My personal take whip could use a buff to its damage to bring it on bar to dragon beam. I’d also say leave standard as is. I think once dragon leap visuals are fixed and change it from knock back to knock down leap will be in a good spot and it is very iconic in my mind to a dragon knight. I’ve always wanted to use leap over standard for pve dps and with the changes it’s perfect for dk ultimate. I’d also ask the healing taken passive should get an addition of increase all flame dmg x% based on number of dk skills slotted I think 3% per dk skill should be decent.
Furthermore all dk dots should tik every second of their duration.
This is the exact opposite of my opinion.
If you make class lines more modular they will be easier to balance for both sublcassing and full class, having dps skills dragon fire breath and leap, placed randomly in draconic power what is mostly a skill line for cc and support makes no sense to me, in order to get the full ardent flame experience, I now have to slot both draconic and ardent. they should move cinder storm and dk standard to draconic power where the would synergize with chains and talons and move breath with leap to ardent flame, call ardent flame draconic fury or what ever, that way I get fracture in the dps skill line again like warden does.
what are the going to do with warden move sub assault and deep fissure in to green balance or winters embrace?
Its making subclassing redundant rather than optional. this is a scrolls game we should be able to play as we want like a scrolls game, if every class had a dedicated dps line healing line/tanking line cc skill line or what ever it would open up subclassing by adding more attractive skill lines than just, the current restoring light/aedric spear/ animal companions/assassination meta. just buff the lines that are under performing templar fucntions just fine without subclassing use that as a model for the others.
I don't want a future where we have spec bow in shadow or siphoning, jabs in restoring light or dawns wrath, or hurricane in deadric summoning or dark magic, just to nerf subclass.
To me this thinking is backwards.
Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
In light of subclassing, we’ve decided to look at skill line ability and passive distribution more closely than we have before. There are currently two distinct models of building skill lines for classes; a role-centric model (Necromancer, Arcanist, most of Warden), and one that focuses on theme or identity (the original 4 classes, with some exceptions such as the Nightblades’ Assassination).
Prior to subclassing, there was a strong internal sentiment that the newer class model of role-specific skill lines was a more successful system for newer players, building more digestible experiences, and building more modular buckets that could be more easily compared and balanced to one another.
With subclassing, however, this model introduced a slew of challenges and imbalances where now the ideal way to play would involve picking a role-specific line from every class. This created a sense that it was largely ineffective to stay true to your class, and that the power difference between those who do and do not was larger than any other build permutations before.
This also hurt and exasperated an already existing problem space of class identity feeling like it took a back seat to gameplay. As such, we’ll be adjusting skill lines to follow a more theme- and identity-focused model as we work on each class, where we blend a healthy mix of tools and effects for every role in each.
It is our hope that every skill line will offer something you can use regardless of your role, while simultaneously spreading out the power that makes a class come to life and drive home the sensation that staying true to your class is also a much more viable and distinct option.
tomofhyrule wrote: »Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
This is the point though.
Personofsecrets wrote: »tomofhyrule wrote: »Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
This is the point though.
It may be the point, but the point will be making the game less good. Consolidated skill lines are cool.
Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
Let’s compare the DragonKnight to the golden child, the Arcanist, using just the DPS role as an example. And this is not to say that Arcanist is too OP or the only class that does this, but if this is going to be the last class to get updated then this is what all other classes will be competing against. This also is not even about the values of these skills, but merely what you get in each class line. I also won’t be comparing synergies, because those require others to activate which is no use in solo content, and unreliable in randomized group play where no one is communicating.
The Arcanist DPS line is clearly Herald of the Tome
Skills
• The Unblinking Eye – Deals damage, Morph options for increased damage or tracking damage
• Runeblades – Mostly single target spamable, Morph options for increased damage or added AOE damage
• Fatecarver – AOE Channel damage, Morph options for added duration or add survivability
• Abyssal Impact – AOE semi-spamable, Morph options for increased damage or added survivability
•Tome-bearer’s Inspiration – Utility skill that increases damage, Morph option for increased damage (notice a theme yet?) or added sustainability
• The Imperfect Ring – DOT skill, Morph options for added AOE damage or crowd control
Passives
• Fated Fortune - Increased Critical Damage and healing by - buffs damage from all sources, and all healing done
• Harnessed Quintessence – Adds Weapon and Spell Damage – buffs damage from all sources and healing done
• Psychic Lesion – Adds status effect chance and damage - buff all status effects damage
•Splintered Secrets – Increased Penetration – buffs all damage done.
Ranking
• Of the 12 skill Morph options, 12 of them do or increase damage – 12/12
• Of the 4 Passives, 4 of them buff damage, and 4 of them buff all sources of damage – 8/8
And here we come to the main problem. Which is the DPS line for the DragonKnight
Every skill does damage, with an morph to augment the damage, and every passive increases all damage from any class/skill.
Let’s compare Ardent Flame because it used to be the more damage focused line.
Skills
• DragonKnight Standard – Utility skill to increase damage output and reduce damage input, Morph options for increased values or alternative damage source
• Lava Whip – Mostly single target spamable, Morph options for increased damage or added survivability
• Searing Strike – Single target DOT, Morph options for increased damage or add survivability that scales from Tanking stats
• *Core of Flame – Utility skill for sustainability with minimal damage, Morph options for an interrupt with increase in damage or added survivability
• Hearthfire – HOT skill, Morph options for increased healing when putting yourself in danger and Healing now scaling from Tanking stats
• Inferno – AOE/”DOT” skill, Morph options for increased damage and heals instead of damage
Passives
• Combustion – Restores resources
• Traumatic Burns – Target takes extra Flame damage and moves slower – Increased Flame damage from all sources
• *Fan the Flames - Adds Burning status effect chance and damage - buff Burning status effects damage
• Soul Ablaze - Increased Healing Taken
Ranking
• Of the 12 skill Morph options, 6 of them deal damage and scale from DPS stats (6/12)
• Of the 4 Passives, 2 of them buff damage, and 0 of them buff all sources of damage – 2/8
3 of the skill morphs don't do any damage, 1 of the damage morphs adds a heal, but it scales of health not damage stats. and Core of Flame is just rough (see below for more on this skill)
Rather than compare the next 2 lines, since this was probably the most DPS related, let’s look at a much more appealing grouping for skills and passives that can be solved by just moving the skills around into different skill lines and some differ orders. I only tweaked 3 skills and 2 passives to make them synergize better.
Ardent Flame (DPS line)
• *Dragon Leap - Modify both morphs to increase damage in some way.
• Lava whip
• *Dragonfire Breath – Lower base damage if it’s too high, but modify the Flamethrower Morph to proc the burning status effect with each tick. This will synergize with the class passives and give it something to make it unique to the other class beam skills
• Molten Weapons
• Dark Talons
• Seating Strike
• Passives
o Fan the Flames (increases Burning proc chance and Damage)
o Avalanche (increases damage up to 10%)
o World in ruin (increases damage done with AOE and DOT 7%) – why was this in the tank line with only 2 AOE/DOT skills?
o *Traumatic Burns (increase flame damage taken by 5% and reduce movement speed) – Modify this skill to increase all damage by 5% while target is burning. This synergizes with the skills procing burning and other passives effecting burring. 5% is roughly equivalent to damage increased from 3000 penetration, 12% crit damage or 6% crit chance that other classed offer. If there are concerns about this being too high in group content, make it 1% from all sources and an additional 4% from the caster, but in solo or 4 man dungeons with only 2 DPS, there is not enough fire damage to make this skill comparable. It also does nothing to buff damage if you want to play with a lighting or frost staff or any physical attacks.
Draconic Power (Tank/PVP line)
• Magma Armor
• Chains of Flame (A tank needs to pull and taunt things)
• Earthspike Mantle (A tank needs armor before unlocking its final skill)
• Dragon Blood
• Wing Buffet
• Petrify
•Passives
o Heart of Stone (2974 Armor)
o Burnished Scales (increases block 10%)
o Storm Voice (Restores resources when using ultimate)
o Combustion (Restores resources when procing burning)
Earthen Heart (Healer/Support line)
• DragonKnight Standard
• Superheated Ward
• *Core of Flame– This skill is trying to do too many things that it doesn’t do anything well. There are multiple ways to fix this, but here are 2
o Option 1: Modify the skill cost to scale off your highest resource, then increase the amount it returns, but only have it return your lowest resource. It could also have a longer duration rather than increase the amount per tick
o Option 2: Revert the skill back to the previous version, but make one morph deal interrupting followed by a damage explosion and the other morph absorbing resources and exploding with an AOE heal that scales based on the number of enemies hit with the initial resource absorption (this option fits better with the DragonKnight having multiple healing skills that encourage it to stand with the DPS near the damage)
• Hearthfire
• Obsidian Shield
• Inferno
• Passives
o Blessing at the Peak (generates Ultimate)
o Ender Dragon (Adds Minor Brutality and health recovery) heath recovery is no good in PVP
o Mountain Giant (Heavy Attacks set off balance and restore Stamina)
o *Soul Ablaze (Increases Healing Taken by 8%) – Modify to increase Shield size by 8% or healing done and shield size by 4% each. This will make it a much stronger support line.
New Rankings
Arden Flame (DPS Line)
• Of the 12 skill Morph options, 10 of them deal significant damage and scale from DPS stats (9/12)
• Of the 4 Passives, 4 of them buff damage, and 3 of them buff all sources of damage – 7/8
Draconic Power (Tank/DPS)
• Of the 12 skill Morph options, 10 of them offer survivability, crowd control or CC resistance (10/12)
• Of the 4 Passives, 4 offer survivability and sustain, and all 4 are needed for PVP and at least 2 would be needed for Tanking (even if you had a good healer) – 7/8
Earthen Heart
• Of the 12 skill Morph options, 11 of them either heal/buff your party members or debuff the enemy (11/12)
o There’s been a lot of talk about the Draconic Standard, and which morph should buff vs cause damage but I chose to put it here because Dragon leap increases the damage and the flame thrower, Magma shell is one of the best tank ultimates and Corrosive Armor is really only useful in PVP, while the Standard now buffs other team members.
• Of the 4 Passives, 3 of them directly supports other players, and at least 2 of the 4 will compliment any rule – 5/8
This makes the DragonKnight much more comparable to other classes when looking at their roles. It matches the passives with the skills they are using and offers enticing options for someone to choose a DragonKnight skill line to add to their own. If you want to run as a pure DK you still have that option but can also hybridize into other classes without losing over half the skills and passives you need for your role. This class is so close to being good. Let's just make it make more sense.
tomofhyrule wrote: »Personofsecrets wrote: »tomofhyrule wrote: »Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
This is the point though.
It may be the point, but the point will be making the game less good. Consolidated skill lines are cool.
On the contrary, I believe that this is making the game better.
If each role is determined by "derp, I'm gonna just take the mathematically best lines for my role," then that really goes against the idea of this as an RPG. Having the lines muddled this way enforces the idea that players need to make choices.
What feels bad about this though is that this will mean that each Class is going to be underpowered one by one until they finish the entire process in winter 2027. That's a long time to end up with imbalance.
Location, Location, Location (and some order)
The biggest problem with the new change to the DragonKnight is that even after changing and moving skills around it still has the same problem that it does now. The skills and passives in each skill line are nowhere comparable to the grouping of other classes. Each DragonKnight skill line is a mixture of DPS, Tank, and Healer abilities, making it not worth using over any other skill line that has 4-5 skills specific to each role. The dev team is always talking about a build’s “kit” and while the individual tools in this kit look useful, it looks like it was packed at random. Even if using all 3 skill lines offers multiple choices, it will not compare to a Hybrid build that uses 3 distinct skill lines for their role. It would be fine for every skill line to offer something for DPS, Tanking, and Healing if every other class was organized the same way. But, until they are, the DragonKnight will underperform when compared to these other classes and hybridizations.
Let’s compare the DragonKnight to the golden child, the Arcanist, using just the DPS role as an example. And this is not to say that Arcanist is too OP or the only class that does this, but if this is going to be the last class to get updated then this is what all other classes will be competing against. This also is not even about the values of these skills, but merely what you get in each class line. I also won’t be comparing synergies, because those require others to activate which is no use in solo content, and unreliable in randomized group play where no one is communicating.
The Arcanist DPS line is clearly Herald of the Tome
Skills
• The Unblinking Eye – Deals damage, Morph options for increased damage or tracking damage
• Runeblades – Mostly single target spamable, Morph options for increased damage or added AOE damage
• Fatecarver – AOE Channel damage, Morph options for added duration or add survivability
• Abyssal Impact – AOE semi-spamable, Morph options for increased damage or added survivability
•Tome-bearer’s Inspiration – Utility skill that increases damage, Morph option for increased damage (notice a theme yet?) or added sustainability
• The Imperfect Ring – DOT skill, Morph options for added AOE damage or crowd control
Passives
• Fated Fortune - Increased Critical Damage and healing by - buffs damage from all sources, and all healing done
• Harnessed Quintessence – Adds Weapon and Spell Damage – buffs damage from all sources and healing done
• Psychic Lesion – Adds status effect chance and damage - buff all status effects damage
•Splintered Secrets – Increased Penetration – buffs all damage done.
Ranking
• Of the 12 skill Morph options, 12 of them do or increase damage – 12/12
• Of the 4 Passives, 4 of them buff damage, and 4 of them buff all sources of damage – 8/8
And here we come to the main problem. Which is the DPS line for the DragonKnight
Every skill does damage, with an morph to augment the damage, and every passive increases all damage from any class/skill.
Let’s compare Ardent Flame because it used to be the more damage focused line.
Skills
• DragonKnight Standard – Utility skill to increase damage output and reduce damage input, Morph options for increased values or alternative damage source
• Lava Whip – Mostly single target spamable, Morph options for increased damage or added survivability
• Searing Strike – Single target DOT, Morph options for increased damage or add survivability that scales from Tanking stats
• *Core of Flame – Utility skill for sustainability with minimal damage, Morph options for an interrupt with increase in damage or added survivability
• Hearthfire – HOT skill, Morph options for increased healing when putting yourself in danger and Healing now scaling from Tanking stats
• Inferno – AOE/”DOT” skill, Morph options for increased damage and heals instead of damage
Passives
• Combustion – Restores resources
• Traumatic Burns – Target takes extra Flame damage and moves slower – Increased Flame damage from all sources
• *Fan the Flames - Adds Burning status effect chance and damage - buff Burning status effects damage
• Soul Ablaze - Increased Healing Taken
Ranking
• Of the 12 skill Morph options, 6 of them deal damage and scale from DPS stats (6/12)
• Of the 4 Passives, 2 of them buff damage, and 0 of them buff all sources of damage – 2/8
3 of the skill morphs don't do any damage, 1 of the damage morphs adds a heal, but it scales of health not damage stats. and Core of Flame is just rough (see below for more on this skill)
Rather than compare the next 2 lines, since this was probably the most DPS related, let’s look at a much more appealing grouping for skills and passives that can be solved by just moving the skills around into different skill lines and some differ orders. I only tweaked 3 skills and 2 passives to make them synergize better.
Ardent Flame (DPS line)
• *Dragon Leap - Modify both morphs to increase damage in some way.
• Lava whip
• *Dragonfire Breath – Lower base damage if it’s too high, but modify the Flamethrower Morph to proc the burning status effect with each tick. This will synergize with the class passives and give it something to make it unique to the other class beam skills
• Molten Weapons
• Dark Talons
• Seating Strike
• Passives
o Fan the Flames (increases Burning proc chance and Damage)
o Avalanche (increases damage up to 10%)
o World in ruin (increases damage done with AOE and DOT 7%) – why was this in the tank line with only 2 AOE/DOT skills?
o *Traumatic Burns (increase flame damage taken by 5% and reduce movement speed) – Modify this skill to increase all damage by 5% while target is burning. This synergizes with the skills procing burning and other passives effecting burring. 5% is roughly equivalent to damage increased from 3000 penetration, 12% crit damage or 6% crit chance that other classed offer. If there are concerns about this being too high in group content, make it 1% from all sources and an additional 4% from the caster, but in solo or 4 man dungeons with only 2 DPS, there is not enough fire damage to make this skill comparable. It also does nothing to buff damage if you want to play with a lighting or frost staff or any physical attacks.
Draconic Power (Tank/PVP line)
• Magma Armor
• Chains of Flame (A tank needs to pull and taunt things)
• Earthspike Mantle (A tank needs armor before unlocking its final skill)
• Dragon Blood
• Wing Buffet
• Petrify
•Passives
o Heart of Stone (2974 Armor)
o Burnished Scales (increases block 10%)
o Storm Voice (Restores resources when using ultimate)
o Combustion (Restores resources when procing burning)
Earthen Heart (Healer/Support line)
• DragonKnight Standard
• Superheated Ward
• *Core of Flame– This skill is trying to do too many things that it doesn’t do anything well. There are multiple ways to fix this, but here are 2
o Option 1: Modify the skill cost to scale off your highest resource, then increase the amount it returns, but only have it return your lowest resource. It could also have a longer duration rather than increase the amount per tick
o Option 2: Revert the skill back to the previous version, but make one morph deal interrupting followed by a damage explosion and the other morph absorbing resources and exploding with an AOE heal that scales based on the number of enemies hit with the initial resource absorption (this option fits better with the DragonKnight having multiple healing skills that encourage it to stand with the DPS near the damage)
• Hearthfire
• Obsidian Shield
• Inferno
• Passives
o Blessing at the Peak (generates Ultimate)
o Ender Dragon (Adds Minor Brutality and health recovery) heath recovery is no good in PVP
o Mountain Giant (Heavy Attacks set off balance and restore Stamina)
o *Soul Ablaze (Increases Healing Taken by 8%) – Modify to increase Shield size by 8% or healing done and shield size by 4% each. This will make it a much stronger support line.
New Rankings
Arden Flame (DPS Line)
• Of the 12 skill Morph options, 10 of them deal significant damage and scale from DPS stats (9/12)
• Of the 4 Passives, 4 of them buff damage, and 3 of them buff all sources of damage – 7/8
Draconic Power (Tank/DPS)
• Of the 12 skill Morph options, 10 of them offer survivability, crowd control or CC resistance (10/12)
• Of the 4 Passives, 4 offer survivability and sustain, and all 4 are needed for PVP and at least 2 would be needed for Tanking (even if you had a good healer) – 7/8
Earthen Heart
• Of the 12 skill Morph options, 11 of them either heal/buff your party members or debuff the enemy (11/12)
o There’s been a lot of talk about the Draconic Standard, and which morph should buff vs cause damage but I chose to put it here because Dragon leap increases the damage and the flame thrower, Magma shell is one of the best tank ultimates and Corrosive Armor is really only useful in PVP, while the Standard now buffs other team members.
• Of the 4 Passives, 3 of them directly supports other players, and at least 2 of the 4 will compliment any rule – 5/8
This makes the DragonKnight much more comparable to other classes when looking at their roles. It matches the passives with the skills they are using and offers enticing options for someone to choose a DragonKnight skill line to add to their own. If you want to run as a pure DK you still have that option but can also hybridize into other classes without losing over half the skills and passives you need for your role. This class is so close to being good. Let's just make it make more sense.
The primary goal is to make one hesitate to give up skill lines to subclass. The secondary reason the lines have something for each role is to not make it so easy to subclass. Your right dragonknight is the first class but not only class being reworked. Not to mention dk took the longest due to the major overhaul dk took after warden and sorc it’s a safe bet the last 4 Templar, Nightblade, Necromancer, Arcanist will likely be 2 at a time if not all 4 at once since they will likely need the least amount of work.
Summary: biggest goal of reworking every class is to make pure classes a competitive option to current subclassing. Which after every class rework comes and goes subclassing will likely have lost most appeal aside from very niche situations example a pure summoner/conjuration class










https://youtu.be/eiajn4Ydk20?si=xl54gmBz0V0jUtjRHyper has now uploaded his feedback video. @ZOS_Kevin @ZOS_JessicaFolsomhttps://youtu.be/eiajn4Ydk20?si=xl54gmBz0V0jUtjR
Edit: It’s really interesting to hear that Tzogvin might be making a comeback due to choosing more DK abilities over barbed trap.