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
Shadesofkin wrote: »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
Not really specific to the dk (although dk is part of the problem), but something really needs to be done about major resolve pigeonholing tanks into running Frost Warden. It effects build diversity pretty heavily in 4 man content. IMO major resolve buffs should all be aoe and frost cloak provide something additional like say additional chance to provide apply brittle, some resource bonus, or even a long cool down application of major brittle (not really any other sources other than nunatak).
I feel like the idea behind this whole thing is to make try to make sure that no class has something shiny that other classes do not have, but leaving AOE exclusive to Warden is a big one from a tank perspective.
GloatingSwine wrote: »Not really specific to the dk (although dk is part of the problem), but something really needs to be done about major resolve pigeonholing tanks into running Frost Warden. It effects build diversity pretty heavily in 4 man content. IMO major resolve buffs should all be aoe and frost cloak provide something additional like say additional chance to provide apply brittle, some resource bonus, or even a long cool down application of major brittle (not really any other sources other than nunatak).
I feel like the idea behind this whole thing is to make try to make sure that no class has something shiny that other classes do not have, but leaving AOE exclusive to Warden is a big one from a tank perspective.
It's more than Major Resolve doing that. It's Chilled as well.
Winter's Embrace/Frost Staff means you can pretty reliably apply Chilled in an area to stuff like trial flagbearer enemies that are beefy enough to not fall over instantly but come in enough numbers that tapping them all with both a taunt and ele sus is irritating with Blockade/Boneyard which also does Minor Vulnerability.
YandereGirlfriend wrote: »Shadesofkin wrote: »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
Flame Lash using Burning rather than Off-Balance is a legitimately amazing idea!
YandereGirlfriend wrote: »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
You cannot have Standard of Might both dealing insane damage AND insane group-buffing. That should be obvious for reasons that I do not even have to explain.
Is 150k not high enough?
Dragonknight is doing extremely well.
I don’t see why you’re suggesting that it needs more… keep in mind, all of our reworks are going to need to meet DK, and the crazier the class gets, the crazier every other class will need to be.

NierielSootica wrote: »The animations and audio updates to the DK skills are extreme and definitely need to be hard dialed back. When Kinras was meta in 12 man content, the AOE visual was annoying and many complained about it. This is so much worse. I can imagine this is going to make it a lot harder to see animation and to hear audio cues in trials.
This screenshot is 11 DKs casting class skills at the same time on a trial du
mmy...it's uhhh...intense
NierielSootica wrote: »The animations and audio updates to the DK skills are extreme and definitely need to be hard dialed back. When Kinras was meta in 12 man content, the AOE visual was annoying and many complained about it. This is so much worse. I can imagine this is going to make it a lot harder to see animation and to hear audio cues in trials.
This screenshot is 11 DKs casting class skills at the same time on a trial du
mmy...it's uhhh...intense
Yeah that is pretty wild, but in all actuality, how many people will be playing DK in 12-man after these refreshes are done?
Personofsecrets wrote: »
NierielSootica wrote: »The animations and audio updates to the DK skills are extreme and definitely need to be hard dialed back. When Kinras was meta in 12 man content, the AOE visual was annoying and many complained about it. This is so much worse. I can imagine this is going to make it a lot harder to see animation and to hear audio cues in trials.
This screenshot is 11 DKs casting class skills at the same time on a trial du
mmy...it's uhhh...intense
Yeah that is pretty wild, but in all actuality, how many people will be playing DK in 12-man after these refreshes are done?
Assuming everything is balanced to DK, we should have a lot more class representation and everything won’t be orange at least.
I am also a huge fan of the setting to reduce friendly animations.
tomofhyrule wrote: »In terms of the Leap knockback changes…
The feeling seems to be that Take Flight is the damage-oriented morph since that one buffs other skills, while Ferocious Leap is the one that shields you.
As such, Take Flight needs to be the one that doesn’t ruin stacking. The idea is that DPS will use that one most while doing a breath rotation, so it’s best to keep enemies there. Honestly, I’d even swap the knockback to a knockdown instead.
Ferocious Leap, with a shield, kind of already implies you want space. As such, that one should get the radial knockback we’re used to (and yes, that smashing feeling is great).
I’d put the knock up on the base morph, a knockdown on Take Flight, and knock back on Ferocious Leap.
(Incidentally, “Ferocious Leap” sounds a lot more like a skill that will do damage and empower you, so should the morphs be swapped based on the names in the first place?)
HalfDragoness wrote: »Hi, I'm really excited about the DK refresh as DK is my favourite class. Here's a bit of background context for my feedback.
I've played since Beta and loved the Dragonknight from the start. I did fill in the class feedback survey and it felt good to be asked, I primarily play PvE only doing PvP when necessary or for transmute crystals. While I usually just do solo content I do occasionally get into veteran trails and dungeons. I prefer to approach the game from a RPing perspective rather than parsing, numbers, and PvP. I have four DK's all with their own identities an flavour: A pure magDK where everything is fire, a black argonian vampireDK with her theme being Fire and Blood, a StamDK with a necro skill line he is poison and death, and finally a fiery khajiitDK with dawns wrath for extra fire.
Do the refreshed abilities correctly portray the mechanics of the ability?
• Absolutely. I really enjoyed the flavour text descriptions of each new skill and passive.
Are there any key DK changes that you enjoyed?
• Channelled Engulfing Dragonfire is really fun, and is a nice addition to the DK kit. It certainly rivals the arcanist beam.
• I absolutely love the change to how Burning Embers heals. I've always wanted (since beta) a fire skill that heals as it does damage, and now in multi-target fights I can heal more from more targets rather than getting on heal at the end. This skill will now make staying alive while destroying crystals in Cloudrest portals much easier and more fun.
• I love the changes to Molten Weapons (and morphs) the extra fire damage on heavy and light attacks feels great and it's very satisfying to pair with the Pyrebrand (extra damage on light attacks). I also love that it meshes well with both light attacks and heavy attack builds. However while the visuals are very cool they do not feel fiery, earthy, or draconic.
Are there any key DK changes that did not feel great?
• Core of Flame (and morphs) Sound design is really underwhelming compared to old sound design. I cannot hear the new sound effects in the middle of a fight when there are so many other sounds going on. I really prefer the old sound design as the inhale thunderclap and roar exhale was a good audio cue to understand the pace of the skill. It helped me time what else I was doing in a fight. The new one has better visuals but the sound is really throwing my timings off.
• Earthspike Mantle (and morphs) looks really cool and much more high-res than the old version, but why is it so small. Old version was bigger and covered the back, shoulders and arms, it visually looked more like armour. The new one covers such a tiny surface area it visually feels underwhelming.
• Dragon Leap (and Take Flight morph). I still don't like that they knock enemies away. The majority of content favours grouping enemies close together. Especially as a DK you want all the enemies close to you to get caught in your abilities. You'd want the knockback to either knock enemies out of melee range, or to keep them close to you for maximum damage. These skills currently do neither. I'd prefer the skill to knock enemies down rather than away.
• I'd prefer Incinerate (Inferno morph) if instead of increasing the damage it increased tick frequency but overall damage was lower. It doesn't always feel worth it to activate it for only 3 waves of fire, but 5 waves would feel better even if the damage was lower.
• I'd like it if Seething Fury (from Molten Whip) had a visual representation on my character of how many stacks it's at. The old version gave glowing eyes, but I'd be happy if a number fireballs equal to number of stacks appeared around you (can reuse old Inferno visuals). It would be cooler if you gained dragon horns that got increasingly badass/longer the more stacks of Seething fury you have. The visuals are important so that during a fight I can see that I'm building them up before I use the full power Molten Whip, or I can just try to maintain stacks for the extra 300 weapon/spell damage at all times.
Is there anything else you would like to share about the DK changes?
• Fan the Flames passive is a good passive, but I wish that instead of burning just doing more damage , you could stack the burning status effect. Logically however 'on fire' something is it's always possible for it to be more 'on fire', burning isn't a binary on/off it's a spectrum. It would feel way more exciting, from a roleplaying perspective, to have all these skills that cause the burning status effect knowing that the enemy isn't just 'on fire' they are being incinerated by multiple causes of burning.
• Wing Buffet (and morphs) animation doesn't work properly with the wings appearing to the left of my character, and sideways. As opposed to attached to her back (which I assume is the intention)
Also wanted to add that I really prefer the class structure of not having a skill line be a specific role. So I am relieved to see you didn't change the DK to have Ardent flame as damage, Earthen Heart as Tanking and Draconic power as healing. While I understand it makes the game more accessible for newer players I personally find that it flattens the class design, it's very easy to think "I'm not making as tank so I won't pay as much attention to those skills" it's nice to have something from every skill line be applicable to every role, and it means that Subclassing will be more of a difficult choice. For example at the moment if you have a warden but you're not playing a healer it's very straightforward to just get rid of Green Balance skills and swap them for more damage, but having a mixture of utility across skill lines makes that choice less of a no-brainer. It has more weight to it.
Overall though I am really happy with the new Dragonknight, cannot wait for 9th March when I can intergrate all the new changes into my DK characters. I think everyone who's worked on this has done an amazing job of listening and implimenting community feedback. I'm excited to see what is done for future class changes.
NierielSootica wrote: »NierielSootica wrote: »The animations and audio updates to the DK skills are extreme and definitely need to be hard dialed back. When Kinras was meta in 12 man content, the AOE visual was annoying and many complained about it. This is so much worse. I can imagine this is going to make it a lot harder to see animation and to hear audio cues in trials.
This screenshot is 11 DKs casting class skills at the same time on a trial du
mmy...it's uhhh...intense
Yeah that is pretty wild, but in all actuality, how many people will be playing DK in 12-man after these refreshes are done?
Assuming everything is balanced to DK, we should have a lot more class representation and everything won’t be orange at least.
I am also a huge fan of the setting to reduce friendly animations.
Personally, 1 class with animations this intense is already too many. If 11 classes have animations like this...it's probably too blinding for me to continue raiding, which is sad as it's the primary way I play.
Right now it's common to see 8 players with Ardent Flame skills on their bars. That screenshot is 11 players casting 1 DK skill each. This is definitely a problem for trial content (and probably dungeons too). There's no way you should be able to see your allies animations if they're like this, and even then I'd want my own animations toned down a lot.
Shadesofkin wrote: »Is 150k not high enough?
Dragonknight is doing extremely well.
I don’t see why you’re suggesting that it needs more… keep in mind, all of our reworks are going to need to meet DK, and the crazier the class gets, the crazier every other class will need to be.
I can't speak for anyone else, but I'm looking at varied viability. A player who doesn't want to spam a breath is doing significantly less overall dps. All I want is to see a class that can balance multiple builds. I just want some tweaks to make sure we have options that aren't focused on "Huff and puff and blow your house down"
Shadesofkin wrote: »Is 150k not high enough?
Dragonknight is doing extremely well.
I don’t see why you’re suggesting that it needs more… keep in mind, all of our reworks are going to need to meet DK, and the crazier the class gets, the crazier every other class will need to be.
I can't speak for anyone else, but I'm looking at varied viability. A player who doesn't want to spam a breath is doing significantly less overall dps. All I want is to see a class that can balance multiple builds. I just want some tweaks to make sure we have options that aren't focused on "Huff and puff and blow your house down"
It might also be nice to enhance the Standard of Might’s DPS by having it tie exclusively to Whip empowerment. This change might be enough to bring whip builds up to engulfing flames and to bring back Might as a viable DPS ult for pure DKs. Anyone who’s parsing close to 150k on a pure DK is doing it with flame beam. We both want to see other viable options that aren’t beam. I enjoy using the whip as a spammable and now even more so because the new animations look sick.