Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

PTS Update 49 - Feedback Thread for Combat Refresh: Dragonknight

  • BasP
    BasP
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    While I mostly like the changes, I think the Dragonknight definitely needs use a couple of buffs to make the class more viable for PvE DPS. This is especially true for setups with Molten Whip and/or Magma Fist as a spammable, which seem to deal around 10% less single target damage (while wearing Huntsman's Warmask) than setups using Engulfing Dragonfire (with Velothi).

    I also parsed with the DK myself for a bit and ended up doing 138K DPS. For reference, I briefly parsed with a pure DK last weekend and only did 124K DPS, so it is nice to see that the number has gone up.
    New DK
    sh8v5yu9bynq.png
    c4deruwp187f.png

    Old DK
    255zzv9bc3es.png
    eq6q0zka69kb.png
    2wdkte1vppum.png
    qxhfrnolhmsq.png

    That said, I do feel like there are a couple of abilities that could use a buff of some sort.

    Active abilities
    • Searing Strike and its morphs: I like that the duration has been decreased to 10 seconds, but I expected the skill to now deal damage once every second instead of every two seconds. More importantly, though, I feel like the damage could be increased by quite a bit. I believe Searing Claw deals only slightly more damage than the Warden's Cutting Dive right now, and Cutting Dive isn't really good in its current state.
    • Disintegrating Dragonfire: Similarly, the damage of Disintegrating Dragonfire is pretty low right now. It might also be nice if it lasted 15 seconds. I reckon the skill will generally end up on the back bar of PvE setups and then it would have the same duration as Stampede and Incinerate. If either the damage or duration would be increased, my vote would still go to the damage though.
    • Magma Fist: I think it'd be nice if this skill's cost would scale with your Highest Max Resource. It'd also be great if you could build more than 3 stacks of Heat Shock or if the value would be increased to 65, similar to the old Stagger. I liked someone else's idea about adding Sundered proc to the skill as well, but I guess that'd make it too strong of a spammable.
    • Lava Whip and its morphs: Maybe the base damage of the skill could be increased because builds that use Whip as a spammable are behind setups using Engulfing Dragonfire? Even the ranged Magma Fist deals slightly more DPS right now, even though Whip is a melee spammable.
    • Flame Lash: I like that you added the AoE damage as well as made the ability heal you anytime it deals damage. Still, I think the ability (or just Power Lash) could use a little more oomph because the DPS of a build that uses Flame Lash instead of Molten Whip is way lower.
    • Take Flight: It’s great to see that this morph will become viable in PvE because the skill looks fun. While I get that knocking back enemies fits the power fantasy, I do hope you’ll remove the knock back as I think it’ll be more of an annoyance instead of helpful. Especially in group content. If you want one of the morphs to keep the knock back, maybe you can add it to Ferocious Leap instead? I’m guessing optimised tanks won’t use that morph to begin with because there are better Ultimates for tanks, so adding the knock back to Ferocious Leap won’t disrupt their gameplay (which was mentioned in the article).
    • Burning Talons: Even though it's already one of the better abilities in the DK's kit, I do think that it'd be great if this skill would be buffed slightly. If the goal is to make setups with Magma Fist/Whip more equal to setups with Engulfing Dragonfire, increasing the DPS of a skill with a short duration such as Talons seems like a good idea to me.
    • Molten Weapons: It's great to see that you've added Flame Damage to this ability, but I do think that it could use something more. At the moment it deals slightly less damage than Inspired Scholarship, for example, even though Scholarship passively grants you Major Brutality/Sorcery and grants Crux, which is a DPS boost for the Arcanist in and of itself. Maybe the Flame Damage of Molten Weapons could be buffed slightly?
    • Shatterspike Mantle: It's awesome that this skill is more viable for DPS now, similar to the Sorcerer's Hurricane which also applies Major Resolve. I think the DPS could be increased so that it at least matches Hurricane, however, especially since Shatterspike Mantle can't be prebuffed (because you need to hit an enemy within 10 meters to apply the DoT).
    • Heartfire and its morphs: I liked Eruption and its a bit of a shame to lose that skill. I also liked the idea of having morphs that do two entirely different things, such as the old Eruption and Cinder Storm. If I remember correctly someone in this thread suggested to move the effects of one of Heartfire's morphs to the base skill and then add Eruption as a new morph? So that Heartfire essentially has 3 different skills that can all be used, depending on your build? That seems awesome to me.
    • Dragonknight Standard and its morphs: I do like that you've added a good Ultimate for supports to the Ardent Flame skill line. Still, a part of me will miss Standard of Might and wishes that it (or Shifting Standard) would be more viable for PvE DPS. I think I'd prefer a rotation in which you start with one or two Standards and finish with the cheaper Take Flight, instead of using just Take Flight throughout the entire parse.

    Passives
    I like that some passive, such as Fan the Flames, are influenced by the number of DK abilities slotted. That's a nice way to incentivize using a (mostly) pure build. But if the goal is to make a pure Dragonknight's DPS output closer to subclassed builds, I reckon a couple of passives would need to be buffed. Adding a Critical Damage buff to one of them would be nice, though something more original would of course be welcome too.
    • Blessing at the Peak: Only generating 3 ultimate every 6 seconds is a bit underwhelming and not that exciting. Therefore, I think that this passive would be the most logical choice to add a buff to (such as: "Casting an Earthen Heart ability increases your X by 20 seconds"). I actually liked that Mountain's Blessing used to give two effects and hoped that similar passives in other class lines (like the Warden's Savage Beast and Templar's Prism) would be altered during their refreshes to be more like it.
    • Burnished Scales: Compared to Piercing Cold, which increases the damage you block by 8% and Frost Damage by 15%, Burnished Scales is underwhelming. While I realise that Piercing Cold may change during the Warden refresh, I do think it’d be good for the DK if Burnished Scales received a second effect that benefits damage dealers.
    • Avalanche: I like this one on paper, but it has a long build up time and I imagine that it’ll be annoying to loose stacks during an immunity phase. To mitigate that issue a bit, I think it would be nice if more skills in the DK kit make you build stacks faster (similar to Shatterspike Mantle). And if these skills would be in the other skill lines, it’d mean that pure DK’s would be able to build stacks faster than subclassed builds, which could be seen as a good thing.
    • A Soul Ablaze: While the increased Healing received is nice, this does seem like a passive that could use something extra.
    Edited by BasP on January 14, 2026 10:05PM
  • araminta63
    araminta63
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    So.. I have never been a dragonknight fan.

    I am a solo PVE player. Until subclassing playing a dragonknight was like gumming my food. Just endlessly boring. It shouldn't take 5 buttons to kill a wolf at level 50 with 2500 cp.

    Then subclassing happened and I started playing them because I could grab a damage line from another class.

    But the last couple of days on the PTS have been really disappointing. The new animations are fun. But I feel even weaker than the original DK and like there is no line I can easily swap out for damage.

    So I'm back to not playing DK's anymore.

    I am disappointed that the party line is that because the important players hate subclassing that now ZOS's answer is to just make subclassing unattractive by scrambling the skills.

    and at the same time.. I don't get where DK damage is supposed to be. I've tried both magicka and stamina builds and they are both weak compared to any other class.

    I'll keep trying for a couple of days to see if something clicks. Or maybe I'll go check out some of the streamers and see what they are doing.

    I guess after the Arcanist.. I assumed that the DK was going to get some bang.

    Instead it feels like they are consigned to forever be tanks. And maybe that's the point. And maybe because I'm not a tank I can't see their uberness.

    But I'll tell you what.. I'm now petrified of what they are going to do to my warden.

  • Radiate77
    Radiate77
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    Radiate77 wrote: »
    Verdict is out. ~150k is the new standard.

    https://youtu.be/jyIITawKu64?si=vFO2f0mZMZDeGjez

    For these class reworks to be successful, we should not see original Classes or player Classes break past 150k, that is where the cap needs to be.

    The other day your claim was 100k. What theory are you basing how high damage should be off of?

    I based the 100k on what was available to us, and was very clear on that.
    Radiate77 wrote: »
    The idea is that things will not need to be balanced post-Refresh.

    From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
    Radiate77 wrote: »
    Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?

    Don’t twist my words or meaning, thank you.

    Until we have a 160k parse, then 150k is the standard, and the person who got that 150k is at the top of their game.
    Edited by Radiate77 on January 14, 2026 10:26PM
  • YandereGirlfriend
    YandereGirlfriend
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    Juomuuri wrote: »
    I've seen some posts that claim this refresh will ruin pure DK tanks, how true is that? I only see parses here but I'd be more interested to learn about the tanking (and well, healing) side as well, like how is it affected?

    There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.

    - Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.

    - Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.

    - One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.

    - If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.

    - Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.

    - Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.

    - Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.

    - Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.

    - DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.

    Use the Brood skill for proccing Minor Brutality and give your group Minor Protection and a super strong situational defensive buff in the process. That is a far more stacked combo for support than spamming Frag.
  • Fab_Lewis
    Fab_Lewis
    Soul Shriven
    I am enjoying the updated animations, despite the bugs and a few changes I think were a miss (like the small backpack spikes for Earthspike Mantle, and the floating heart for Dragon Blood).

    One thing I would really like to see are the Tamriel United skill style bundles coming back for each refresh. For new players, or players like myself who have migrated to a new platform, having some additional variety in the new animations would be fantastic and would, in my opinion, give something else to motivate players to try out new skills and classes they may not have used much or at all (I'm looking at you blue Fiery Breath).
  • GloatingSwine
    GloatingSwine
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    Juomuuri wrote: »
    I've seen some posts that claim this refresh will ruin pure DK tanks, how true is that? I only see parses here but I'd be more interested to learn about the tanking (and well, healing) side as well, like how is it affected?

    There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.

    - Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.

    - Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.

    - One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.

    - If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.

    - Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.

    - Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.

    - Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.

    - Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.

    - DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.

    Use the Brood skill for proccing Minor Brutality and give your group Minor Protection and a super strong situational defensive buff in the process. That is a far more stacked combo for support than spamming Frag.

    That's going to be too situational. Projectile damage protection is a very narrow niche, it's useful sometimes and useless most of the time, and at 12m range there's going to be plenty of fights in trials where that just doesn't hit anyone.

    Protect the Brood is going to be a very niche swap-in for exceptional circumstances, not something you can rely on to proc Brutality. You can maybe do that with chains, it's "free" I guess, but that also means you miss out on the stam recovery of a scribed chain's druid's resurgence.

    And still it's a strict and significant loss from what you used to do which was chuck out a stone giant every few seconds, get a stack of Stagger onto the boss and get both Minor Brutality for the team and 3 ult for yourself. Because those are on different passives on different skill lines that can't trigger together any more because DK cannot have nice things.

    They should put the minor brutality back where it came from (or so help me!)
  • TankHealz2015
    TankHealz2015
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    Former PC and PTS player.
    Current PS player.

    I've been watching many YouTube videos of the refresh skills and especially the new visuals.

    The best two I've seen are:
    Ninja Pulls - he does a side by side comparison showing the current live version and PTS.

    Hyperoxies - his graphics seemed not so bright and exaggerated as many other youtubers. So I liked how they looked in his video.


    Playing solo, big visuals can be great but when grouped in trials or large fight cyridil... The bright flashes and effects can detract from the experience. And even drown out of cover up your targets...


    I hope ESO can add slider options for self and others to adjust the skills /sets special effects - brightness, fluffyness, etc.

    I mean this as independent from impacting the rest of the game visually. Perhaps "in combat" special effects sliders. So to not affect scenery, cityscapes, etc..


  • MlRAAK
    MlRAAK
    Soul Shriven
    dfnuciqhjvax.png

    Well the dragonfire is clearly busted :tongue: and this is not even the highest one, because if you optimize for this bug i wouldnt be suprised to see 350k+ parses

    But when proper using it (without triggering the bug) on full DK setup and just playing a quite simular rotation to arcanist beam setup it performs also the same arround this 135-145k damage.

    ll do some more testing later this week with setups & ability's like magma fist / molten whip, then ll post my thoughts and verdict.
  • Kev_Mate
    Kev_Mate
    Soul Shriven
    I'd like to see the Shackle synergy from Dragonknight Standard and its morphs to be mixed up little, potentially one morph could pull enemies to the centre when the Shackle synergy is activated.

    I find synergies to be great fun when coordinated correctly so would be nice to have more variety.
  • YandereGirlfriend
    YandereGirlfriend
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    Kev_Mate wrote: »
    I'd like to see the Shackle synergy from Dragonknight Standard and its morphs to be mixed up little, potentially one morph could pull enemies to the centre when the Shackle synergy is activated.

    I find synergies to be great fun when coordinated correctly so would be nice to have more variety.

    Synergies are fantastic skill expression for players and groups and definitely under-utilized, IMO.

    At the very least allowing one of the morphs to self-synergize would be a very nice step.
  • Arthtur
    Arthtur
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    Okay feedback time.
    Important note. This is mostly for "solo" stuff. In other words, anything where you dont have support roles helping you. Like, doing dungeons with a friend. It's a lot of text.

    Let's start with...
    DK losing poison damage
    Im not happy with this. DK, a "warrior" class is losing martial damage type... excuse me? If it would be changed to physical i would have no problem with that. But only flame damage? Im sorry but DK feels more like a Dragon Mage or Dragon Priest instead of a Dragon Knight.
    There is many things that could have been done to embrace the fire and might of dragons with this refresh. But we got only flame. I will post my ideas later but its probably too late for them at this point. Oh well.

    Slower rotation (Channel breath)
    I have no problem with that. I have problem with losing a magicka DoT over it. One playstyle should not come at the cost of another. It should have been a 3rd morph. This and Eruption removal means somebody who used those skills just lost 2 skills. This is not fine. We need more options, not less.

    Naming
    Please, take a second look a it. In many cases old names are just better than new ones.

    Skills animations
    Mostly fine. The breath is flat so that could have been made better.

    Now balance... honestly i have mixed feelings. Damage is better, sustain is better so i should be happy and yet... i just feel like DK could be even better. Anyway let's talk about changes, or lack of them.

    Ardent Flame
    Standard
    You did the right thing on the wrong morph. Support Standard is something that should have been done long ago but not at the cost of most iconic DK ultimate. Anyway...
    Shifting Standard needs ~30% damage buff because we lost Searing Heat (+25% dmg, +4s duration) and something extra as it was behind Standard of Might on live. The best result would be 15% damage done just like Standard of Might on live.
    To be fair, its still stronger than Destro Ultimate or Mage Guild Meteor but its a shadow of itself compared to live.

    Whip
    Flame Lash. I just dont get it. Why its build around off balance instead of burning status effect? It just feels off for me.

    Molten Whip. Thanks to shorter DoTs it feels great. It can be used as a spammable or semi-spammable. 10/10

    Searing Strike
    Overall this skill needs a buff. 10s duration with 50% more damage sounds nice, but results in an overall nerf when compared to live as we lost Searing Heat.

    Searing claw. Not much to say there.

    Burning Embers.
    I dont think this change was good. Tanks have better options for healing and this makes it rather weak for DDs.

    Core of Flame
    I dont know what to think about this one. It gives a lot of sustain! Not slotting it gives a lot too. The more i tested DK the more obvious became dropping this and talons. It needs a lot more damage for this to be slotted.

    Hearthfire
    Give me back Eruption. It was such a cool skill and you just removed it. If you want to add something nice for tanks add a 3rd morph. Like tanks arent even close enough to DDs during fights to even use skill that you gave them.... sight.
    Healer morph solid tho.

    Inferno
    Its fine. But previous version was fine too.

    Healing morph looks good. It should give a buff tho. Something like reduced damage from DoTs which would fit its name.

    Passives
    Combustion
    Overall, its the same if you use DK skills. However it's a nerf if u rely only on enchants.

    Traumatic Burns
    Ok.

    Fan the Flames
    Its a good passive. Amazing even. But it should have been Warmth, not Searing Heat. Losing 25% damage and 4s duration on DoTs and ultimate doesnt feel great. I mean whatever with duration but the damage.... Its the main reason why Claw, Breath and Standard feel so weak compared to live.
    This skill should count skills on both bars, up to 6 to remove unnecessary calculations during barswap and to make it fell less awkward as it would constanly lose power while swapping to backbar.

    A Soul Ablaze
    I dont like at what cost it came. Also it should have been Healing Done, not taken. And it should have something more, no idea what tho.

    Draconic Power
    Leap
    10/10 next.

    Dragonfire Breath
    This skill has the same problem as Searing Strike. 2s extra on Major Breach would be nice too.

    Engulfing Dragonfire
    Great. But it should have been 3rd morph.

    Dark Talons
    Burning Talons
    I dont understand why nothing was done about this. Solid skill for damage but too expensive. Synergy tied to CC which makes it usless against Elite and Boss enemies.
    Remove CC, reduce the cost, tie synergy to DoT. Done.

    Choking Talons
    Add DoT to it so there is more expensive option with more utility.

    Dragon Blood
    Pretty nice buff.

    Wings
    Why do i have a feeling that Ball Groups in PvP became even tankier?

    Chains of Flame
    Ok.

    Passives
    Burnished Scale
    Its fine.

    World in Ruin
    Its okay i guess. Kinda awkward that it buffs all DK skills except spammable.

    Elder Dragon
    Meh. Moving group buff there made it less awfull however health recovery never feels good. I believe something like "gain x penetration against enemies with burning status effect" would be much better.

    The Storm Voice
    The name doesnt fit.
    Change is great but there is the same problem as with Fan the Flames. Makes using ultimate from backbar awkward as this passive losses power. Make it count skills from both bars, up to 6.

    Earthen Heart
    Magma Armor
    Magma Shell. Great.

    Corrosive Armor. I just dont like its design. Blocking ultimate regen while active hurts DK sustain so... it just doesnt fit. In a tree that has a passive with ultimate gain. Yeah.

    Superheated Ward
    Volcanic Ward. Seems okay but will probably be too weak as most of damage taken comes from DoTs and Channels.

    Magma Fist. Feels a lot better to use however Heat Shock (Stagger) should scale with offensive stats as currently its kinda weak. It felt great to use with whip as semi-spammable tho.

    Molten Weapons
    Okay. This skill needed something but i dont know if DMG was a good idea. It outperforms many DoTs with how much it offers per cast.

    Obsidian Shield
    With removal of stamina gain upon using magicka ability, this skill loses a lot of power. Maybe give 1k stamina after the shield is destroyed?

    Petrify
    I dont really know what to say about this. Im not going to PvP on PTS and i dont rly see use for it in PvE. It would need a better buff than Minor Breach.

    Earthspike Mantle
    Great change. However as its a basic defensive skill (Major Resolve) it should be first or second skill in a skill tree, not fifth.

    Passives
    Heart of Stone
    Solid passive.

    Avalanche
    Its too weak. There is too many situations where fights will end before we get any power from it or we will lose all of its power because we cant deal damage as we deal with mechanics. Either it needs to stack a lot faster (like in 10s max stacks) or be a lot stronger.

    Blessing at the Peak
    Feels kinda weak after losing group buff. Also not many things to use for it to proc in this tree. And ultimate that blocks ultimate gain in the same tree. Could give some kind of buff after using an ultimate based on the amount used.

    Mountain Giant
    I mean, its okay when you need more sustain. I would prefer if it helped me to not get into a situation where i need extra sustain tho. And i dont like off balance.

    So, my ideas on what DK could have became.
    New status effect unique to DK - Melted.
    Applying Burning status effect to an enemy already under effect of Burning, applies 1 stack of Melted, up to 10 stacks.
    Each stack of Melted increases physical and flame damage taken by 1% and deals x flame damage upon receiving direct physical damage.
    I thought about it reducing armor but it would be either weak or make penetration usless.

    In addition to that:
    Claw
    Deal X physical damage to enemy and additional X flame damage over 10s.

    Earthspike Mantle
    Deal X physical damage immediately and additional X flame damage over 20s in 7m radius around you.

    Eruption
    Deal X Physical damage at the target location immediately, reducing enemy Movement Speed by 70%, and dealing X Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.

    And Stonefist could be a physical spamamble i guess.

    This would make a Martial aspect of DK a lot better in my opinion and it would make DK feel like a Warrior class thats uses Might and Flames of dragons.

    Thats a lot of text.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Personofsecrets
    Personofsecrets
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    Juomuuri wrote: »
    I've seen some posts that claim this refresh will ruin pure DK tanks, how true is that? I only see parses here but I'd be more interested to learn about the tanking (and well, healing) side as well, like how is it affected?

    There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.

    - Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.

    - Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.

    - One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.

    - If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.

    - Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.

    - Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.

    - Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.

    - Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.

    - DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.

    Use the Brood skill for proccing Minor Brutality and give your group Minor Protection and a super strong situational defensive buff in the process. That is a far more stacked combo for support than spamming Frag.

    That's going to be too situational. Projectile damage protection is a very narrow niche, it's useful sometimes and useless most of the time, and at 12m range there's going to be plenty of fights in trials where that just doesn't hit anyone.

    Protect the Brood is going to be a very niche swap-in for exceptional circumstances, not something you can rely on to proc Brutality. You can maybe do that with chains, it's "free" I guess, but that also means you miss out on the stam recovery of a scribed chain's druid's resurgence.

    And still it's a strict and significant loss from what you used to do which was chuck out a stone giant every few seconds, get a stack of Stagger onto the boss and get both Minor Brutality for the team and 3 ult for yourself. Because those are on different passives on different skill lines that can't trigger together any more because DK cannot have nice things.

    They should put the minor brutality back where it came from (or so help me!)

    Or so help me too. I'm considering chaining myself to their HQ door over the passive changes.
    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.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Radiate77 wrote: »
    Radiate77 wrote: »
    Verdict is out. ~150k is the new standard.

    https://youtu.be/jyIITawKu64?si=vFO2f0mZMZDeGjez

    For these class reworks to be successful, we should not see original Classes or player Classes break past 150k, that is where the cap needs to be.

    The other day your claim was 100k. What theory are you basing how high damage should be off of?

    I based the 100k on what was available to us, and was very clear on that.
    Radiate77 wrote: »
    The idea is that things will not need to be balanced post-Refresh.

    From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
    Radiate77 wrote: »
    Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?

    Don’t twist my words or meaning, thank you.

    Until we have a 160k parse, then 150k is the standard, and the person who got that 150k is at the top of their game.

    If the standard is just based off of player data, then how do you know that it is the standard? It's strange to infer what the game wide standard will be for all classes based off of player data from 3 days of DK testing. That's why the standard went from 100k to 150k overnight.
    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.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    If the standard is just based off of player data, then how do you know that it is the standard? It's strange to infer what the game wide standard will be for all classes based off of player data from 3 days of DK testing. That's why the standard went from 100k to 150k overnight.

    There is no other standard than the player data presented, and as we get more legitimate data, that standard will update.

    All classes need to be balanced to Dragonknight, it is the FIRST of all of the reworks. It is important to track where the class is, as that is the North Star.

    I have no idea why you’re so bent out of shape over this Dragonknight rework, and more pointedly, the idea of our classes being balanced post-Subclassing.
    Edited by Radiate77 on January 15, 2026 4:28AM
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    Radiate77 wrote: »

    There is no other standard than the player data presented, and as we get more legitimate data, that standard will update.

    All classes need to be balanced to Dragonknight, it is the FIRST of all of the reworks. It is important to track where the class is, as that is the North Star.

    I have no idea why you’re so bent out of shape over this Dragonknight rework, and more pointedly, the idea of our classes being balanced post-Subclassing.

    Yes, I agree that the reworked DK will become the standard for other classes, which will also help balance the monotonous build situation since subclassing.

    Seeing a DK achieve 150K damage under extreme conditions is gratifying, as it suggests that other classes should also have similar potential after the rework. While some initially thought a pure DK would only deal less than 100K, I think that was mainly because everyone was still figuring out the combinations of the new DK's skills and sets. As time progresses, we should be able to confirm the new DK's maximum damage before the end of the PTS and know whether to slightly buff or nerf that damage value.
    "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.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Radiate77 wrote: »
    If the standard is just based off of player data, then how do you know that it is the standard? It's strange to infer what the game wide standard will be for all classes based off of player data from 3 days of DK testing. That's why the standard went from 100k to 150k overnight.

    There is no other standard than the player data presented, and as we get more legitimate data, that standard will update.

    All classes need to be balanced to Dragonknight, it is the FIRST of all of the reworks. It is important to track where the class is, as that is the North Star.

    I have no idea why you’re so bent out of shape over this Dragonknight rework, and more pointedly, the idea of our classes being balanced post-Subclassing.

    The standard could very well be whatever the designers decide it should be - that's another reason why it's a strange subject. If dragonknight did 200k damage you might cheer. If DK did 100k damage you might cheer. Praise be the new standard. The "standard" that is completely arbitrary and also is subject to the fair criticisms in this thread and elsewhere that people have.

    I'm not cheering because I don't see cause to. I know what I like and the next update changes what I like in fundamental ways such that those things are less good. DK has been treated in a very heavy handed way over the years and I'm not surprised to see some of these changes based on the history of it's design.

    I've posted plenty of comments here as to why I'm not a cheerleader. I don't expect anyone, even designers, to read the comments or care, but the information is there. Maybe you missed it.
    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.
  • Hotdog_23
    Hotdog_23
    ✭✭✭✭✭
    ✭✭
    I will agree with a lot of these, but in particular the following:
    Faulgor wrote: »
    b) There are too many 'rings of fire' to indicate area size, with very little to differentiate them.

    Dragonknight Standard (at least this one is visually distinct)
    Core of Flame
    Hearthfire
    Inferno
    Dragon Leap
    Blood of the Elder Dragon
    Dark Talons
    Protect the Brood (stands out because it doesn't stand out)
    This would be nice to have some differentiation between these and other skills that now look very similar. One of the best things would be to add a full ground effect for those that do damage in the entire area as you suggested for the Standard morph.

    As you say later, the old Ash Cloud effect with the smoke and some lava jets does make the area look dangerous. It'd be good to see something like that.
    stkueg1vy209.png

    These are the three concrete changes I would suggest to improve readability of different effects, which would already be enough IMO. The ultimates don't really compete with each other, and the other skills are mostly momentary buff/support abilities.
    • Shifting Standard should have an effect in the whole area of effect, not just the circumference, as suggested under a).
    • Change Core of Flame to be more distinct from Inferno, either by keeping the Live version (see below) or increasing the smoke and reducing the flame effect.
    • Hearthfire should keep the old Ash Cloud effect in its area.
    I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.

    Core of Flame/Inhale
    I like how the Live version has a two-part effect, where you can actually see a 'beam of flame/energy' being pulled from the enemies to imply drawing their essence out, and then the explosion of flame afterwards. This is much more impactful in my mind
    m3cgxje0we2z.png
    6psqtr4b2bw3.png
    versus on PTS
    3k80tacwb56z.png
    18rdyr5x3dqq.png

    Honestly, the more I play around with it, the more I prefer the old effects and functionality of Deep Breath. Extending the subsequent explosion to 4 seconds instead of 2.5 means that this skill is much less useful than it is on Live.

    See images from Live with multiple enemies around
    8ml8bjmotrbm.png
    2ytmpz7wz7ry.png

    I could see this as one of those cases where both the old and new versions have a role. The new version is very good for sustain, but it loses that old feeling of drawing out the flames from enemies and releasing it in an explosion which looked and felt really cool

    I'd like at least one of the morphs to basically stay as Deep Breath is on Live. Maybe change the base and other morph into something more like PTS where it restores resources, but Deep Breath felt very impactful on Live and now it just feels exactly like a single-cast new Inferno

    Molten Core is actually my favorite change because now it's actually useful as a genuine delayed burst ability.

    It was always hamstrung by the proviso that the first tick had to hit a target for the second hit to prime. There are tons of scenarios where that is impractical and completely scuttles the usefulness of the ability. The 4-second timer is also much easier to work with and to integrate into a damage combo.

    I don't have much to say about the actual animation just that the mechanical change was infinitely for the better.

    This is why I say it's a case where the old use is good for one morph, while the new use is good for the other morph.

    DK being built around sustain issues having a skill that gives a lot of resources back with a long-lead burst without needing to hit someone first is very useful in PvP. However, the old version of being able to interrupt several adds around you instantly and heal from that is also very useful in niche PvE situations.

    The old version of Inhale (Draw Essence) didn't really get much use iirc, and Deep Breath did have those niche uses. The new version again has both morphs very similar to each other, and even overlapping a lot with new Inferno as a radial delayed AoE burst.

    If they kept Deep Breath as it is on live for one morph, and then used the new version with the sustain for the other morph, that seems like it would hit both use cases, and also give players a reason to take one morph over the other instead of having a 'dead' morph like most skills tend to get when one is objectively better than the other.

    I do hope a lot of skills during these reworks end up changing to something where the two morphs are pretty significantly different so there would be reason to choose either one. Again, I'll go back to the fact that the DoT morph of Eruption was removed and now both morphs are HoTs, when the fact that it originally had a damage morph and a heal morph made both useful in different circumstances.

    100% agree with you we need both options.
  • iyx
    iyx
    ✭✭✭
    Just saying I strongly dislike removing the poison playstyle from the class. That change leaves one of my favourite toons completely dead. Saw some posters saying that dragonknight should be about fire, as if fire dragons are the only dragon kind in TES. Also some of the new visuals feel like a downgrade.

    Completely agree with this, I also don't know what to do with one of my DKs without corrosive abilities.
    It also raises concerns about whether the other classes will be condensed to a single theme/element.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    Radiate77 wrote: »
    Radiate77 wrote: »
    Verdict is out. ~150k is the new standard.

    https://youtu.be/jyIITawKu64?si=vFO2f0mZMZDeGjez

    For these class reworks to be successful, we should not see original Classes or player Classes break past 150k, that is where the cap needs to be.

    The other day your claim was 100k. What theory are you basing how high damage should be off of?

    I based the 100k on what was available to us, and was very clear on that.
    Radiate77 wrote: »
    The idea is that things will not need to be balanced post-Refresh.

    From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
    Radiate77 wrote: »
    Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?

    Don’t twist my words or meaning, thank you.

    Until we have a 160k parse, then 150k is the standard, and the person who got that 150k is at the top of their game.

    To further back this up 150k is a very mean average across most of the players doing passes the only one able to achieve a number mug higher used a bug

  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    I think I’ll add my two cents on what I’ve experienced and what I’ve noticed most of in the threads
    The channeled dragonfire breath needs a damage reduction like arcanists get a damage shield on channel and templars block everything while channeling too many times this has to be roll dodged out of to heal maybe on activation grant major protection for 5seconds to make it feel super unique, I’d also like to see this cost per second as opposed to the straight up cost given how often it gets cut short
    Which leads me onto avalanche this needs to either be 2seconds to build 3 seconds to loose or you gain a stack when activating a Dragonknights skill, any sort of immunity phase in a boss right now will have you loose all stacks and the 50seconds to build it is proving to be really hard
    Edited by MXVIIDREAM on January 15, 2026 9:04AM
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    I’d like to see the weapon and spell damage buff added back onto molten whip aswell as keeping the new higher damage the boost to the other skills dots and healing was very nice
  • Tariq9898
    Tariq9898
    ✭✭✭✭✭
    I see the Standard of Might change as a huge talking point with this update, and rightly so. The changes for Standard of Might I feel should be reconsidered. Or at the very least, the flame DOT needs to return in some form whilst keeping the new group buff changes. This can be done without altering Shifting.

    Beyond my feedback, I’ve seen other players suggest returning the flame damage by having more DK abilities slotted or DK skill lines. If this is ever implemented, Might would return to its former glory but at the cost of having to remain as a pure class, which is still behind subclassing anyways. Exclusivity to one class should come with meaningful advantages.

    This change would achieve all of the following:

    1) Keeping Shifting the same.
    2) Having it depend on being a pure DK, thereby increasing pure class incentive. Something you stated as your design goal.
    3) Enhancing the DK class identity by bringing back a staple of the play style since Day 1.

    This is where class identity matters. It allows players to consciously weigh tradeoffs and opens up clearer, more intentional choices and alternatives for different types of content. This is a controlled return of a core mechanic that rewards class commitment while remaining balanced within the current system.

    ZOS, please consider this approach. @ZOS_Kevin @ZOS_Erin
    Edited by Tariq9898 on January 15, 2026 9:38AM
  • Juomuuri
    Juomuuri
    ✭✭✭✭✭

    There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.

    - Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.

    - Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.

    - One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.

    - If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.

    - Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.

    - Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.

    - Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.

    - Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.

    - DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.

    Well, I'm thinking about pure class tanks in good faith since I used to play all classes as a tank, and if I'd only go with the meta, I'd have my nightblade, templar and sorcerer tanks literally USELESS. I googled around and apparently there's still pure tank builds around, which gave me hope in case I ever return playing.

    Anyway, thanks for your thoughts from the tank perspective, I hope they balance these out so people like me could technically still play pure class tankDK after the refresh.

    PC-EU (Steam) - CP 2300 - I was a tankblade main...
  • L_Nici
    L_Nici
    ✭✭✭✭✭
    Estin wrote: »
    Estin wrote: »
    So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.

    PTS
    nfbjzd2lohg2.jpg

    Live
    i3zwxse84u3c.png

    So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.

    Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.

    Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.

    I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.

    Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.

    I went back and played around on dummies too after dinner.
    Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.

    I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.

    Yeah, the damage is pretty concerning. The article from friday, which is the same as the patch notes from today, made DK sound like it would be incredibly strong, enough to be able to compete with the meta. But the data is simply not showing that.

    Could my setup be better? Yeah, I could probably try null arca instead of ansuul, and elf bane instead of runecarver, but the fact of the matter is that the same setup and almost identical skills ended up being weaker than what's available now.

    For reference, this is what "The meta" does for me with a lot less work/keyboarding. Until new magdk can be within this range, I'm afraid this refresh is not going to achieve the desired effects everyone thought it would.

    gy62u5sytnd4.png

    Fortunately DK seems like it can handle itself better in PvP compared to the meta, but I imagine most players won't care because they don't play PvP.

    Its not really surprising, that you get weaker, if you use the same skills, and the same sets that work on live. The DK Skills were changed, so you need to change Sets accordingly. You can't expect to play a completely reworked class just the same as before.
    PC|EU
  • noblecron
    noblecron
    ✭✭✭✭✭
    L_Nici wrote: »
    Estin wrote: »
    Estin wrote: »
    So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.

    PTS
    nfbjzd2lohg2.jpg

    Live
    i3zwxse84u3c.png

    So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.

    Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.

    Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.

    I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.

    Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.

    I went back and played around on dummies too after dinner.
    Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.

    I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.

    Yeah, the damage is pretty concerning. The article from friday, which is the same as the patch notes from today, made DK sound like it would be incredibly strong, enough to be able to compete with the meta. But the data is simply not showing that.

    Could my setup be better? Yeah, I could probably try null arca instead of ansuul, and elf bane instead of runecarver, but the fact of the matter is that the same setup and almost identical skills ended up being weaker than what's available now.

    For reference, this is what "The meta" does for me with a lot less work/keyboarding. Until new magdk can be within this range, I'm afraid this refresh is not going to achieve the desired effects everyone thought it would.

    gy62u5sytnd4.png

    Fortunately DK seems like it can handle itself better in PvP compared to the meta, but I imagine most players won't care because they don't play PvP.

    Its not really surprising, that you get weaker, if you use the same skills, and the same sets that work on live. The DK Skills were changed, so you need to change Sets accordingly. You can't expect to play a completely reworked class just the same as before.

    That last sentance. I could tell my meta gamer friends that for days and they're still reeing that they're weaker XD
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Creative Excuses just released a video with some good feedback in it.

    https://www.youtube.com/watch?v=dl5Dtg-CrJ0

    I especially liked the suggestion that Molten Weapons should change the element of your weapon skills to fire. That way, they would interact with other DK passives like Traumatic Burns much better and give "stamina" DKs a new niche after losing poison damage.

    Also a Fire Snipe would be really cool.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Juomuuri wrote: »

    There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.

    - Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.

    - Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.

    - One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.

    - If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.

    - Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.

    - Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.

    - Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.

    - Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.

    - DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.

    Well, I'm thinking about pure class tanks in good faith since I used to play all classes as a tank, and if I'd only go with the meta, I'd have my nightblade, templar and sorcerer tanks literally USELESS. I googled around and apparently there's still pure tank builds around, which gave me hope in case I ever return playing.

    Anyway, thanks for your thoughts from the tank perspective, I hope they balance these out so people like me could technically still play pure class tankDK after the refresh.

    Thank you for sharing. I found it interesting when players began including Nightblade in Sun Spire or Sorcerer for it's various utilities like streaking.

    I've definitely been jealous of these classes kits at times as I've only played one character, a DK.

    I may post back here with a pure dk tank build. Don't expect too much of it though. There are a couple of things that are interesting, but it shouldn't ever be a thing as even single skills from other lines are better than anything that DK has to offer.
    Edited by Personofsecrets on January 15, 2026 2:03PM
    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.
  • Djiku
    Djiku
    ✭✭✭✭
    The reworks looks good for the most part. What I woul really like to see is a better hit feedback. Whenver you hit an enmy, no matter what skill you use, you barely feel like you hit them, There is no real reaction of the mob that it got hit. This really needs to change in order for combat to feel good.
  • xxdabro90xxb16_ESO
    xxdabro90xxb16_ESO
    ✭✭✭
    Hello there, i´m a DK Main since closed Beta and this is my Feedback fort he DK Changes.

    First of all. The Localisations for different Languages on the PTS are a Mess (german for Example). They are sometimes new, Simetimes old, Sometimes between. Localisations need to be on Point when this goes live, so the People can understand what the Skills are doing. Please prioritize this.

    Secondly: Simply deleting Poinson-DKs is not a great move. Multiple of my Chars dont work after the Update unfortunatelly. I have a pure Poison DK with Subclassing that has a Radiant Apex Poison Mount and everything. This one will now be some weird mix and Damage will be probably bad. I would really appreciate if we could even get the Poison Variants back as Skill Styles. If the Charakter does less damage thats no total loose, but if i cant play my Fantasy thats sad.

    Over all im pretty impressed with the Rework, DK is a lot more flashy now and really takes Things to a Crisp. I like that. But there are also some Things i dont like. Here is a List:

    - Shifting Standard: This Skills seems to be a worse Option then all before for me. I woudl really appreciate if we could get the 12% on there to get back onto some serious Numbers with that.
    - Core of Flame and his Damage Morph seems to do not enough Damage for something that takes 4 Seconds in my Opinion. Maybe we could up that or reduce the Time.
    - Fire Keeper: Minor Fortitude is no usefull Buff for Groups as nobody uses Health Regeneration. For the Tankmorph it is OK, but as a Support Skill i would like to have something different here.
    - Hearthfire had a great Usage as a Damage Skill before, im sad that this is gone.
    - Inferno and its Morphs only show an Animation if somebody gets hit. This is very confusing for me and let my check way o often i fit runs.
    - Incenerate and Inhale do have nearly the same Effect now, ist really hard to say which one fired.
    - Incenerate was always an Option to do ranged Damage for a DK, loosing this is sad. I would prefer if it would still Fire a Fireball and maybe do a Nova at the Target.
    - Choking Talons feels underwhelming because it gives only one minor Debuff.
    - The flying Heart from Dragonblood is weird and does not really fit. I think the Animation does not need that.
    - If Protect the Brood would give Major Expedition for the whole Group or at least 3 others it would be way more usefull in many Scenarios. The Current Version will not been used very often.
    - Volcanic Ward instantly disappears after Usage and there is no visual Indicator that the Shield is still running. I would like if the Bubble stays.
    - The Effect of Magma Fist looks weak and somehow out of Sync in Fights. I liked the old stony Version more, it had more Impact.
    - I think the Damage of Builds that play active with Whip for example should be higher as Builds that rely on the Channeled Breath as they are more active and should be more rewarding. At this Point it seems channeling is Meta again.
    - Burnished Scales seams Weak with only 10% Block. Warden has 8% Block and !15%! Frostdamage for example.
    - Soul Ablaze is weak with his 8% Healing Taken as well. Maybe go the Way we had at the Necro with 3% per Skill slotted or give it a secondary Effect.
    - Loosing the Stamina Regenration on Skill Use in Earthen Hearth is a big loose and will change a lot for Tanks. This Effect had some nice Mechanics i used in many Builds. Hope we can get the back.
    - I Think the Kit needs some Critdamage, maybe in the Passives i mentoined.

    Keep up the good Work, i hope my Feedback helps.
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    The more I test, the more I’m convinced that Seething Fury needs to be more than just a whip mechanic, and that flame lash needs to process off Burning Status effects.

    There needs to be a consistent temp class buff that affects all skills, seething fury would do it
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
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