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.


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.
It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.
He did record it, but unfortunately, I can’t post vids here.
It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.
He did record it, but unfortunately, I can’t post vids here.
What? Multiple fire-beams going off early?
Sorry, haven’t had to parse in like 6 years, what lingo is this? You’re saying he cheated it?



It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.
He did record it, but unfortunately, I can’t post vids here.
What? Multiple fire-beams going off early?
Sorry, haven’t had to parse in like 6 years, what lingo is this? You’re saying he cheated it?
Watching his video again, yeah he managed to cancel fire beam early enough and cast other abilities while the beam is technically still going on in the background.
He’d then go back to beam before the timer even ran out. Basically having 100% uptime on fire beam! 😆 😂
Kortekk also did the same and manage 135k on fire breath alone lol.
ZOS is definitely patching this up 🙃
YandereGirlfriend wrote: »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.
These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.
There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.
You might have your own headcanon about your character but those distinctions aren't officially supported any longer.
YandereGirlfriend wrote: »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.
These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.
There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.
You might have your own headcanon about your character but those distinctions aren't officially supported any longer.
What you call "headcanon" is actually kind of important for an RPG, though, namely the power fantasies we have for our characters, which is something ZOS always professed to wish to support. With these changes, we are moving back to when everyone was a mage - i.e. it's completely trivial to create a viable pure magic user, when that is nearly impossible for a warrior type character that doesn't use magic. We fought those battles a decade ago and eventually got stamina morphs for class skills.
I have floated the idea to add a "Barbarian" class with only Stamina skills, but that solution would be a long way off (an 8th class would be fitting though if they really aimed to have only 1 element per class).
Regardless, hybridization can't explain why you'd use Stamina for magical skills, or vice versa.
I did some testing today, and most of the changes to the New DK are great. However, I noticed that, like the Old DK, the three skill lines offer almost no additional critical damage or penetration. This puts the new pure DK at a disadvantage in modern builds, as most modern raids no longer use Alkosh and Elemental Catalyst. Therefore, the NEW DK will lag behind other subclass builds by approximately 3000-5000 penetration and about 10% critical damage in modern raids, depending on your armor type and 2-4 set bonuses.
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It appears that the Skill Advisor has not been updated. The name “Venomous Dragon” for the stamina build no longer makes sense, as the Dragonknight no longer uses poison.
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?