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THE NEW DK SPIKES

  • MXVIIDREAM
    MXVIIDREAM
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    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    For transparency, I don't know if we can revert it, but we are checking in with the team who is working on these visuals to get more info on the "why" for this change, confirm it looks like they expect, and what the options are.

    Okay Miss-interpreted sorry,Thanks for the transparency! We really appreciate you checking in with the team.
    Hopefully the team can come up with some options or a solution that keeps the classic spikes available. The gameplay changes look great, seems we just want the identity and visual fantasy preserved


  • Radiate77
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    Before this animation change, I would ACTIVELY look into sourcing Major Resolve elsewhere because of how horrible Spiked Armor was to look at.

    It completely overtook your character design, similar to Dragon Blood. I am of the opinion that long lasting effects that do not severely alter gameplay, do not need to completely hijack your character’s visual design.

    While the current Spiked Armor looks really bad, the old one does too.

    I would rather the skill be less intrusive.
  • thejadefalcon
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    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    For transparency, I don't know if we can revert it, but we are checking in with the team who is working on these visuals to get more info on the "why" for this change, confirm it looks like they expect, and what the options are.

    I think another worthwhile question is... why couldn't you revert it? You have six weeks of PTS to do it in if it's just not great. Why does it feel like "well, we made it, ship it, end of topic" is the mentality behind new animations? To this day, I don't think I've seen anybody say they prefer the new Flurry animation and the Puncturing Strikes animation was still 50-50 at best the last time I saw major discussion about it. But there was basically zero communication about the negative feedback you received from those animations.
    Edited by thejadefalcon on January 13, 2026 12:24AM
  • Eclipse318
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    Radiate77 wrote: »
    While the current Spiked Armor looks really bad, the old one does too.

    I would rather the skill be less intrusive.

    Completely agree.

    My main is a DK tank and I've been happy with his build, unchanged, for several years. I haven't touched him with scribing or subclassing because I simply don't want to change anything about his build. Many other people have asked me what it is because it performs so well.

    The spikes, however, I've always cringed at because they poke through costumes weirdly, and his shield if he happens to have it on his back at the time.

    But you know what? This new iteration is somehow worse. Dunno how you'd do a visual for "spiked armor" without any spikes at all but like... neither is great, as Radiate77 says.

    If it ain't broke, don't fix it?
  • ceruulean
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    I was hoping for something more like Skyrim's dragon aspect blades-armor-looks-seriously-cool-when-using-dragon-aspect-v0-95dl4jsa04291.jpg?width=1080&crop=smart&auto=webp&s=369d2f10507a5abc727387f40f1cc461526e90e4
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    I'm experiencing a lot of visual glitches with the skills (such as wings appearing floating in the air on the side of the characters body instead of coming out of their back) Most of the skills are working, but anything involving the characters body is doing very strange things. I can provide screenshots in a moment. I'm wondering if it's something particular to me, or if anyone else is seeing this, since the spike issue looks a bit more like a glitch than something intentional.

    It sounds like what you're describing is the same as here. Could you confirm? If it is, the team is aware and we have a bug in for it.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Dino-Jr
    Dino-Jr
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    Feel the same, the new spikes are a step backwards for sure.

    They look odd, almost bug like. The previous visual was awesome.

    I would revert this.

    Lots of the other changes look incredible though!
  • Marto
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    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    Woah there, slow down. No one said anything about reverting. The old spikes look terribly outdated and should be replaced.

    I agree that the new spikes look a bit small and underwhelming, but I'd much rather have the new model resized and adjusted. Maybe add a few extra spikes on the shoulder or something.
    Edited by Marto on January 13, 2026 12:49AM
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • ArchangelIsraphel
    ArchangelIsraphel
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    I'm experiencing a lot of visual glitches with the skills (such as wings appearing floating in the air on the side of the characters body instead of coming out of their back) Most of the skills are working, but anything involving the characters body is doing very strange things. I can provide screenshots in a moment. I'm wondering if it's something particular to me, or if anyone else is seeing this, since the spike issue looks a bit more like a glitch than something intentional.

    It sounds like what you're describing is the same as here. Could you confirm? If it is, the team is aware and we have a bug in for it.

    Yes that's the same glitch I'm experiencing, thank you. I'll head over to that thread with further information on how it's effecting my character.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • ArchangelIsraphel
    ArchangelIsraphel
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    So about the spikes themselves- yeah, I agree with everyone in the thread. The visual is giving turtle or ankylosaurus, not dragon like the old spikes did. People are upset that the old spikes overtook the character design, but I find these even more disruptive to character design because they look unpolished. More like a growth the character isn't happy about than a power they're weilding.

    The sound effect that goes with them is not helping. It doesn't really tap into the whole dragon flame/rage thing (I love the sound effect on the fire breath, by the way) It sounds more like the character is in...some sort...of pain. I don't recall the old sound effect being quite like that.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • RaptorRodeoGod
    RaptorRodeoGod
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    I think the current spike formation could be good, but they seem like smooth river stones. It would be cool if they were more jagged and BA
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Vaqual
    Vaqual
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    It for sure looks better than the silly hunchback. Although I would find it most elegant if there were just spikes and no "pad" at all.
  • propertyOfUndefined
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    Sorry, but I hated the old spikes. Tbh, it's the one thing that's kept me from playing a DK since I started 10 years ago.
  • Eurymachos
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    LOL I thought they were supposed to float off to the side of my character. I'll try and video it when I get a round tuit. Probably tomorrow because today started at 5am for me with the live stream.

    Ngā mihi,
    Eurymachos
  • MXVIIDREAM
    MXVIIDREAM
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    Marto wrote: »
    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    Woah there, slow down. No one said anything about reverting. The old spikes look terribly outdated and should be replaced.

    I agree that the new spikes look a bit small and underwhelming, but I'd much rather have the new model resized and adjusted. Maybe add a few extra spikes on the shoulder or something.

    I actually left a comment after this apologising for the miss interpretation on my part
  • JimT722
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    I hated the old spikes. I hate the new ones as well. at least the new ones are smaller.
  • Hamfast
    Hamfast
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    First question...
    Why were the spikes changed?

    I ask this because of the history of these changes... because the casting time for jabs changed, the animation went from a spear of light flashing out at our target to flailing with a limp pool float... the loss of 1 attack (4 jabs to 3 if I remember it) really ruined the aesthetics of the visuals. Dual-wield Flurry of blows also lost 1 attack and was changed from a set of precise stabs to a wild flailing mess... I did not mourn the loss of the attack, just the change to the visual representation of the attack.

    Personally, I had little opinion on the old spikes... they were what they were, and I was ok with it ( we see here that some liked, some disliked, and some like me think it just was). But now, when I see the new spikes, I all of a sudden want the old spikes back... it is not that I like them now, but I dislike the new version more.

    Tell us why the visuals were changed.
    Perhaps the new, pitiful visuals are justified, but at this point, I'm unsure why. Once I do, I may be able to formulate the second question.
    Of all the things I have lost, I miss my mind the most...
  • Radiate77
    Radiate77
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    I can’t help but think back to when Bound Armor was changed from the silver Daedric to Xivkin, and then the armor override was removed altogether.

    I could see a heat distortion effect working great here for DK, and if we’re being honest I just want my Dragonknight to live up to the second half of their name, and throwing rock armor attachments onto a class that should thematically be wearing metallic heavy armor really takes away from my immersion.
    Edited by Radiate77 on January 13, 2026 7:33AM
  • Radiate77
    Radiate77
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    Hamfast wrote: »
    Tell us why the visuals were changed.
    Perhaps the new, pitiful visuals are justified, but at this point, I'm unsure why. Once I do, I may be able to formulate the second question.

    The visuals were changed because of modern standards, and this is in my, and many others’ opinion, the only bad animation of all of the new ones.

    Everything else looks really high detail and on another level compared to the jabs change.
    Edited by Radiate77 on January 13, 2026 7:29AM
  • MXVIIDREAM
    MXVIIDREAM
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    I think it’s worth highlighting that this doesn’t have to be a revert-versus-ship situation. The new animation can absolutely remain — the work that’s been done there is valid and appreciated.

    With Skill Styles already in the game, this feels like a great opportunity to offer choice instead. The classic Dragonknight spikes animation already exists, is iconic to the class, and has worked reliably for years. Offering it as an optional visual — alongside the new one — would let long-time DK mains preserve the identity they’ve played with for over a decade, while still keeping the updated visuals available for those who prefer them.

    Being able to choose would go a long way toward making players feel heard, without undoing any of the work that’s already been done
  • Personofsecrets
    Personofsecrets
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    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    For transparency, I don't know if we can revert it, but we are checking in with the team who is working on these visuals to get more info on the "why" for this change, confirm it looks like they expect, and what the options are.

    Can you please clarify this idea? Isn't the PTS exactly for determining what changes are healthy to carry out and to catch issues which are to not be brought to live. How could it be that a skill appearance isn't able to be reverted in this case?
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • iyx
    iyx
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    Maybe make them blacker and slightly shinier, like obsidian? And a little longer, they look quite tame for now and remind of hedgehog, not some dragon.
  • MXVIIDREAM
    MXVIIDREAM
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    While understanding the “why” behind the change is useful, for many of us the bigger question is what solutions are actually possible.this should be exactly as the pts suggests and as you say the perfect time from the feedback to say let’s discuss something alternative or solution it’s predominantly been met with negative feedback

    This is clearly a sensitive, long-standing visual for dk players, and what we’re really hoping for is not justification, but the ability to keep that identity through choice — whether that’s a classic option, toggle, or alternative — rather than having it taken away entirely.
    MXVIIDREAM wrote: »
    J18696 wrote: »
    The animation for casting the new spikes i quite like but its the turtle shell appearance at the base of the spikes that totally ruin it for me

    There’s a reply from a dev in here they’re going to look at potentially reverting it which is great news for us

    For transparency, I don't know if we can revert it, but we are checking in with the team who is working on these visuals to get more info on the "why" for this change, confirm it looks like they expect, and what the options are.

    Can you please clarify this idea? Isn't the PTS exactly for determining what changes are healthy to carry out and to catch issues which are to not be brought to live. How could it be that a skill appearance isn't able to be reverted in this case?

    Edited by MXVIIDREAM on January 13, 2026 9:49AM
  • Extinct_Solo_Player
    Extinct_Solo_Player
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    This ain't it chief.
  • Lord_Hev
    Lord_Hev
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    I actually like the new spike armor, it's very subtle, sleek and not obnoxious like the old one. Wouldn't mind the suggestion of taking some inspiration from skyrim's dragon aspect shout.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • MXVIIDREAM
    MXVIIDREAM
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    Lord_Hev wrote: »
    I actually like the new spike armor, it's very subtle, sleek and not obnoxious like the old one. Wouldn't mind the suggestion of taking some inspiration from skyrim's dragon aspect shout.

    You’re in a huge minority honestly, most people would be over the moon to be just given the choice in game what one one choose an added skill style or something to use the new or classic one just hoping we get heard and acknowledged

  • Lord_Hev
    Lord_Hev
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    MXVIIDREAM wrote: »
    Lord_Hev wrote: »
    I actually like the new spike armor, it's very subtle, sleek and not obnoxious like the old one. Wouldn't mind the suggestion of taking some inspiration from skyrim's dragon aspect shout.

    You’re in a huge minority honestly, most people would be over the moon to be just given the choice in game what one one choose an added skill style or something to use the new or classic one just hoping we get heard and acknowledged

    Woah there my friend. If you've seen my other posts in other threads, I have been vehemently against updating visuals forcefully aka "replacers." Zos should use the skill style architecture in place to great extent and allow all legacy visuals and animations to be preserved as an option for players.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • MXVIIDREAM
    MXVIIDREAM
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    Lord_Hev wrote: »
    MXVIIDREAM wrote: »
    Lord_Hev wrote: »
    I actually like the new spike armor, it's very subtle, sleek and not obnoxious like the old one. Wouldn't mind the suggestion of taking some inspiration from skyrim's dragon aspect shout.

    You’re in a huge minority honestly, most people would be over the moon to be just given the choice in game what one one choose an added skill style or something to use the new or classic one just hoping we get heard and acknowledged

    Woah there my friend. If you've seen my other posts in other threads, I have been vehemently against updating visuals forcefully aka "replacers." Zos should use the skill style architecture in place to great extent and allow all legacy visuals and animations to be preserved as an option for players.

    Apologies, I’ve not seen your posts but it sounds like you’re onboard just something a lot of us feel strongly about and it it sounds like you do aswell, and I’m praying that this will be implemented in this case it’s a great time and opportunity to ability to keep that ability identity through choice — whether that’s a classic option, toggle, or alternative — rather than having it taken away entirely.

  • Lord_Hev
    Lord_Hev
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    MXVIIDREAM wrote: »
    Lord_Hev wrote: »
    MXVIIDREAM wrote: »
    Lord_Hev wrote: »
    I actually like the new spike armor, it's very subtle, sleek and not obnoxious like the old one. Wouldn't mind the suggestion of taking some inspiration from skyrim's dragon aspect shout.

    You’re in a huge minority honestly, most people would be over the moon to be just given the choice in game what one one choose an added skill style or something to use the new or classic one just hoping we get heard and acknowledged

    Woah there my friend. If you've seen my other posts in other threads, I have been vehemently against updating visuals forcefully aka "replacers." Zos should use the skill style architecture in place to great extent and allow all legacy visuals and animations to be preserved as an option for players.

    Apologies, I’ve not seen your posts but it sounds like you’re onboard just something a lot of us feel strongly about and it it sounds like you do aswell, and I’m praying that this will be implemented in this case it’s a great time and opportunity to ability to keep that ability identity through choice — whether that’s a classic option, toggle, or alternative — rather than having it taken away entirely.

    The fact zos has yet to do anything with old templar jabs with the skill style system is ridiculous. It's clearly possible on a technically level... they blatantly changed nb merciless resolve/relentless focus with a new animation on that recent malacath style.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • MXVIIDREAM
    MXVIIDREAM
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    The feedback about is pretty much the same everywhere
    1fr7uezkjzr9.jpeg
    Edited by MXVIIDREAM on January 13, 2026 10:50AM
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