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PTS Update 49 - Feedback Thread for Combat Refresh: Dragonknight

  • NuclearPath
    NuclearPath
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    MXVIIDREAM wrote: »
    MXVIIDREAM wrote: »
    Gabriel_H wrote: »
    xylena wrote: »
    Templars I now share in your pain over the Jabs animation change.

    Oh please, that TMNT cosplay is far worse than my jabs. :D

    I have quite a big thread on this alone I don’t think I can play dk without my spikes or something that resembles them I don’t get why it’s a plate or why they’re so small they’re not an attachment really poor choice on what was such an iconic skill

    Maybe a little more spiky as opposed to looking slicked back would be best, but arguably I'd say it looks more like what I'd expect from dragon spikes. Despite this, I will say I can't for the life of me understand why something that looks like that is called Earthspike Mantle and is within Earthen Heart as opposed to Draconic Power. If you want them to look like "Earth Spikes" they need to be sharp spikes of stone protruding from the back.

    My thoughts lie with this being down to subclassing chucking too much in too many trees skills and passive etc it’s not designed around the lines but to make each one good for a pure build but not necessarily overpowered on a subclass build with other lines, not sure I’ve communicated that too well hope you get what I mean

    I get what you mean and I think they designed it that way too, but they either need to design all of the other classes that way and implement them right now alongside DK, or they need to toss that notion out entirely. DK is going to fall behind anywhere besides casual play. I get 99% of the community does that casual play, but as someone who doesn't only do casual play I'd really love for DK to be a solid pick against arcanist for DDs.
  • Shadesofkin
    Shadesofkin
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    Tonturri wrote: »
    ... but it's hampered when people can stack 3 DPS lines with no issues in certain kinds of content....

    This is the exact reason why I believe that pure classes need additions that are designed around having only the class skills unlocked. Either an additional passive that massively increases the other passives, or they need to rework the ones that exist to account for 3+ dk skills or 3 dk skill trees.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • cubusong1
    cubusong1
    Soul Shriven
    Visually, I love the direction of these updated visuals. They definitely feel more impactful than previously and I’m excited for how future class refreshes will look.

    That being said, some skills have effects that are too similar to each other. There’s at least three skills that create a fiery AOE and they look very similar to each other, which makes it hard to distinguish. Incinerate is fine, it makes sense given the skill does damage around you. But I’m perplexed why the Talons and its morphs have this similar effect as well. I would suggest bigger emphasis on the actual claws, and tone down slightly the visual lighting effects for some skills, I can definitely see them being distracting especially in group content.

    Molten Weapons I assume was meant to be in a similar vein to Inspired Scholarship from the arcanist skill line. Major Brutality and Sorcery while also giving a little bit extra. I like the direction, but you can definitely give it more oomph. It shouldn’t be a skill that every dps wants to run, that would negate the purpose of its supportive nature, but it should still do more than grant the caster essentially 2000 damage per light attack. As it is right now it’s a bit boring.

    The change to Eruption to be a support skill I think needs to be re evaluated. I don’t see a use case for Hearth and Home over the other morph, and since they’re both supportive skills, Hearth and Home is just left on the wayside. Major protection alone doesn’t seem to be particularly enticing from a PVE perspective.

    The flame breath skill and morphs look fantastic. No notes.

    The avalanche passive might need some work. The restrictions don’t make me want to run that skill line as a DPS, especially when there’s not much else in there. I would suggest a quicker stack buildup, and even a higher cap, so make this feel more impactful.

    There is one passive I forget the name of that only gives 8% healing received. There is definitely more that can and should’ve done with this passive make it more exciting to play with.

    I had hoped that we would be introduced to a class mastery passive, or something akin, that gives you bonus passives for using two of the DK skill lines or even three. Some tangible encouragement to pure class. In the absence of this, I hoped that we would get passives within the skill lines that encourage the use of each skill line. Avalanch, for example, would have been a good opportunity to add a bit more complexity and perhaps add increased damage or healing or block mitigation when using skills from two/three different DK skill lines within quick succession. Or maybe repurpose the boring 8% healing received passive I mentioned before to include bonuses that encourage players to use all of theDK skill lines.
  • Eurymachos
    Eurymachos
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    I just compared the old Spiked Armor animation to the new X Mantle animations.

    The old animation did need a bit of a glow up, but this really isn't it. It would have been fine to keep the old spikes model and just throw a nice new shader on it with some fire effects.

    The new animation also disappears with no transition back to normal. The old animation had a short transition and the transition (along with its sound effect) is important for reasons I can go into if anyone cares.

    Ngā mihi,
    Eurymachos
  • Wup_sa
    Wup_sa
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    Eurymachos wrote: »
    I just compared the old Spiked Armor animation to the new X Mantle animations.

    The old animation did need a bit of a glow up, but this really isn't it. It would have been fine to keep the old spikes model and just throw a nice new shader on it with some fire effects.

    The new animation also disappears with no transition back to normal. The old animation had a short transition and the transition (along with its sound effect) is important for reasons I can go into if anyone cares.

    Ngā mihi,
    Eurymachos

    Please. No more effects, it doesn't fit the games artstyle and it's just very unpleasant to look at. I personally get migranes from watching things flash every second and I wish there was a way to tone down every new effect since these visuals are forced to us.

    Right now when fighting other dks on pts you can't see anything. Everything just spews everywhere and you can't even tell which morphs the opponent uses, because they all share the same visual.
  • Eurymachos
    Eurymachos
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    I just compared the old Dragon Blood animation with the new one and oh dear. This will not do.

    Many people are saying that the old Spiked Armor look is iconic and while I won't say they are wrong, I always found the old Dragon Blood animation to be iconic.

    The new animation doesn't even come close. Sure the heart floating over the player's head is a bug, but if it's supposed to be inside the chest, how will you see it? The new chest animation is opaque.

    The new animation just seems to modify the chest rather than the whole body and it's much less impactful.

    Also, the animation disappears are a few seconds even though the ability lasts 20 seconds. This is obviously a bug.

    Once again the animation disappears with no transition and once again I'm happy to explain why this is wrong.

    Maybe just keep the old animation. It doesn't really need a glow up like Spiked Armor and it can be something that is touched up later.

    Ngā mihi,
    Eurymachos
  • pluvioisaplanet
    I want to start by saying that the visuals and sound design are excellent. Even just running a rotation on a dummy feels great. There are a few minor issues on that front though.
    • Magma Fist and Shatterspike Mantle do not feel as impactful as other abilities and could use a bit more punch in their visuals or sound.
    • For both Flame Lash and Molten Whip, the empowered versions do not sound distinct enough from the base versions. They need more weight to better communicate their empowered state.
    • Incinerate and Core of Flame are too similar in both visuals and audio.

    Regarding performance, the rework currently feels undertuned, and here's my thoughts on this.
    • Losing Eruption (now Hearth and Home) as a damage option feels not great. Eruption was a strong and satisfying damage skill, and having one damage morph and one healing morph would be better.
    • The reworked DoTs, Claw and Breath, are quite weak with their shorter durations. The patch notes said that these skills were getting a ~50% buff to their DPS, but right now, they do the exact same DPS on PTS as on live. Which means they just got nerfed, both skills in their current version need to be cast 3 times to match the damage of 1 cast before. They really need to be adjusted. I would suggest to have these skills tick once every 1s since they have such short durations now, and only slightly lowering the damage per tick. Shorter, burstier dots like this would be great for the game.
    • Standard of Might providing only raw Weapon and Spell Damage feels bad, especially in organized groups where that stat has diminishing value. A percentage damage bonus for the caster, or retaining some of its previous flame damage, would feel much better. Ideally, Standard of Might should be reverted, with Shifting Standard becoming the support-focused morph. The ability to reposition the banner fits a support role very well.
    • Engulfing Dragonfire significantly outperforms other rotation options. There should be stronger incentives to use Whip and or Magma Fist. One possible solution would be for a reverted Standard of Might to grant fully empowered Molten Whip and Flame Lash for the duration of the ultimate.
    • Burning Talons isn't terrible, just needs a little more help to stay relevant. This point also sort of connects to my previous point, since this skill doesn't fit well with the 4.8s channel time of Engulfing Dragonfire.
    • Magma Fist could use a small damage increase, either through a higher base tooltip or a guaranteed status effect. Sundered would fit thematically, given the ability involves throwing a rock. Stagger (now Heat Shock) should be reverted to its previous higher value.

    The passives could also use another look. Things like 8% Healing Taken feel uninspired, and the damage passives are not particularly strong or interactive. Avalanche in particular takes too long to matter and largely functions as a passive background bonus.

    Overall, this rework feels very close to being genuinely good. With a few targeted adjustments, it could be amazing
  • Shadesofkin
    Shadesofkin
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    I want to start by saying that the visuals and sound design are excellent. Even just running a rotation on a dummy feels great. There are a few minor issues on that front though.


    [*] Standard of Might providing only raw Weapon and Spell Damage feels bad, especially in organized groups where that stat has diminishing value. A percentage damage bonus for the caster, or retaining some of its previous flame damage, would feel much better. Ideally, Standard of Might should be reverted, with Shifting Standard becoming the support-focused morph. The ability to reposition the banner fits a support role very well.
    [*] Engulfing Dragonfire significantly outperforms other rotation options. There should be stronger incentives to use Whip and or Magma Fist. One possible solution would be for a reverted Standard of Might to grant fully empowered Molten Whip and Flame Lash for the duration of the ultimate.


    The passives could also use another look. Things like 8% Healing Taken feel uninspired, and the damage passives are not particularly strong or interactive. Avalanche in particular takes too long to matter and largely functions as a passive background bonus.

    I actually love that suggestion regarding standard. If nothing else *That* is class identity. Standard of Might/Shifting giving a direct bonus to other DK skills when active would be far better than what it's doing now. I'm not entirely sold that it *needs* damage over time to come back, but empowering whip, claw, stone, etc etc etc would be a huge step in the right direction.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Maitsukas
    Maitsukas
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    Will the Companions receive the updated animations as well? From my initial testing, it seems that Bastian and Tanlorin still have the old Dragonknight animations.
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • pluvioisaplanet
    I actually love that suggestion regarding standard. If nothing else *That* is class identity. Standard of Might/Shifting giving a direct bonus to other DK skills when active would be far better than what it's doing now. I'm not entirely sold that it *needs* damage over time to come back, but empowering whip, claw, stone, etc etc etc would be a huge step in the right direction.

    The reason I'd suggest reverting standard along with it providing a bonus to whip, is because empowering whip alone wouldn't be enough to bring the fist + whip rotation in line with the breath rotation. The highest fire beam parse so far is 158k, while the highest whip + fist parse so far was at 140k, both pure dk. This is a huge difference.

    Maybe standard having the flame dot + empower is enough, in which case it doesn't matter for standard of might to come back and shifting standard could stay as the DD morph, considering that'd match the bonus that take flight has. I think having this kind of empowerment will help give a real power feel to using the standard ultimate, as well as buffing the spammable rotation to a reasonable level

    Edit: Wanted to include screenshots of the parses I'm referencing, not my own, the reason I compare these parses from different players, is because these players are both at the top end for parsing.

    I also want to clarify, there have been some bugged parses with the channeled fire breath reaching ridiculous numbers, this is not one of them
    sh9vp39v24wk.png
    5l02fu3xrf5j.png

    Edited by pluvioisaplanet on January 13, 2026 10:48PM
  • MXVIIDREAM
    MXVIIDREAM
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    Eurymachos wrote: »
    I just compared the old Spiked Armor animation to the new X Mantle animations.

    The old animation did need a bit of a glow up, but this really isn't it. It would have been fine to keep the old spikes model and just throw a nice new shader on it with some fire effects.

    The new animation also disappears with no transition back to normal. The old animation had a short transition and the transition (along with its sound effect) is important for reasons I can go into if anyone cares.

    Ngā mihi,
    Eurymachos

    Yeah a bit of an annoyance to me I’ve made a huge post of it new dk spikes got great feedback for getting it looked at potentially changes by the devs
  • xAlucardx92
    xAlucardx92
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    Do the refreshed abilities correctly portray the mechanics of the ability?
    • In English Yes, In German No.
    Are there any key DK changes that you enjoyed?
    • Soul of Flame, I loved it, but the Dmg still feels weak compared to Blighted Blastbones or Deep Fissure
    • That every DK Skill makes a Molten Whip Stack.
    • Most new animations!
    Are there any key DK changes that did not feel great?
    • Blood of the Elder Dragon, The Heart above my Head.
    • Earthspike animations
    • Molten Weapons, the sound is the same or too close to the esound off Molten Whip and thats sounds wrong.
    Is there anything else you would like to share about the DK changes?
    • Heart of Stone, Increase the duration from 20 seconds to 25 or 30 seconds. After the Shield is it a simple "Major Resolve" Buff that does nothing.
    • Molten Weapons, the additional hit of Flame Damage feels a littel weak. Let the Dmg scaling to offensive stats.
    • Corrosive Armor, Way too strong in PVP, remove the damage limit completely and reduce duration to 6 sec. SO you have a small combo windows and that its.
    • Blood of the Elder Dragon, the heals for allies ist way to strong turn it down to 40% or 33%.
    • Blood of the Green Dragon,change the heal scaling to offensive stats, Nothing good comes from scales off your Max Health.
    • Earthen Heart Passive SKills, give one of them "Increase your Physical and Spell Penetration by 620 per DK ability slotted.", or
      "Increase your Physical and Spell Penetration by 1240 per DK Skill Lines." Each class has a buff for either critical damage or penetration. Critical damage isn't really a DK thing, so go for penetration.
  • Desiato
    Desiato
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    5l02fu3xrf5j.png

    Yeah, so there it is. Coming soon to every class. Even Arcanist should see some adjustments based on their new methodology. It's going to be seriously depressing watch every class except Arcanist lose something to facilitate this kind of gameplay.
    spending a year dead for tax reasons
  • Radiate77
    Radiate77
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    I actually love that suggestion regarding standard. If nothing else *That* is class identity. Standard of Might/Shifting giving a direct bonus to other DK skills when active would be far better than what it's doing now. I'm not entirely sold that it *needs* damage over time to come back, but empowering whip, claw, stone, etc etc etc would be a huge step in the right direction.

    The reason I'd suggest reverting standard along with it providing a bonus to whip, is because empowering whip alone wouldn't be enough to bring the fist + whip rotation in line with the breath rotation. The highest fire beam parse so far is 158k, while the highest whip + fist parse so far was at 140k, both pure dk. This is a huge difference.

    Maybe standard having the flame dot + empower is enough, in which case it doesn't matter for standard of might to come back and shifting standard could stay as the DD morph, considering that'd match the bonus that take flight has. I think having this kind of empowerment will help give a real power feel to using the standard ultimate, as well as buffing the spammable rotation to a reasonable level

    Edit: Wanted to include screenshots of the parses I'm referencing, not my own, the reason I compare these parses from different players, is because these players are both at the top end for parsing.

    I also want to clarify, there have been some bugged parses with the channeled fire breath reaching ridiculous numbers, this is not one of them
    sh9vp39v24wk.png
    5l02fu3xrf5j.png

    Do you have any gameplay footage? It would be helpful in determining what our new standard DPS will be when these reworks are done.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • pluvioisaplanet
    Radiate77 wrote: »

    Do you have any gameplay footage? It would be helpful in determining what our new standard DPS will be when these reworks are done.

    I mean DPS is shown in the screenshots I posted, parses aren't my own. Not sure what you could gain from gameplay footage in this context. And I think it's way too early to make any solid predictions
  • Soarora
    Soarora
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    Posting on behalf of a friend who doesn't have a forum account, though my words are my own:

    He is quite displeased with the change to cauterize to be 15 meters instead of 28, as he liked using it in dungeons as a heal that doesn't require chasing DPS to apply (he primarily uses the dungeon finder). He liked how it was so much that he put it on almost every healer build he has and, in addition to the changes to DK tank, which has been mentioned in here already, such as in post #6, these changes negatively affect a whole lot of his builds.

    He's also noted that the cost increased but the heal scaling went down. Personally, I'm not sure the heal scaling changed but the changes to cauterize weren't included in the patch notes so I'm not sure.
    Edited by Soarora on January 13, 2026 11:55PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • s3dulo
    s3dulo
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    Are there any key DK changes that you enjoyed?

    The new Corrosive is cool. It might be OP but we'll see.

    I like what you're trying to do with Hearthfire. I'm not sure it's there yet but it's progress

    The buff to spiked armor damage was a good move.

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

    1. The sounds. I don't like the sounds at all. They sound wet and don't make sense with fire abilities. It sounds more like an Arcanist.

    2. I do not, at all, like how the skill lines and passives feel random. The theme of each line feels off. No line seems to have dedicated primary role. Passives ended up on skill lines where they don't seem to belong. It all fees like a blob of random fire skills.

    For example:
    Fiery breath on Draconic needs to go back to ardent flame where it better synergizes with whip.

    The Soul Ablaze passive on Ardent Flame makes no sense to me. It's a healing buff and isn't on the same line as the primary burst heal

    Spike Armor just feels wrong on Earthen Heart instead of Draconic

    3. I don't like the new Inferno AOE. It's too expensive and feels bland now. We have AOE bursts already. Flames Of Oblivion is one of the more unique and cool looking abilities. It wasn't broken and shouldn't have been "fixed".

    4. I don't like the delay on Petrify. Another skill that wasn't broken and didn't need this change.

    5. Obsidian shield and Stonefirst are both just not good. They are throw away skills that probably won't see much use at all. Just start from scratch and create something more useful

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

    I really want to see the skill lines have an identity that works synergistically from ability to ability.

    I've ALWAYS thought leap made way more sense on Ardent flame, DK Standard should be on Earthen Heart, and Magma Armor should be on Draconic. If a pure class is meant to compete with subclassing, you really should give an extra bonus for each skill line used within a class. As DK sits on PTS, it's not better than subclassing and still falls short of other pure classes that haven't been touch. Templar, for example, is still better than the new DK.

  • Radiate77
    Radiate77
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    Radiate77 wrote: »

    Do you have any gameplay footage? It would be helpful in determining what our new standard DPS will be when these reworks are done.

    I mean DPS is shown in the screenshots I posted, parses aren't my own. Not sure what you could gain from gameplay footage in this context. And I think it's way too early to make any solid predictions

    People use add-ons to cheat CMX reports all of the time, having actual footage of loading the game up and going to parse would help set in stone what expectations should be.

    It’s never too early to start measuring where these changes have landed, as that knowledge will help inform any future ones.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • generalsherman4ub17_ESO
    Some specific other feedback, I noticed some additional flavor text while I was reading the passive abilities on PTS. Personally I'm pretty neutral on adding this text but I could see some people really enjoying it. I would like to request that it get something to set it apart from mechanics text though (maybe putting it in italics or a different color), so that when people are skimming for ability info they can gloss over it more easily.

    Overall I think the rework is a good direction and I'm interested to see more of the classes to compare it against.
  • pluvioisaplanet
    Radiate77 wrote: »

    People use add-ons to cheat CMX reports all of the time, having actual footage of loading the game up and going to parse would help set in stone what expectations should be.

    It’s never too early to start measuring where these changes have landed, as that knowledge will help inform any future ones.

    Yeah that's not really a thing at all, and you can spot that kind of thing without a recording if you know what to look for, I recorded a parse though with the spam pure dk right here, but I'm playing with 300 ping on PTS so my weaving is literally 10x slower than normal, I'm not going to parse the firebeam. But I can assure you that the parse I posted using the firebeam can be trusted, the guy parsing it even intentionally went slower than normal to avoid bugging the fire beam out
    https://youtu.be/APm-BoL9IXQ

    CMX reports here:
    e10r0vyjb59r.png
    ln82kfeoqqab.png
    Edited by pluvioisaplanet on January 14, 2026 1:26AM
  • JimT722
    JimT722
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    Pure DK is so fun to play. they did a great job with the rework from that perspective. I really enjoyed the channeled flame breath. I really don't think they will achieve what they are hoping to balance wise and I have no idea what to even suggest with the mess they created with subclasses.

    One thing I didn't like is the new molten weapons visuals. it should apply an effect to your equipped weapons instead of replacing them with a new model. I can't see everyone loving those huge weapons models.
  • Radiate77
    Radiate77
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    Radiate77 wrote: »

    People use add-ons to cheat CMX reports all of the time, having actual footage of loading the game up and going to parse would help set in stone what expectations should be.

    It’s never too early to start measuring where these changes have landed, as that knowledge will help inform any future ones.

    Yeah that's not really a thing at all, and you can spot that kind of thing without a recording if you know what to look for, I recorded a parse though with the spam pure dk right here, but I'm playing with 300 ping on PTS so my weaving is literally 10x slower than normal https://youtu.be/APm-BoL9IXQ

    CMX reports here:
    e10r0vyjb59r.png
    ln82kfeoqqab.png

    There was a scandal just a few years ago with a YouTube PvP build maker where they got caught cheating their CMX.

    I’m not going to name them, but the information is readily available in any PC/EU PvE Discord.

    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • ZhuJiuyin
    ZhuJiuyin
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    Do the refreshed abilities correctly portray the mechanics of the ability?
    The English version is correct; most Chinese translations are outdated or incorrect.

    Are there any key DK changes that you enjoyed?
    The new Engulfing Dragonfire and Magma Fist feel great to use.

    Are there any key DK changes that didn't feel great?
    1.World in Ruin shouldn't provide both area-of-effect and damage-over-time buffs simultaneously. Don't forget the lesson of how Arcane Laser became too powerful in the early game of U46 due to the Necromancer's active and passive skills! I suggest changing the area-of-effect buff to 10% critical damage or 3000 penetration, as both have caps in PvE, so there's no need to worry about excessive stacking.

    2.Molten Weapons are too similar to Sorc's Overload and are unaffected by Velothi Ur-Mage's Amulet. It's easy to imagine the impact of Molten Weapons + Overload + Crystal Weapon + Elemental Weapon in PvP.

    Is there anything else you'd like to share about the DK changes?
    Elder Dragon is still not attractive enough because only one person in the team needs to carry it to get Minor Brutality, and its skill line has relatively few attack skills. It needs more appeal to convince DPS to carry this line. Therefore, I think Elder Dragon should perhaps be similar to NB's Hemorrhage, providing some penetration or critical damage, or even removing the less useful Health Recovery.




    *Correcting translation errors
    Edited by ZhuJiuyin on January 14, 2026 2:20AM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • RaptorRodeoGod
    RaptorRodeoGod
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    I haven't had a chance to test the changes myself yet, but most of the new animations look pretty good. I have a few specific gripes though.

    Earth Armor I kind of expected to look more jagged compared to its current smooth stone look.

    In the second half of Magma Fist, where the rock is thrown forward, the rock launch seems delayed by a split second compared to when the character is throwing it forward. This is more noticeable at long range. It would be more visually satisfying if the throw lined up with the launch better. I also think it would be cool to rip the stone up on the left side and sling it to the ide, then punch/throw it forward with the right arm, though I'm sure that's not in the realm of possibilities this update.

    I know not many will share this opinion, but I'm personally OK with Eruption being gone. We have ground DoTs in most weapon skill lines & class kits; it's one less thing to feel samey. I think gaining a health scaling ground heal for allies is more unique.

    I do agree with everyone else on Flames of Oblivion. This was one of the more unique skills in the game, being a periodic direct damage & ranged skill centered around the caster. No other skill in the game has that same functionality and it's sad to see some of this uniqueness go in favor of homogenizarion toward something like Hurricane for example. Flames of Oblivion literally made you feel like you were an erupting volcano. Power fantasy = gone.

    Overall I like most of the changes, the team did great work, and I don't find myself missing any of the poison morphs, since their functionality has been largely retained. However Flames of Oblivion especially seems like a big loss, and some animations need to be tuned
    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.
  • s3dulo
    s3dulo
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    Do the refreshed abilities correctly portray the mechanics of the ability?
    • In English Yes, In German No.
    Are there any key DK changes that you enjoyed?
    • Soul of Flame, I loved it, but the Dmg still feels weak compared to Blighted Blastbones or Deep Fissure
    • That every DK Skill makes a Molten Whip Stack.
    • Most new animations!
    Are there any key DK changes that did not feel great?
    • Blood of the Elder Dragon, The Heart above my Head.
    • Earthspike animations
    • Molten Weapons, the sound is the same or too close to the esound off Molten Whip and thats sounds wrong.
    Is there anything else you would like to share about the DK changes?
    • Heart of Stone, Increase the duration from 20 seconds to 25 or 30 seconds. After the Shield is it a simple "Major Resolve" Buff that does nothing.
    • Molten Weapons, the additional hit of Flame Damage feels a littel weak. Let the Dmg scaling to offensive stats.
    • Corrosive Armor, Way too strong in PVP, remove the damage limit completely and reduce duration to 6 sec. SO you have a small combo windows and that its.
    • Blood of the Elder Dragon, the heals for allies ist way to strong turn it down to 40% or 33%.
    • Blood of the Green Dragon,change the heal scaling to offensive stats, Nothing good comes from scales off your Max Health.
    • Earthen Heart Passive SKills, give one of them "Increase your Physical and Spell Penetration by 620 per DK ability slotted.", or
      "Increase your Physical and Spell Penetration by 1240 per DK Skill Lines." Each class has a buff for either critical damage or penetration. Critical damage isn't really a DK thing, so go for penetration.

    There HAS to be a bonus the more DK skill lines are used.I totally agree. This should just become a standard. These pure classes just wont be able to compete with subclassing without it.
  • Radiate77
    Radiate77
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    ZhuJiuyin wrote: »
    Is there anything else you'd like to share about the Death Knight changes?

    Death Knight? Where?
    I want that.
    Edited by Radiate77 on January 14, 2026 2:13AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • ZhuJiuyin
    ZhuJiuyin
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    Radiate77 wrote: »
    ZhuJiuyin wrote: »
    Is there anything else you'd like to share about the Death Knight changes?

    Death Knight? Where?
    I want that.

    That annoying Google keeps automatically changing the abbreviation for DK to Death Knight. :p
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • tomofhyrule
    tomofhyrule
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    Another question: is the interrupt delay on Soul of Flame (original Deep Breath) appropriate?

    The patch notes say "for better visual syncing and counterplay," but an interrupt is usually something that you don't want a delay for. Many channels in the game don't last long, so having a delay before your interrupt activates essentially means your reaction time needs to be that much quicker.

    It would really help if the interrupt stayed instant.
  • YandereGirlfriend
    YandereGirlfriend
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    Another question: is the interrupt delay on Soul of Flame (original Deep Breath) appropriate?

    The patch notes say "for better visual syncing and counterplay," but an interrupt is usually something that you don't want a delay for. Many channels in the game don't last long, so having a delay before your interrupt activates essentially means your reaction time needs to be that much quicker.

    It would really help if the interrupt stayed instant.

    What exactly is the use case of a melee ability interrupt (as 8-meters is essentially melee)? When I'm that close to a target that needs interrupting I just bash them. I think that your point still stands but if I were a DK tank I think that I'd want a ranged interrupt more than a costly melee ability that interrupts.
  • tomofhyrule
    tomofhyrule
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    Another question: is the interrupt delay on Soul of Flame (original Deep Breath) appropriate?

    The patch notes say "for better visual syncing and counterplay," but an interrupt is usually something that you don't want a delay for. Many channels in the game don't last long, so having a delay before your interrupt activates essentially means your reaction time needs to be that much quicker.

    It would really help if the interrupt stayed instant.

    What exactly is the use case of a melee ability interrupt (as 8-meters is essentially melee)? When I'm that close to a target that needs interrupting I just bash them. I think that your point still stands but if I were a DK tank I think that I'd want a ranged interrupt more than a costly melee ability that interrupts.

    Infusers.

    Deep Breath is great in Kyne's or in BRP since you usually get the infusers to stack, and that's like 3 or 4 of them in a small area all channelling at once while they're on top of a lot of other mobs. Try to bash them all individually, and you're unlikely to get them all hit in time, especially if some bloodfiend is standing in front of the reticle and takes the bash instead of the infuser. But pop one Deep Breath and it takes care of all of them.

    But more generally, even though it's melee, it's an AoE melee interrupt, so you can hit multiple things with it or you don't need to be looking in the perfect direction or worry about another mob walking in front and stealing the bash.
    Edited by tomofhyrule on January 14, 2026 6:33AM
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