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PTS Feedback: Dragonknight PvP Balance, Ultimate Dominance, and Counterplay (PTS v11.3.0–v11.3.1)

tye77732145
tye77732145
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This is my first post on this forum. I rarely go out of my way to write feedback of this kind, but this time I felt compelled to do so. I may be new to the forum, but I am not new to the game. Mechanically, I can hold my own as I have a deep, long-standing understanding of the Dragonknight class in particular. It is the only class I have played since I started, and those who know me can attest to that. I am almost always either dueling or fighting in Cyrodiil, and when I do engage in PvE, I typically solo content, especially dungeons, specifically to speed-run them using the most efficient rotations, abilities, and best decision-making possible. The reason I play Dragonknight exclusively is simple. It perfectly fits my aggressive playstyle, my personality and its abilities carry weight as They feel deliberate. They feel oppressive and Every skill has intent behind it the Dragonknight has always been a destroyer class, and that identity is the core reason many of us have remained loyal to it for years. The moment the PTS went live, I logged in immediately and yes, I went straight to The Rift. Since then, I have spent days on end doing nothing but dueling and PvP testing nonstop. I have fought all kinds of players back-to-back, relentlessly, across countless hours per session, often to the point where my hands are shaking by the end. This was not casual testing, This was deliberate, exhaustive pressure testing to determine what works, what doesn’t, and how things feel under real combat conditions. The feedback below is based not only on my own findings, but also on the consistent opinions and observations of many experienced players. These are people I fought in The Rift, friends who spent entire days dueling alongside me, and other knowledgeable PvP players I spoke with during testing. I will present this feedback in list form. Any abilities I do not mention are ones I believe are largely in a good place already. For the rest, I don’t expect universal agreement, and that’s fine. However, players with deep mechanical experience and real PvP exposure will immediately understand the concerns being raised and where this feedback is coming from. Know i also logged on today after the PTS Update v11.3.1, tho this was mainly for v11.3.0 it also applies to v11.3.1. as it stands.
Dragon Blood [My Feedback]: I do like the change where the character is no longer invisible when healing with Coagulating Blood, now Dragon Blood. I do personally think it can be a bit expensive as a duel or fight progresses. Overall, it is in a good place.

Dragon Wings Visual Effects [Feedback]: I did notice the wing is misaligned, and I’m glad it’s being addressed. However, if this has already been fixed in the new update, the skill Protect the Brood does not appear to be included yet, as the wings are still offset to the side.

Heart of Flame [Feedback]: I love the skill. The sustain is solid, and the animation is great overall. The only issue is that the damage is not quite where it should be; a slight increase would be beneficial. The other morph is perfectly fine, in my opinion.

Earthspike Mantle [Feedback]: I personally like the more restrained visual style, but during the first week of PTS there was very little visual clarity indicating when the spikes were active. In duels, I often did not realize they had fallen off because the effect was too subtle, with the only noticeable cue being a small spike near the lower back. The updated visuals are much better, though a subtle aura or glow would further improve clarity. As a visual reference, the ethereal dragon energy surrounding Miraak in Skyrim, specifically the Dragon Aspect shout effect, would look phenomenal here. A slightly extended aura or energy spike in that style would greatly enhance readability and player satisfaction. Overall, the ability functions very well, and I am very happy with it.
Engulfing Dragonfire [Feedback]: Honestly, I am very heartbroken by this change. Engulfing Flames was my most used and favorite PvP ability, and losing its instant damage and feel in favor of a channeled effect is a major disappointment. Even with its shorter range, the original version felt perfect, and I am confident many players feel the same way. A possible solution would be to give Noxious the same stats as the current live version of Engulfing Flames, but with Major Breach, while keeping the new Engulfing Dragonfire as the channeled option primarily for PvE. I do want to say that having a “Dragonknight beam” for PvE content is genuinely nice and works well in that environment. Aside from this concern, I really like the abilities overall, and the visuals for both Noxious and Engulfing Dragonfire look great. Great job on that front.

General Dragonknight Class Power [Feedback]: All I will say is that this is somewhat surprising, though I understand the direction when considering more casual players. In PvP, it feels good so far, and I am interested to see how this develops.

Corrosive Armor [Feedback]: In PvP, this ability is frankly overwhelming. During my first day or two on the PTS, duels felt fine, but after three to four days it became clear that fights often came down to whoever activated Corrosive first. When duels become ultimate-dependent, they stop being skill-based and instead feel redundant. This issue is amplified by builds running Major Heroism from Heart and Home, Bloodspawn Visage, and Nord passives, which allow Corrosive to be up almost constantly. The damage over time is extremely oppressive, with ticks reaching upwards of 24k within a few seconds, especially when built into crit. The few times I used Corrosive myself, I won instantly. It is that strong, and personally, I refuse to fight players relying on it, as it does not demonstrate skill. I have been winning fights decisively only to lose the moment Corrosive is activated, which I understand is why players gravitate toward it, as no one wants to lose. Visually, the ability is also an issue. It is very difficult to tell when Corrosive is active, as it blends in with effects like Flames of Oblivion, Breath, and Igneous Weapons, which is how many players get caught off guard. Previously, Corrosive Armor was in a much healthier state. A slight damage increase from its former version would have been enough, as it was powerful but survivable. The old green visual made it immediately clear when Corrosive was active. I understand poison was removed, which explains the loss of that visual, but the current version lacks both clarity and balance.

Heart and Home [Feedback]: I will start with constructive criticism, followed by my personal opinion. On paper, the heal may not appear excessive, but once buffed, especially when paired with Scribed Healing Soul with Major Vitality script, it becomes extremely strong. In duels and fights, players become exceptionally tanky, absorbing pressure through near-constant healing uptime. In addition to this, the 15% Health Recovery alone is comparable to using a potion, only slightly weaker, and when combined with the heal, it becomes overwhelming. Major Protection further reduces incoming damage by 10%, to the point where players often do not even bother running the Monomyth mythic for its back-bar bonus. The most problematic aspect is Major Heroism. When paired with Nord passives and Bloodspawn, this results in extremely high ultimate generation, allowing frequent use of Onslaught or Corrosive Armor. As a result, players not using Heart and Home are at a severe disadvantage. It is commonly paired with Circle of Protection from the Fighters Guild, which adds another 5% damage reduction and 15% stamina recovery. At that point, incoming damage becomes largely irrelevant. I have experienced this firsthand, and many players who initially avoided the setup were eventually forced into it because no amount of burst or sustained damage could break through before the target returned to full health. This setup is typically combined with Sword and Shield on one bar and a Greatsword on the other to enable Onslaught, making these builds extremely difficult to kill. Visually, the skill looks great, but mechanically it is far too strong. It has become similar to Templar’s Cleansing Ritual and Rune of Focus, where players are effectively forced into the skill because it enables near-invulnerability. It's nightmare fuel for DK's to fight templars on cleansing rituals and now it will be a total nightmare with DK's on this for even other classes. When competitive play devolves into standing inside a circle to survive indefinitely, meaningful counterplay is lost. When skills become mandatory it kills playstyles.

Igneous Weapons [Feedback]: This one is interesting. I really like the skill and what it does, and I especially enjoy the molten, ethereal visual effect. The only issue for me is that it completely hides weapon motifs. When Igneous Weapons is active, everyone’s weapons look the same, which undermines the purpose of collecting and expressing individuality through motifs. Previously, the effect still allowed the weapon to be somewhat visible. Keeping the original weapon motif while adding lava or magma elements and a molten aura outline would work much better visually.

Take Flight [Feedback]: Overall, the ability is good, but it does not come close to competing with Corrosive Armor or two handed Onslaught ultimate, which heavily overshadow it. Players will almost always choose the strongest option available, and in its current state, Take Flight feels underwhelming. A damage increase of at least 15–25% over the current 10% would help it compete. After speaking with several players, the general consensus is that Take Flight is “meh” and only decent. The damage is acceptable but not impressive, and the buff does not last long enough to justify choosing it over other ultimates. One positive note is the knock-up effect. When it lands, it feels good, though breaking free from it can sometimes feel inconsistent.

Ferocious Leap [Feedback]: Unfortunately, this ultimate is significantly underperforming. The initial hit feels very weak, the shield is nice but does not last long enough, and there is no follow-up damage buff. As it stands, almost no one uses it due to how ineffective it feels, which is disappointing, as it was one of my favorite ultimates before subclassing. Similar to Take Flight, the knock-up effect feels good when it lands, but breaking free from it can sometimes feel inconsistent and awkward.

Searing Claw [Feedback]: The ability feels acceptable overall, but it lacks impact. The initial hit is quite weak at around 3,700 damage, which is reduced to roughly 1.5–2.2k against players with mitigation. The damage over time could also use a slight increase, as it is easily out-healed within its duration. The visual looks good, but the hit does not feel as satisfying or impactful as the old Poisonous Claw.

Burning Embers [Feedback]: Similar to Searing Claw, the initial hit is very weak. While the skill feels responsive, it lacks the impact the old Burning Embers had. The damage over time across the 10-second duration is also weak and easily out-healed. The healing scaling off max Health is understandable for tank builds, but most Dragonknights cannot afford to stack max Health outside of tanking, which makes the heal feel underwhelming in PvP. The previous version, which healed based on damage dealt, felt much better and is personally missed. I would like to see this skill improved to make it more viable for PvP use again.

Incinerate [Feedback]: I absolutely love how this ability feels. The impact and explosiveness are almost volcanic. The damage is fine overall, though I would not mind a small increase of around 1.5k. I’m glad Major Savagery and Major Prophecy were kept. The only real issue is cost. It is very expensive and can be rough on magicka sustain. Several players in The Rift also questioned why it was made significantly more expensive, and I agree that a smaller cost increase would have been sufficient. Aside from that, it is beautifully executed.

Molten Whip [Feedback]: This had to be mentioned, even though it is already in a great place. I am extremely happy with it, and I would be fine either way if it were made stronger. Nearly everyone I spoke with agreed that this skill is masterfully executed, from the animation to the feel and damage. Personally, I love it. The live version is great, but this one is even better. One small addition that could enhance it further would be a slight screen shake when landing a fully stacked Whip, adding a more cinematic impact.

Shattering Rocks [feedback]: I really like this ability and am glad it was kept mostly the same. I understand the added delay and the intent to allow counterplay, but I genuinely miss the impact it had when a target broke free. That shake is what made it feel like a true stun with weight behind it. Several players also raised concerns about the delayed stun. The one-second delay makes it too easy to line up guaranteed combos with Onslaught, Take Flight, or a fully stacked Molten Whip. A better solution would be to make the stun instant but dodgeable, similar to how javalin works from the templar Aedric Spear skill line. That would preserve counterplay without enabling unavoidable setups. The older version of Shattering Rocks was well received, and while I understand the changes, the current delay gives other classes an advantage when it comes to reliable stuns once this goes live. The animations is alright on this one.

Fossilize [feedback]: This ability has a similar issue to Shattering Rocks, though the delay is slightly shorter, which actually makes it even easier to line up combos according to players I have spoken to and dueled with. In a real combat context, fossilize would feel more appropriate as an instant but dodgeable effect aswell. Visually, it shares the same animation concerns as Shattering Rocks. I miss the older version where the target was clearly fossilized, which communicated the effect much better.
Burning Talons and Choking Talons [Feedback]: I have always loved this skill line. I enjoy the immobilization from both morphs and their overall feel and damage. That said, I personally wish one of the morphs offered a stun instead of both being immobilizations, to provide more variety. Specifically, Choking Talons feels more underperforming compared to Burning Talons and would be a good candidate for this change.

Two Handed – Onslaught [Feedback]: This has become the defining ultimate on PTS and, in many cases, an instant duel winner, with some arguing it is even stronger than Corrosive Armor. Once players realized it grants 100% crit chance and converts 85% of ignored damage into penetration, nearly everyone began running Two Handed. Duels now often come down to who lands their ultimate first or catches the other by surprise, rather than skillful play. I have personally demonstrated how oppressive it is by instantly defeating players with Onslaught followed by a fully stacked Molten Whip, even without meta sets. Many players now sit in Heart and Home, tanking everything until their ultimate is ready, often running high max Health, Burning Embers, Balorgh, and Shattering Rocks, then chaining Onslaught into Whip, Flames of Oblivion, and Heart of Flame for an unavoidable kill. In practice, there is very little counterplay. When both players run the same setup, neither can win until one lands Onslaught first. This does not promote skill or competitive depth. It turns PvP into a game of “tag” rather than one that rewards mechanical mastery and decision-making. I believe Onslaught needs significant reduction, or a return to its previous version with only a modest damage increase. Visually, the ultimate is also difficult to read. The red sword swings blend into effects like Flames of Oblivion, Heart of Flame, and Noxious Breath, making it hard to recognize or react to, especially at close range. The old Onslaught was far clearer, with a large overhead animation that immediately communicated what was happening and allowed for counterplay. I understand some players may criticize this feedback and get angry with me for calling attention to the issue and exposing it, but it needed to be said. I have seen subclassed builds one-shot players with Onslaught, especially with assasination skill line followed by two merciless resolve which we call bow procs. This Makes other ultimates and crit-based setups irrelevant, tho I do not blame players for using it. When a meta is this strong, people will gravitate toward it out of fear of losing. However, balance should not encourage "ultimate-first wins" gameplay over skill-based combat.

Two Handed – Wrecking Blow and Dizzying Swing [Feedback]: Both abilities could use a decent increase to their initial damage. While the tooltip shows around 7–8k, the actual damage against players is noticeably lower. I also dislike the delay before the hit lands. If a player moves or roll-dodges, the attack often misses entirely, leaving you exposed. This feels odd for greatsword abilities, which are usually more immediate. Visually, the animations feel overly dramatic and make it hard to clearly read the swing. With animation canceling, the sword itself is barely visible, leaving only a red slice effect. Because the effect is red, it blends into Dragonknight fire visuals, making it difficult to tell whether the hit connected.

Two Handed – Critical Rush and Stampede [Feedback]: I understand Stampede is primarily used in PvE, but in PvP it does little to no meaningful damage. I do like the gap closer and wish it flowed more smoothly into Wrecking Blow or Dizzying Swing, though the same delay issue applies there as well. Visually, the animation feels good, and I especially like the motion blur effect during the rush.

Carve and Brawler [Feedback]: I love these abilities overall, but the initial hit clearly needs a buff. While the tooltip shows around 5,200 damage, in PvP it often lands for only 2–3k at best, making it feel weak and lacking impact. Because of this underperformance, many players, myself included, avoid using it despite wanting it to be viable. I would love to be able to play a competitive, pure two-handed weapon build, leaning into a knight or brute fantasy without relying on spell effects. Many players want to play weapon-focused warriors or paladin-style characters, and making Carve and Brawler more viable would help support that playstyle. When players can play the fantasy they enjoy, everyone benefits.

In conclusion, the skills I did not mention are ones I believe are already in a very good place. If others wish to share feedback on them, I welcome it. Overall, I truly love the direction the game is heading. The changes feel so substantial that it almost feels like The Elder Scrolls Online Part II, and I mean that in the best possible way. I am genuinely excited about where this is going. I am very happy with the changes so far and hopeful about what lies ahead. I sincerely hope a developer takes the time to read and consider this feedback, as it took many hours of testing, discussion, and especially writing this to put together. My intention is not to complain, but to help the game and its community continue to grow and improve. Everyone is welcome to share their thoughts. Please keep the discussion respectful and constructive, and set differences aside for the greater good. Thank you for taking the time to read.

- Yours truly Tye, on King David. @tye77732145
  • Turtle_Bot
    Turtle_Bot
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    Insightful read.

    Curious your thoughts on stat stacking DK, using the shield morph of stonefist as a way to have 40k+ effective health while keeping a lot of extra damage and sustain via the increased max stats.

    From my early testing I was getting U41 Hardened Ward levels of shield size out of the ability (even though it's cap is lower than Ward) and it came with a heal that is twice as strong as Hardened ever was and it has a unique 10% mitigation bonus on top of this.
  • J18696
    J18696
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    Engulfing Dragonfire [Feedback]: Honestly, I am very heartbroken by this change. Engulfing Flames was my most used and favorite PvP ability, and losing its instant damage and feel in favor of a channeled effect is a major disappointment. Even with its shorter range, the original version felt perfect, and I am confident many players feel the same way. A possible solution would be to give Noxious the same stats as the current live version of Engulfing Flames, but with Major Breach, while keeping the new Engulfing Dragonfire as the channeled option primarily for PvE. I do want to say that having a “Dragonknight beam” for PvE content is genuinely nice and works well in that environment. Aside from this concern, I really like the abilities overall, and the visuals for both Noxious and Engulfing Dragonfire look great. Great job on that front.

    The current version of noxious on pts essentially is the same as old engulfing/noxious its just a shorter duration the upfront damage is still the same just the dot was adjusted because of its new duration

    PC NA Server
    @J18696
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    Pridē - Dragonknight
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  • MXVIIDREAM
    MXVIIDREAM
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    The old skill noxious breath is what you used to use except it costs stam now and does flame damage
  • tye77732145
    tye77732145
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    MXVIIDREAM wrote: »
    The old skill noxious breath is what you used to use except it costs stam now and does flame damage

    correct but the old engulfing was magicka, i loved the damage and its dots on it which increased flame damage taken on the person by 6% i think it was and it had a kick feel to it. My subclassed main used to use it and it felt nice, tho i miss it tons i also understand its reasoning. The passive switch from earthen heart, reffering to the battle roar being switched was also a bit rough for me, i truly wish they kept it but i also get why, if it doese get switched back i defintely would be happy.
  • tye77732145
    tye77732145
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    Turtle_Bot wrote: »
    Insightful read.

    Curious your thoughts on stat stacking DK, using the shield morph of stonefist as a way to have 40k+ effective health while keeping a lot of extra damage and sustain via the increased max stats.

    From my early testing I was getting U41 Hardened Ward levels of shield size out of the ability (even though it's cap is lower than Ward) and it came with a heal that is twice as strong as Hardened ever was and it has a unique 10% mitigation bonus on top of this.

    I will defintely give this a try as i havent explored that build with the skills you mentioned, thanks for the heads up. I truly hope many understand im coming from a PVP perspective as i personlly think that in PVE the DK rocks. Thoese who know about its damage in PVE know, i cannot complain.
  • Turtle_Bot
    Turtle_Bot
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    Turtle_Bot wrote: »
    Insightful read.

    Curious your thoughts on stat stacking DK, using the shield morph of stonefist as a way to have 40k+ effective health while keeping a lot of extra damage and sustain via the increased max stats.

    From my early testing I was getting U41 Hardened Ward levels of shield size out of the ability (even though it's cap is lower than Ward) and it came with a heal that is twice as strong as Hardened ever was and it has a unique 10% mitigation bonus on top of this.

    I will defintely give this a try as i havent explored that build with the skills you mentioned, thanks for the heads up. I truly hope many understand im coming from a PVP perspective as i personlly think that in PVE the DK rocks. Thoese who know about its damage in PVE know, i cannot complain.

    I am looking at this skill from a PvP perspective as well (I main PvP and while I did PvE progs a long time ago (vMoL prog back when top tier DPS was barely 20k), I mostly PvE more casually (well "casually" in the sense I no longer prog vet HM trials) now, enjoying the stories/content, but also farming gear for my PvP builds).

    I gave it a quick test using daedric summoning (sorc line) + siphoning (NB line) just for pure mag stacking and with 40k mag (pre-DDF) I was hitting the same shield values hardened ward had on PTS in U41, but the heal was significantly higher and it had the 10% mitigation.

    I gave it a secondary quick test using the meta sub-classing lines (animal companions and assassination) and while my max mag (pre-DDF) was 37k, the shield was still a respectable 9k+ in PvP with a 4k heal, actual heal, not just tooltip, (Hardened ward was about 8.8-9k in PvP and capped at a 2-3k heal back in U41 with that same sub-40k max mag).

    I have yet to properly test it on a pure DK, but from what I am hearing about the potential sustain possibilities from inhale and how it scales up with higher max resources, stacking into max mag instead of max health/recoveries could actually be the way to play the class in PvP, using this shield to maintain a 40k+ effective health pool while getting some crazy restore ticks from inhale scaling off the 40k+ max mag. No vamp also makes this ability sub-4k cost to cast, making it cheaper than hardened ward used to be as well.
  • tye77732145
    tye77732145
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    Turtle_Bot wrote: »
    Turtle_Bot wrote: »
    Insightful read.

    Curious your thoughts on stat stacking DK, using the shield morph of stonefist as a way to have 40k+ effective health while keeping a lot of extra damage and sustain via the increased max stats.

    From my early testing I was getting U41 Hardened Ward levels of shield size out of the ability (even though it's cap is lower than Ward) and it came with a heal that is twice as strong as Hardened ever was and it has a unique 10% mitigation bonus on top of this.

    I will defintely give this a try as i havent explored that build with the skills you mentioned, thanks for the heads up. I truly hope many understand im coming from a PVP perspective as i personlly think that in PVE the DK rocks. Thoese who know about its damage in PVE know, i cannot complain.

    I am looking at this skill from a PvP perspective as well (I main PvP and while I did PvE progs a long time ago (vMoL prog back when top tier DPS was barely 20k), I mostly PvE more casually (well "casually" in the sense I no longer prog vet HM trials) now, enjoying the stories/content, but also farming gear for my PvP builds).

    I gave it a quick test using daedric summoning (sorc line) + siphoning (NB line) just for pure mag stacking and with 40k mag (pre-DDF) I was hitting the same shield values hardened ward had on PTS in U41, but the heal was significantly higher and it had the 10% mitigation.

    I gave it a secondary quick test using the meta sub-classing lines (animal companions and assassination) and while my max mag (pre-DDF) was 37k, the shield was still a respectable 9k+ in PvP with a 4k heal, actual heal, not just tooltip, (Hardened ward was about 8.8-9k in PvP and capped at a 2-3k heal back in U41 with that same sub-40k max mag).

    I have yet to properly test it on a pure DK, but from what I am hearing about the potential sustain possibilities from inhale and how it scales up with higher max resources, stacking into max mag instead of max health/recoveries could actually be the way to play the class in PvP, using this shield to maintain a 40k+ effective health pool while getting some crazy restore ticks from inhale scaling off the 40k+ max mag. No vamp also makes this ability sub-4k cost to cast, making it cheaper than hardened ward used to be as well.

    This is extremely intriguing, a truly brilliant build. I’m genuinely curious to see the exact damage numbers, especially since many Sorcerers mention that damage isn’t optimal after subclassing.

    I’ve actually reached out to one of my most trusted sparring and dueling partners, he’s my go-to ranged trainer so we can put this build through its paces. We always need to stay sharp against those kinds of players, and I’m looking forward to seeing how it performs.

    Thank you for bringing this to my attention; it truly means a lot. I’ll definitely be exploring it further. As for a pure Dragonknight setup, I’m not entirely sure how it will translate yet, but I have a feeling it will work nicely. Honestly it’ll likely just come down to choosing the right skill line.
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