GloatingSwine wrote: »Turtle_Bot wrote: »I think what the class refresh will come down to is just people needing to adapt to no longer being able to stack 3 pure DPS lines or 3 pure tank lines or 3 pure heal/support lines to essentially build the ultimate/perfect build for each role and have to look into picking lines for their role based on class,
Thing is, you only really stacked three of the same with DPS anyway.
Stacking 3 tank or healer lines is usually actually redundant because they tend to have the same tools in, so you pick the best version of those tools and then choose your other lines to add utility around them.
You only need one copy of Major Resolve, you only need one self heal, you only need to hit block cap and any investment beyond is wasted, and you use a lot of scribed and weapon skills.
It just turns out currently that the best version of all of that is on Winter's Embrace* so you pick that and then decide what to support it with. DK is going to get worse at supporting Winter's Embrace in the next patch because instead of all the tools being in Earthen Heart they're getting split between that and Draconic Power and being done in a way that will make them less consistent to activate than just chucking a stone giant every so often to keep up a bit of stagger and minor brutality for everyone and reduce their value unless you invest in DK skills that you won't want to because you have other, better versions of the same tool.
If you're a pureclass DK tank this update does basically nothing to make you better, if you included DK in a subclassing tank it makes you worse.
Yay?
*Because Chilled is loaded with utility that is good for a tank to provide, much moreso than any other element's status, and Winter's Embrace comboed with a frost staff means you can do it better and more consistently with more skills.
GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Earnest_Victory wrote: »Seminolegirl1992 wrote: »Storm Voice- makes zero sense for the dragonknight class. That seems like a sorcerer passive name. Voice of the Dragon would be better thematically
The Storm Voice has been one of the names for the Thu'um since Morrowind at the latest.
GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Personofsecrets wrote: »GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Boom
And this is why what DK really needed was some buffs and mechanical changes, not a total revamp that rips everything about it apart.
GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Personofsecrets wrote: »GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Boom
And this is why what DK really needed was some buffs and mechanical changes, not a total revamp that rips everything about it apart.
Welcome to the world post-subclassing. If you think Warden has the better tools for tanking, then subclass into Warden. I don't like what subclassing has done to this game either, but without removing/limiting/punishing subclassing a "revamp that rips everything apart" is the only logical consequence of attempting to balance subclassing.
Also, Warden will be put on the chopping block too, so don't get comfortable thinking that Warden will have the better tanking tools forever.
Realistically the only things you can do now are:Updating all classes at the same time no longer seems like an option at this point, so prepare for a bumpy balance ride over the next years. I recommend option one and two.
- demand subclassing be undone so none of this is necessary anymore and we can return to single-purpose dedicated skill lines,
- participate in PTS and suggest balance improvements to the chopped up DK skills until pure DK has the tools you think are necessary,
- play Warden and brace for the next set of changes,
- or give up.
GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Personofsecrets wrote: »GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Boom
And this is why what DK really needed was some buffs and mechanical changes, not a total revamp that rips everything about it apart.
Welcome to the world post-subclassing. If you think Warden has the better tools for tanking, then subclass into Warden. I don't like what subclassing has done to this game either, but without removing/limiting/punishing subclassing a "revamp that rips everything apart" is the only logical consequence of attempting to balance subclassing.
Also, Warden will be put on the chopping block too, so don't get comfortable thinking that Warden will have the better tanking tools forever.
Realistically the only things you can do now are:Updating all classes at the same time no longer seems like an option at this point, so prepare for a bumpy balance ride over the next years. I recommend option one and two.
- demand subclassing be undone so none of this is necessary anymore and we can return to single-purpose dedicated skill lines,
- participate in PTS and suggest balance improvements to the chopped up DK skills until pure DK has the tools you think are necessary,
- play Warden and brace for the next set of changes,
- or give up.
Personofsecrets wrote: »GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Personofsecrets wrote: »GloatingSwine wrote: »
Tank skills.
- Dragon Blood
- Talons
- Chain
- Wings (Group mitigation)
- Worse than Polar Winds. (less reliable)
- Worse than Gripping Shards. (more expensive, no chilled)
- Worse than scribed chain. (Druid's Resurgence activates whether the target was pulled or not)
- Radius too short for most situations (also already out of bar slots, and I gave them all Major Resolve with EFC).
Boom
And this is why what DK really needed was some buffs and mechanical changes, not a total revamp that rips everything about it apart.
Welcome to the world post-subclassing. If you think Warden has the better tools for tanking, then subclass into Warden. I don't like what subclassing has done to this game either, but without removing/limiting/punishing subclassing a "revamp that rips everything apart" is the only logical consequence of attempting to balance subclassing.
Also, Warden will be put on the chopping block too, so don't get comfortable thinking that Warden will have the better tanking tools forever.
Realistically the only things you can do now are:Updating all classes at the same time no longer seems like an option at this point, so prepare for a bumpy balance ride over the next years. I recommend option one and two.
- demand subclassing be undone so none of this is necessary anymore and we can return to single-purpose dedicated skill lines,
- participate in PTS and suggest balance improvements to the chopped up DK skills until pure DK has the tools you think are necessary,
- play Warden and brace for the next set of changes,
- or give up.
I already sub-class warden. My character is simply getting worse and the playstyle that I've enjoyed for 11 years is getting completey upended. Subclassing isn't an issue for me. Designers purposefully breaking apart skill lines so that those skill lines are not only less good, but lose the tools and functionality that they have had for a decaded is a problem.
https://youtu.be/swLoAXucgbQ?si=vPIQApNWACA3eSZO Skinny Cheeks also saying that Standard of Might needs to be reversed. Make Shifting standard the group support ult. I’ve also seen other creators such as Charles and Lucht express the same on Discord.
At 3:40.https://youtu.be/swLoAXucgbQ?si=vPIQApNWACA3eSZO
irstarkey57 wrote: »If you’re running out of resources on Dragonknight, you’re double-casting, have the wrong skills on, and/or rotating poorly, and all of those are very easy things to fix… which further hammers home the point that you can play the game for a decade and still have no idea how to parse.
That is the entire purpose of this rework.
You can assume I don't know what I'm doing all you want. DK's having sustain issues is a widely agreed upon sentiment. There are way bigger issues than sustain alone, as listed in my previous post. If you think dummy humping is the way to measure these changes, well, lol. I guess this further hammers home the point that you can play the game for x amount of time and still have no idea what it's like to play in all the different content the game has to offer. cyro, bgs, dungeons, arenas, etc, etc. But hey, I hear dk is going to be really good at housing, enjoy!
I only play pureclass. My magdk had easy sustain before subclassing update. Now after all the changes, I've gotten so fed up having to heavy attack in content due to being starved for magicka that I slapped on a mag regen glyph. And this is also with me going with 4 or even 5 light armor. Before I was able to magdk parse with very comfortable sustain in 5 medium. All same exact rotation.
Skinny Cheeks also saying that Standard of Might needs to be reversed. Make Shifting standard the group support ult. I’ve also seen other creators such as Charles and Lucht express the same on Discord.
At 3:40.https://youtu.be/swLoAXucgbQ?si=vPIQApNWACA3eSZO
Take Flight is the new Standard of Might.
Reversing Standard of Might will undo the work that was done to make Take Flight competitive.
GloatingSwine wrote: »irstarkey57 wrote: »Anyone who has mained magdk since the beginning knows how bad this stuff is. the things that needed buffed werent. the things that didn't need touched, were. i hope you guys realize that the dk's main and coolest skill, whip, is not even being used. something is seriously wrong with that. please fix it..
So Molten Whip is odd, right.
It's a buildup and burst skill, but it's also the only direct damage spam skill on the class. Everything else is a DoT so you won't repeatedly activate other skills in between whips, you will very occasionally get a one-charge whip if it comes after your FoO or Claw, and that isn't changing because unless New Stone Giant is a good enough spammer to replace whip as the main skill and have it only cast every fourth activation you will basically only coincidentally use it with charges when it happens to come after the reactivation of one of your DoTs.
Which is why everyone who's slotting it is backbarring it for the passive weapon and spell damage and using a different spammer that doesn't eat its charges.
Also, the new off-balance/extra stam on fully charged heavy attack is dead points. Ain't nobody got time to fully charge heavy attacks in this economy.
GloatingSwine wrote: »Skinny Cheeks also saying that Standard of Might needs to be reversed. Make Shifting standard the group support ult. I’ve also seen other creators such as Charles and Lucht express the same on Discord.
At 3:40.https://youtu.be/swLoAXucgbQ?si=vPIQApNWACA3eSZO
Take Flight is the new Standard of Might.
Reversing Standard of Might will undo the work that was done to make Take Flight competitive.
How is a self buff the new version of a team buff?

That's all fine and well but having one damage type for the DK is not good design. I think there should be fire damage from magicka sustain sources and poison damage from stamina sustain sources. It makes perfect sense to keep these inclusive instead of just making everything do fire damage. Both of these are dots and have status effects with specific usages. Poison, in other words, something that uses oil (from alchemy) fits in perfectly with fire because oil is flammable.
To me, building things this way just feels like they're making a Paladin, not a DragonKnight. Paladin being more aggressive than a Templar, but what I'm concerned will happen is people will say, my Templar already does all that and more, why do I need a DK?And they'd be right. Then people who like the DK the way it is will say, this is no longer a class that I enjoy using and your changes are too much, too fast. There are reasons why the DragonKnight in its current form is so tough and cool, so unique. But much of your changes seem to be set on stripping all that away and watering the class down into something resembling a Templar, but not a Templar.
I think many out there will take one look at this and we'll all leave for a nice subclass. That's what will surely happen with the DK here. I'm not with the majority on this, not with everyone here and I think preserving the DK's class identity is more important than overhauling the class to this extent with a broad vision in mind. Which I'm not sure what the vision would be, it's not wrong but it's aiming too high.
So, this is a screen capture of geological activity at Yellow Stone:
There is a large pocket of magma beneath. And so, in addition to all that fire, a great deal of poison chemicals, toxins, gas and other hazards are produced. So, your DragonKnight is alot of Fire and nothing else. Which is weird. It works with the Templar because they're using Holy Fire, but the DK is not like that. Its like there's also a few select way of producing Disease dmg with the DK as well, one thru Standard of Might, I think. It's one of those morphs. See its fire, and poison, and chains, and all kinds of things that make a DragonKnight and give it an identity.
This DK you're putting together has no real foundation in anything. Fire but nothing else produced from that fire. It would be like a Templar who only heals and never uses fire themselves when we all know how fire burns undead from movies. You see what I'm saying? There's also types of acid used when producing metal, in addition to the fire that goes with that. Fire and Poison really go together.
I love my DK and part of the reason why is because its different but it's the difference that makes it special, not conforming. Conforming is what brought us Herald of the Tome, I suspect. But that aside, I have no use for a Paladin. Subclass has already provided for one of those which is better in every conceivable way possible, at least as of today. Considering this fact, that the DK you're designing offers less than a regular DK, how would you expect it to even compete with a Subclass creation?
This is not going to stop players from using subclassing, if anything it will intensify it as we all flee upcoming class changes.


MXVIIDREAM wrote: »I pray this is reverted back to the old animation the new skip is great but the animation takes away everything we love about dragonknights
Can't wait to check this out on the PTS but straight off, just from reading, I hate that you are moving fiery breath from Ardent. One of the things that is unique to Ardent is having major savagery/prophecy, an incredible major breach AOE, and a nasty spamable in one line. I don't, at all, get why you would move it. There is no other line that offers this. You've certainly improved DK overall but this one change is really leaving a sour taste.
CrimsonXReaper wrote: »As a main DK with over 12k hours, here’s my take on some of the changes that feel too intense or unnecessary. I think a lot of players would agree with at least some of these points.
Lava Whip: Overall it looks great, but the audio feels off. It sounds wet, almost like SpongeBob’s footsteps when spammed.
Hearthfire: I don’t like that both morphs are now heal‑focused, especially considering it’s a fireball falling from the sky that turns into an AoE. Most of the new visuals reuse the same fire VFX, which makes it harder to see what’s actually happening. The older version had more personality with the black smoke and was simply more visually appealing. Also I don't think it should be in Ardent Flame. Breath should probably be back here.
Inferno: This didn’t need to become a smaller AoE with waves. It was the only DK ranged skill that could pressure people streaking through me and helped me track where to aim my camera while chasing. The new VFX, swirling fire around the arms, feel strange. I’d much rather have the floating fireball back; it already looked great. Please revert.
Dragon Blood: I’m glad my character no longer turns translucent with a beating heart, but I really dislike the floating heart above the head. Honestly, just remove the heart entirely. A subtle fire effect on the skin, or nothing at all, would be much better.
Wing Buffet: Hard to comment fully yet, but maybe there should be a limit on how many players it affects. In 8v8, giving 8 people 25% projectile damage reduction feels a bit over tuned.
Earthen Heart: The whole skill line feels weak. People are definitely going to subclass out of it. The only ability that looks good is Corrosive Armor. Overall, this is worse than live.
Superheated Ward: Honestly, the entire concept should just be removed.
Obsidian Shield: Still as weak as it is on live. This skill is never going to be used, same issue as Superheated Ward. The concept just doesn’t work.
Molten Weapons: I liked it at first, but then realized: why do I even have weapon outfit styles if this overrides them? On the long term, people will get tired of looking at it and would rather see their chosen weapon styles with a fire VFX layered on top 100%. I’d much prefer an improved version of the current live effect. If I get tired of it, I’ll probably just use another source of Brutality or Sorcery. Maybe even keep a morph with it and the other without.
Earthspike: There are already multiple posts about this, so I won’t add more.
Overall, I’m glad DK is getting attention, but some of these changes just don’t land for me. The VFX feel excessive. Keeping the original visuals and simply modernizing and polishing them would have been a better direction. This may come across as mostly negative, but I’d rather focus on the issues than repeat what already works well. Keep up the good work, and I hope some of this feedback will be taken into consideration. Thank you.