand that you want to make it synergise with leap and that's okay, lets think about this.
      Draconic power is for healing and tanking, you have dragons blood, spiked armour, healing passives and armour passives, so why not put cinder storm (a heal) and dk standard (damage mitigation) on draconic power and move leap and fire breath to ardent flame, call ardent flame, dragon's fury /inferno/wrath or something for to fit the theme, this makes more sense for both PVE and PVP, leap has always been the offensive ultimate of choice for PVP, having standard with chains, talons and cinder storm for a tank makes sense for PVE it would literally all synergise.

      other gripes

      Whip my changes to whip would read like this

      Lava whip costs magicka, gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds magicka steal to the target. the second power lash must be used within 5 seconds before dropping off

      molten whip costs stamina gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds sundered to the target. the second power lash must be used within 5 seconds before dropping off

      in other words it gets the spec bow treatment.

      It would be good if both dragons bloods gave minor intellect and endurance sustain is needed .

      I would of liked to of seen a reduced cost in ardent flame abilities they just cost too much compared to other skill lines.

      although the new fossilise looks good I liked the old instant one I'm assuming the change was made to hit dragon fire breath on players more easily,

      Wing buffet? seriously why not gale wings? tail wind? make all speed buff 6'seconds, race against time bow roll dodge passive, and reduce cost of retreating manoeuvrers, I know that's not dk feed back but please consider

      Please please consider my suggestions, I think and I'm sure others will think the same as I do.

      Ps thankyou for tying new things and trying to improve the game.

      I have to go to work now will update this later

      all the best.
      Luke.

      Honestly the visuals to armour coag have me real close to calling it a day hoping the will be address a have a post about it
    • Kaltivael
      Kaltivael
      Soul Shriven
      We have had the same subclassing meta since its release, please tell me we are getting more class skill line balance changes other than DK. It is wild how long ZOS have let this stagnant meta ruin the game.

    • MXVIIDREAM
      MXVIIDREAM
      ✭✭✭
      Kaltivael wrote: »
      We have had the same subclassing meta since its release, please tell me we are getting more class skill line balance changes other than DK. It is wild how long ZOS have let this stagnant meta ruin the game.
      Yes it looks like one class approximately every 3 months
    • ceruulean
      ceruulean
      ✭✭✭✭
      Sound FX for Carve

      Am I going crazy, or does anyone else hear a weird "tick" sound at the end of Carve? When I use that skill I think I'm running out of stamina, and I check my stamina bar. That's the tick sound I hear, it's similar to running out of stamina.
    • phazongrave
      phazongrave
      Soul Shriven
      2Handed Animation change is awesome and the skills feel like it actually is doing something.

      The Carve ability animation needs a little fine tuning I think. It just feels like the sword does the movement then a delay of the animation itself starts. It would look a lot cleaner is the was conform with the animation like the previous version is now.

      The new cast time for Uppercut is absolute peak. It doesn't feel like I'm just sitting in a corner waiting for an attack to happen. Especially when fighting moving targets, its actually fun to use. Can we increase the empower buff time to be 4 seconds. The transition from uppercut to heavy attack it feels like the buff ends before the full heavy attack actually hits. It seems a bit jank when transitioning from the uppercut skill immediately into a full heavy attack. It would be great if the uppercut slash ended on the left the heavy attack would start from the left and vice versa.
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