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
Maintenance for the week of January 19:
• PC/Mac: No maintenance – January 19
• NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)
We will be performing maintenance for patch 11.3.1 on the PTS on Tuesday at 10:00AM EST (15:00 UTC).

Update 49 PTS – Week 1 Summary

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
Hi everyone! Welcome to our first PTS weekly summary. In this post, you will find a high-level summary of the Update 49 PTS – Week 1 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. As mentioned in this post, this summary is not intended to be as comprehensive as our PTS incremental patch notes and as such just a gentle reminder that it will not include everything.

As this is a new initiative, we’ll be looking to evolve and optimize it over time. We’ll consider team bandwidth and look at contents and level of detail on our side. We would love to hear your thoughts, too.


Dragonknight Class Refresh
  • Dragon Blood [Feedback]: We have seen community feedback about the visual change to this ability, and questions about if the new look is a bug. While it is not a bug, based on community feedback we are assessing possible updates to the visuals to update this ability and its morphs so the heart visual no longer appears above the character’s head. This change will go into effect in a later PTS incremental. (Related post.)
  • Dragon Wings Visual Effects Misaligned on Multiple Skills [Bug]: The Dragonknight wings visual effect are misaligned on the player character with the Dragon Leap ability and its morphs, and the Wing Buffet ability and its morphs. Dragon Leap and its morphs will be fixed in PTS Week 2 (Related post.) Wing Buffet and its morphs will be fixed in a later PTS incremental.
  • Earthspike Mantle [Feedback]: Based on community feedback, we have made some visual changes to the originally updated design. These changes are what we were able to do in the short-term, and will be viewable on the PTS in Week 2 (related post). We will continue to monitor feedback – it is possible we could make further adjustments to the Dragonknight’s visuals in the future as needed.
  • Engulfing Dragonfire [Bug]: Fixing several issues with the Dragonknight Engulfing Dragonfire ability, including (but not limited to) players being able to recast the ability before the prior cast finishes, stacking damage. This will be fixed in PTS Week 2.
  • General Dragonknight Class Power [Feedback]: Based on player feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we are investigating a number of additional improvements. Watch for a full article around PTS Week 4 that details these additional improvements.
  • Various Dragonknight Visual Effects & Animations Issues [Bug]: We are tracking some additional visual effects and/or animations issues for Dragonknight class abilities including Corrosive Armor, Obsidian Shield, Fragmented Shield, and and Fire Keeper. These will be fixed in PTS Week 2 and a later PTS incremental.

Cyrodiil
  • Heal-over-Time Changes [Feedback]: After feedback about the originally proposed changes to how Battlespirit modifies Heals-over-Time in Cyrodiil, we are reverting the change in PTS Week 2 (related post.) We are investigating alternate short-term and long-term solutions (related post.) One of the short-term solutions we defined in that second related post link would be possible for us to get in for an upcoming PTS incremental and Update 49. Longer-term solutions are still under discussion.

Player Experience Improvements
  • Increasing Housing Population Caps [Feedback]: We’ve seen some questions and suggestions about whether housing population caps are also increasing alongside the furnishing cap increase. Based on this suggestion and piece of feedback, we are increasing the housing population caps with Update 49. Now Staple homes will have a population cap of 6 players, Classic homes will have a population cap of 12 players, and all notable homes will remain at a cap of 24 players. (Note: This will effectively increase the population cap to homes that were previously Classic but have since moved into the Notable category.) (Related post.)
  • Respec Skills & Attributes in the UI for Free [Feedback]: Based on player feedback, we will be restricting the use of the new UI Respec feature in PVE Leaderboard content. Infinite Archive will continue to allow use of the UI Respec feature. This change will go in a later PTS incremental. (Related post.)

Miscellaneous
  • Buccaneer’s Bay House [Bug]: We are tracking several bugs with the Buccaneer’s Bay house, including (but not limited to) the door being misaligned and prompt text inconsistent with other homes, the house not correctly supporting weather states, the door locks lacking audio cues, and it being difficult to find your way back on land if you fall into the water. Some of these fixes will be in PTS Week 2 and the rest in one of the later PTS incremental patches. (Related thread.)
  • New Vampire NPC – Shrine Reference in Dialogue [Bug]: Azisa refers to the shrine at her location as a shrine of Molag Bal. This is inconsistent with her other dialogue. We are changing this line of dialogue and shifting the name of the POI and some related quest text. As this requires a new voice-over recording, the change will go in with Update 50. (Related post.)
  • Transmutation Cap Increase [Bug]: There is an issue where players cannot earn more Transmute Crystals beyond the old cap. This issue will be fixed in the PTS Week 2 incremental. (Related post.)
  • Vampire & Werewolf Reinfection [Bug]: There is an issue where players who have maxed both Vampire and Werewolf skill lines and cured themselves can become locked out of reinfection. This will be fixed in a later PTS incremental. (Related post.)
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • React
    React
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    Thank you for this post! This really is some incredible communication.

    A few things related to the feedback in this post;

    Dragonknight Animation Visual Overload
    • The new animations themselves are great. Most of them look good, feel good to weave/cancel, and fit thematically. However, pretty much everyone I have spoken to agrees that there is a little too much "visual overload" in the sense that there are so many particles and effects attached to the animations, that it is difficult to tell what is actually happening in combat (especially PVP combat!). A big part of ESO's combat is being able to identify what your opponent is doing in order to counterplay it, and these animations are so flashy that you often cannot tell when someone enters a corrosive, uses a fossilize, what skills they're casting in general, etc. I think doing a pass to try and dial back the particles associated with the animations would be VERY beneficial for reducing the visual clutter before it goes live. Also, the audio queues are super loud and bass-heavy compared to the base game animations, it is quite noisy when there is more than one DK around :D

    Dragonknight Power Level
    • I think the team did an absolutely amazing job with this rework. The class feels powerful, the toolkit feels fluid and intuitive, and most of all - It incentivizes you to play pure class very well. This is EXACTLY what the goal should be for every class - making them all "OP" in their own ways, so they feel good to play and so that subclassing is no longer "meta" in the majority of situations.
    • From the PVP perspective, it does worry me that you're suggesting the class is not strong enough yet, and needs even MORE power. Perhaps that might be true when the other classes get their reworks, if the DK happens to fall behind at that point in time. As it stands now, the DK on the PTS is undoubtedly the king of PVP. This isn't a bad thing - as I keep mentioning, the reworked classes pretty much should all be stronger than the pre-rework classes, in order to achieve the aforementioned goals. But perhaps be careful when considering further buffs to the class, as we wouldn't want them to later necessitate nerfs that might harm the long term goals for the reworks overall.
    • It is going to be a tough year though, because the reworked classes will inevitably stronger than the base game classes, which is going to lead to an enormous amount of frustration from people who do not play the reworked classes. I think overall it is just important to keep the end goal in mind - making the classes strong, and making pureclassing better than subclassing for most scenarios.

    The Healing Changes
    • This has obviously been a touchy subject for the community. I think the reality is that HOTS (and shields) need to be reigned in, but the solution on offer is not great. Personally, I still think going ahead with the proposed idea of upping the limit to 5 hots before the healing reduction is worth at least trying for a patch. There are plenty of issues with it that many have pointed out, but if our options for the next update are trying this solution out or dealing with another 4-5 months without any adjustment to these mechanics - I'd lean towards trying it out every time.
    • I do sincerely hope the team stays focused on this topic over the course of the year. Not just how out of hand stacking HOTS has gotten, but stacking mechanics in general. HOTS, Shields, buff sets, max HP, etc are all things that should be considered for adjustment.
    Edited by React on January 16, 2026 4:26PM
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  • Malyore
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    This is awesome to see, thank you. I especially like how you clearly labeled what is a bug or feedback, as well as what you are doing about it, and when that will be done. Extra points to your team for managing to implement many changes within the PTS.

    With that being said, I hope there are considerations for the many threads and feedback that have been asking to have a toggle option to lessen the visual effects of either all players, or just other players, abilities due to how overwhelming the visual effects can become across all game content.
    Edited by Malyore on January 16, 2026 4:18PM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Malyore wrote: »
    With that being said, I hope there are considerations for the many threads and feedback that have been asking to have a toggle option to lessen the visual effects of either all players, or just other players, abilities.

    Yes! We do have this feedback and request into the dev team, and they are investigating options. As that is more of an evergreen request that would benefit players throughout every part of the game and not specific to Update 49, we didn't list it here. But it is in the dev team's hands.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • couriersix
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    I've participated in PTS cycles since ~2019 and this is the first time it's ever felt like the dev team has been so involved and receptive. Very awesome to see!
    PC / NA - cp 1700+ - EP magicka necro.
  • Malyore
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    Malyore wrote: »
    With that being said, I hope there are considerations for the many threads and feedback that have been asking to have a toggle option to lessen the visual effects of either all players, or just other players, abilities.

    Yes! We do have this feedback and request into the dev team, and they are investigating options. As that is more of an evergreen request that would benefit players throughout every part of the game and not specific to Update 49, we didn't list it here. But it is in the dev team's hands.

    Wonderful, thank you so much!
    As a personal note, this communication is really creating a new foundation of faith I am having for ZOS again. It has been jaded for a long time, so it's very exciting to see all of this effort and substance within just this week alone. I hope your team hears such feedback as well :)
  • LunaFlora
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    awesome to see this first PTS summary.
    seeing bugs and feedback in one thread like this is helpful
    miaow! i'm Luna ( she/her ).

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  • XimTheBard
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    So excited to see that the housing player caps will be increased

    Also .. let me just say..

    150 slots in the inn rooms IS AMAZING!!

    We can make small cozy cluttered builds now! Like a magical wizard study! I'm super excited to experiment with this!

    Thank you to the team!
    Khajiit Roleplayer, Pve Warden main, Housing enthusiast, and architecture nerd.
    Akir'i'ko Tz'jana - 7'7 Skyrim Raised Cathay-raht main
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  • Decimus
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    General Dragonknight Class Power [Feedback]: Based on player feedback that the Dragonknight class's overall ability strength still feels lower than ideal even after the recent class refresh changes, we are investigating a number of additional improvements. Watch for a full article around PTS Week 4 that details these additional improvements.

    Uuh, I hope this refers to just things like Igneous Shield, Talons and other still kinda disappointing abilities... because a lot of the reworked skills are very strong now.

    Before anyone gets their pitchforks out, I'm not calling for nerfs here by the way; just more focus on the weaker abilities that are still bad. Liking most of the DK changes so far and would hate to see the pendulum swing too far where we just wind up getting nerfs in the next patch due to that.
  • AltmerGF
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    I might be a minority here, but I am not a huge fan of Molten Weapons overriding your weapon appearance with an entirely new model. I feel like it goes against the visual customization/freedom you're going for with the transmog system. I think it would be better suited by some visual effect more akin to something like Tome Bearer's Inspiration than a total model swap.
  • Decimus
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    AltmerGF wrote: »
    I might be a minority here, but I am not a huge fan of Molten Weapons overriding your weapon appearance with an entirely new model. I feel like it goes against the visual customization/freedom you're going for with the transmog system. I think it would be better suited by some visual effect more akin to something like Tome Bearer's Inspiration than a total model swap.

    Personally I think the new Molten Weapons visual effects are really cool - ideally there should be an universal option/toggle that allows your weapon effect to override buff visuals. That'd allow for more freedom in designing cool flashy effects in the future class reworks as well.
    Edited by Decimus on January 16, 2026 4:55PM
  • CameraBeardThePirate
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    Just want to say that the attempt at better communication this PTS cycle shows. These summaries are a fantastic idea!

    I pretty much agree with everything React said above. Specifically:

    1) HoTs and Shields need to be reigned in, and I think taking a nerf for the next live update that misses the mark is still a better option to see how the meta adjusts with a big change like this. After all, vast sweeping changes to Cyrodiil balance can't really be tested in PTS. That being said, this change to healing cannot be the final version of the change, as it harms solo and small scale players too much and is not focused enough on the actual problem of reigning in the outrageous amounts of stacking power you can achieve.

    2) The DK balance changes are good, and DK will be very powerful in PvP. Some abilities certainly need work (see Decimus' comment above), but be cautious with buffing the already powerful abilities hear. Like others, I do worry that some of the later classes on the docket will feel woefully outclassed in a couple patches' time, but I think it's a necessary evil as the team really did a good job in their stated goal with the first class overhaul.

    3) Visually, I like all of the changes (especially after the tweak to DK's armor skill). The difference in visual fidelity between the Arcanist and the rest of the classes was glaringly obvious, so being able to not only increase fidelity of old classes but also reinforce their thematic elements is awesome.
  • ESO_Nightingale
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    This is a really good post. Please keep doing these! Its so critical that we know what you know and what the dev team's plans are.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Ecgberht_confused
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    This is a very welcome change in communication!

    Echoing some of the other comments about tuning up some of the damage, please be careful with some of the skills that are already in a good place, like dragonfire for example. I'd hate for it to be tuned up only for it to be nerfed to the ground later.

    In particular, I think ardent flame and earthen heart need some passives love. As it is, channel builds fare much better if they take draconic power along with aedric and assassination. Some up-tuning of passives or the overall interaction between skill lines for ardent and earthen would give pure DK a fighting chance. It would also help non channeling DK builds, whether pure or subclasses, to compete
  • AltmerGF
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    Decimus wrote: »
    AltmerGF wrote: »
    I might be a minority here, but I am not a huge fan of Molten Weapons overriding your weapon appearance with an entirely new model. I feel like it goes against the visual customization/freedom you're going for with the transmog system. I think it would be better suited by some visual effect more akin to something like Tome Bearer's Inspiration than a total model swap.

    Personally I think the new Molten Weapons visual effects are really cool - ideally there should be an universal option/toggle that allows your weapon effect to override buff visuals. That'd allow for more freedom in designing cool flashy effects in the future class reworks as well.

    I don't think they're bad visuals at all, in fact they're quite cool - I just think it's a little unfortunate to have some cool weapon style you might have paid actual money for then spend probably 80% of your time with their visuals overriden, lol. A toggle would be ideal.
  • MSattrtand
    MSattrtand
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    I'm concerned about "General Dragonknight Class Power". You know that isn't just DK, right? All pure-classes are underperforming, compared to multi-classed characters (from PvE DD standpoint) on the dummy, and it's getting worse in content, since Herald+Assassination are so OP - two crit damage lines + pen line is extremely useful in content.
    Pure DK don't have nor crit damage, nor pen - you're dependent on your group bringing Kosh/EC. Unless pure DK would parse higher than Herald+Assassination, there's not much reason to bring pure DK in the group - why would you take someone who needs more support sets from the group to reach lower damage? This isn't practical.
    Let's imagine: you buff pure DK to be comparable to Herald/Assassination damage-wise (to runeblades setup, since it's already comparable to beam setup) - it has higher cleave than runeblades build, so lower ST DPS is fine. In this case, you may bring more support sets to get more cleave from a full pure DK comp. In this case, you still have other pure classes being worse.
    The easiest option would be to start moving, just moving, skills and passives from Herald/Assassination to other skill lines, to make them less potent, without nerfing pure classes. That's better than waiting for these classes' refresh.
  • wolfie1.0.
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    React wrote: »
    Thank you for this post! This really is some incredible communication.

    A few things related to the feedback in this post;

    Dragonknight Animation Visual Overload
    • The new animations themselves are great. Most of them look good, feel good to weave/cancel, and fit thematically. However, pretty much everyone I have spoken to agrees that there is a little too much "visual overload" in the sense that there are so many particles and effects attached to the animations, that it is difficult to tell what is actually happening in combat (especially PVP combat!). A big part of ESO's combat is being able to identify what your opponent is doing in order to counterplay it, and these animations are so flashy that you often cannot tell when someone enters a corrosive, uses a fossilize, what skills they're casting in general, etc. I think doing a pass to try and dial back the particles associated with the animations would be VERY beneficial for reducing the visual clutter before it goes live. Also, the audio queues are super loud and bass-heavy compared to the base game animations, it is quite noisy when there is more than one DK around :D

    Dragonknight Power Level
    • I think the team did an absolutely amazing job with this rework. The class feels powerful, the toolkit feels fluid and intuitive, and most of all - It incentivizes you to play pure class very well. This is EXACTLY what the goal should be for every class - making them all "OP" in their own ways, so they feel good to play and so that subclassing is no longer "meta" in the majority of situations.
    • From the PVP perspective, it does worry me that you're suggesting the class is not strong enough yet, and needs even MORE power. Perhaps that might be true when the other classes get their reworks, if the DK happens to fall behind at that point in time. As it stands now, the DK on the PTS is undoubtedly the king of PVP. This isn't a bad thing - as I keep mentioning, the reworked classes pretty much should all be stronger than the pre-rework classes, in order to achieve the aforementioned goals. But perhaps be careful when considering further buffs to the class, as we wouldn't want them to later necessitate nerfs that might harm the long term goals for the reworks overall.
    • It is going to be a tough year though, because the reworked classes will inevitably stronger than the base game classes, which is going to lead to an enormous amount of frustration from people who do not play the reworked classes. I think overall it is just important to keep the end goal in mind - making the classes strong, and making pureclassing better than subclassing for most scenarios.

    The Healing Changes
    • This has obviously been a touchy subject for the community. I think the reality is that HOTS (and shields) need to be reigned in, but the solution on offer is not great. Personally, I still think going ahead with the proposed idea of upping the limit to 5 hots before the healing reduction is worth at least trying for a patch. There are plenty of issues with it that many have pointed out, but if our options for the next update are trying this solution out or dealing with another 4-5 months without any adjustment to these mechanics - I'd lean towards trying it out every time.
    • I do sincerely hope the team stays focused on this topic over the course of the year. Not just how out of hand stacking HOTS has gotten, but stacking mechanics in general. HOTS, Shields, buff sets, max HP, etc are all things that should be considered for adjustment.

    my one objection to your feedback is this, Pure classes should be able to match parity with subclassing, but one should be able to still subclass and feel powerful. I and others don't want to get to the end of this and be told by PVP or PVE meta groups that we CAN'T subclass to cover content. That defeats the whole point of having the feature. I also dont want to go back to having a situation where we are told that we MUST run a certian pure class, because then everything done with the rework was a failure and a waste of time.

    If that means that classes get buffs in PVE and PVP thats fine by me.
  • valenwood_vegan
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    Jess, I am often critical on here and always ready to call things out when I'm not happy with them... but in this case, I just wanted to say that this kind of communication about what's happening on PTS is really exciting to see!

    I realize that it's more work for the team, but I think it's a great step toward restoring players' confidence in the PTS process and I hope you guys can continue to find ways like this to make PTS feel like more of an interactive process between the devs and the community.
  • Radiate77
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    Just wanted to say thanks for the improved feedback loop this cycle, and for getting all of these changes in one place! You guys are killing it!
  • ceruulean
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    AltmerGF wrote: »
    I might be a minority here, but I am not a huge fan of Molten Weapons overriding your weapon appearance with an entirely new model. I feel like it goes against the visual customization/freedom you're going for with the transmog system. I think it would be better suited by some visual effect more akin to something like Tome Bearer's Inspiration than a total model swap.

    I don't like the molten weapons either. They look great as a crown store pack but not as a skill that everyone's going to be spamming.
  • RedKynAbyss
    RedKynAbyss
    Soul Shriven
    AltmerGF wrote: »
    I might be a minority here, but I am not a huge fan of Molten Weapons overriding your weapon appearance with an entirely new model. I feel like it goes against the visual customization/freedom you're going for with the transmog system. I think it would be better suited by some visual effect more akin to something like Tome Bearer's Inspiration than a total model swap.

    I like the design of those weapons, IF they were a motif and not an overwrite of my current weapons. I worked hard to farm out my weapon styles and love the styles I have, I’m not a huge fan of it disappearing entirely especially because my favorite part of the molten weapons buff was my weapon being the same weapon but being on fire like the NPC pyromancer weapons are.
  • SirIronclad
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    No mention of 2H has me worried... Really hope the current PTS animations are not final.
  • React
    React
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    wolfie1.0. wrote: »

    my one objection to your feedback is this, Pure classes should be able to match parity with subclassing, but one should be able to still subclass and feel powerful. I and others don't want to get to the end of this and be told by PVP or PVE meta groups that we CAN'T subclass to cover content. That defeats the whole point of having the feature. I also dont want to go back to having a situation where we are told that we MUST run a certian pure class, because then everything done with the rework was a failure and a waste of time.

    If that means that classes get buffs in PVE and PVP thats fine by me.

    I'm just of the opinion that the system was introduced with callous disregard for the balance of the game as a whole. Really it never should have come in the form it did, where you can take any skill line you want with zero restrictions or penalties.

    What these reworks are aiming to do based on what we've seen so far is to artificially introduce those restrictions/penalties by adding in class "dependencies" to the skill lines. So for DK in particular, you're less likely to want to subclass now because of how passives and skills interact with other passives and skills in other DK lines. Once this same logic is applied to every class, it will be two fold - you will have your in class dependencies, and then lines from other classes will look even less appealing because they will also have their own in class dependencies that you can't take full advantage of.

    It is a good approach, and at the end of things I think it will still leave room for subclassing in many ways, such as min/maxing DPS which will almost certainly require 3 damage focused lines, same for healing and tanking. In PVP I do think pure classing will end up as the stronger option in general, but with subclassing available still to fill in holes within your class toolkit, rather than it being the absolutely 100% necessary meta that it is now.

    I think they're on the right path.
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  • Fruity_Ninja
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    Great communication and adaptiveness so far this PTS cycle, thank you @ZOS_JessicaFolsom
  • merevie
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    Saw this over on Skinny's channels and just wanted to drop in to say to the new management GG -You're doing a great job getting the same people to perform in a fresh and professional manner. I'll play ESO 2026 if this is what we can now expect.
    Edited by merevie on January 16, 2026 7:42PM
  • MashmalloMan
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    When speaking to the DK power levels, I think you guys need to address a few major pain points that will inevitably bring up the total pure class DPS.

    Also, thank you for a recap about our feedback. This is the type of transparency and communication we were looking for. Thank you! Can't say it enough because it's nice to finally see tangible results for your new ideology. Actions speak louder than words.
    1. Passives. Over 50% of your playerbase, if not 70%+ engages as a damage dealer, even supports need to deal damage at some point to get to max level. You're on the right track by making every skill line perform well for every role, but Earthen Heart and Draconic Power should reflect this. Right now, Ardent is clearly The winner. The general principle should be 2 passives for damage dealing, 2 for utility/support/sustain, per line. 7% dot and 10% damage done is not enough to carry 2 lines, they will be subclassed out easily for anyone that's not a die hard DK fan. There's many opportunities with the currently boring passives that give 3 ultimate, 8% healing, 10% block, and 3k armor. These lack creativity and value.
      • Consider moving Flame Lash's 300 weapon/spell damage out, and into Earthen or Draconic. Right now, you're enabling a situation where players pick a stronger, low effort spammable like Dragonbreath or Beam, then back bar Flame Lash. It gets worse when you realize Flame Lash punishes you for casting it, why would I want to fire it off for +100% damage if I also lose -300 w/s damage. It's counter intuitive and needs to move to something else.
    2. You've made a point of saying DK breaks the dot homogenization by lowering from 20~24s dots to 5~10s, which we were all excited for, but then you didn't properly reward the added effort, complexity, or sustain issues that change in rotation causes. Let's not forget, DK lost the +20% dot duration and +25% dot damage passive, you can't simply cut the duration in half than increase the damage by half, these abilities need more OOMPH, including Shifting Standard to make up for what they lost.
      • Like the previous point, low cooldown abilities barely warrant their bar slot in comparison to Flame Lash with even only 1 stack. If an ability takes 5-10s to see it's full potential, but still only does 0~30% more than 1 stack of whip, it's not worth the slot. Dragonbreath, Talons, and Heart Core need massive changes. Venomous Claw is the only ability worth its weight, but the tooltip before the stacking damage is still way too weak, making the heal morph massively inferior.
      • Think about "per cast" damage values, not just how much damage something does per second over a parse. For example, FOO and Igneous Weapons have insanely high value over their longer durations totalling 8~12k, in comparison, Flame Lash is between 2.4~4.8k. as a spammable, this makes complete sense. As long as you know a fight will continue for the 15~60s, refresh FOO or Igneous over Flame Lash.
      • Now do the same comparison for Deep Breath (2.2k), Dragonbreath (3k), and Talons (3.4k). As you can see, Deep Breath is never worth casting, Dragonbreath is only worth it if you have 0 stacks, and Talons is only worth it if you have 1 stack. This doesn't make any sense, pure class DK rotations are wasting time and effort trying to make these bad skills work, and it's why their total DPS is subpar.
    3. Hybridize and give some oomph to helping hands. Make it worth casting a heavy attack for off balance no matter the weapon, but don't force all players into a heavy attack rotation.
      • Example: "Fully Charged heavy attacks apply off balance and x flame damage if the target is not already off balance. (Effectively a 22s cooldown per target). Additionally, all fully charged heavy attacks return 1k stamina and 1k magicka (or go with 1.5k to whichever is higher)."
    4. Why did we remove Eruption? If it was to emphasize that DK DPS is a mobile brute, I'm all for it, but why? The tank and healing morphs can be combined.
      • Example: "Heals based on highest resource or max health, whichever is higher. While in the aoe, increase the effect by 50%. Enemies are slowed by -40%, allies get x buff in the ring and for 4s after they leave."
      • Move but reduce the movement penalty, 70% in an 8m radius is toxic for PvP. Remove major protection, it heals the tank for 50% more now. Reduce the buff lingering duration to make positioning a little more important, but still forgiving. Now Eruption could make a comeback.
    5. Avalanche is a very cool passive, but it's a little TOO passive funny enough. If we want to promote pure classing and class identity, why not give other abilities the functionality to add Avalanche stacks from Ardent Flame and Draconic Power? It feels too slow, a bit unforgiving, and too passive.
      • Example: "Stack cap 24, each stack = +0.5% damage, +1 stack every 4s, -1 stack every 4s. Dragonbreath, Talon, Claw, and FOO now give +1 stack on expiration, in addition to Spike Armor and Magma Fist."
      • 2 abilities per line for tons of options. 12% cap for a bit more juice. Longer window to lose them, and when you lose them, they're not as potent so it's less detrimental. Someone only picking up Earthen could passively get 12% damage over about 40-60s, but a pure class could lower that to 30s easily with all the skill options.
    6. As a stamina main, I'm somewhat dissapointed that Poison has been removed, but I can understand and support the decision if stamina is still viable with a better return to a different class in the future. However, this is not the case. Spammables and Executes across all classes need to be based on highest resource if the morphs don't already support 2 options, why this tech is locked to Arcanist's right now is beyond my comprehension.
      • Molten Whip and Engulfing Dragonfire are locked out from stamina players. Make both scale based on highest resource, or even consider doubling down on the split cost dynamic you have for Flame Lash.
      • Magma Fist and Helping Hands passive are locked out from magicka players. Why? Is this suppose to be thematically interesting?
      • To all of these examples, I'd say they hurt identity and force people away from playing as they want. What is the purpose of a stamina DK anymore? Show them some love.
    Edited by MashmalloMan on January 16, 2026 10:17PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • BasP
    BasP
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    Thanks for the update! I really like that you’ve started doing weekly summaries like this during the PTS cycle. The increased communication throughout the week has been great as well.

    One thing I’d personally love to see is a bit more information about the “General Dragonknight Class Power” topic before the week 4 article, though. Even if the details aren’t finalized yet, having some insight into which areas are being looked at would be nice for sure.
  • Nser
    Nser
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    Revert flame lash and power lash to original and just make it AOE Damage when goes to power lash (just with the pts improve no big change)

    make it work with off balance if the targets immobilize and stunned like used to be .. no one fan with heavy attack or any wave attack to proc this so change the passive to something useful please.

    otherwise the most pick skill will be molten whip there is no compering.


    i hope this will be delivered


    @ZOS_JessicaFolsom




    Edited by Nser on January 16, 2026 8:34PM
  • Estin
    Estin
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    This is some great communication. I hope this is something that we could all see moving forward.

    To give some personal insight on DK's new power, right now I'd say it performs very well in PvP which I am glad to see and makes me excited to see what the other classes will get. I personally don't think it needs to be made any stronger, nor weaker. While there may feel like there's an imbalance between DK and other pure classes at this point in time, this should lessen over time when other classes get their rework, and is something I am personally fine dealing with.

    DK feels under powered when it comes to PvE, though. At least for whip setups. Fiery breath setups are just about on par with the meta beam setups that don't use dummy cheese gear. The only thing it lacks is some range compared to beam. Whip as a spammable is still pretty far behind though, seeing anywhere from 20-30k less DPS depending on the setup. I believe this is where focus should be aimed at when increasing DK's power. To toss a suggestion, perhaps seething fury can increase damage dealt against monsters with non channeled attacks by 3-5% per stack. The idea would be to give power to whip focus builds without increasing the ceiling on fiery breath builds, while also not taking away or giving more strength to its tool kit in PvP.
  • ArchMunky
    ArchMunky
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    Malyore wrote: »
    With that being said, I hope there are considerations for the many threads and feedback that have been asking to have a toggle option to lessen the visual effects of either all players, or just other players, abilities.

    Yes! We do have this feedback and request into the dev team, and they are investigating options. As that is more of an evergreen request that would benefit players throughout every part of the game and not specific to Update 49, we didn't list it here. But it is in the dev team's hands.

    This sounds hopeful. Thank you Jessica!
  • Cominfordatoothbrush
    I love this, keep it up guys
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