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 26:
• PC/Mac: No maintenance – January 26
We will be performing maintenance for patch 11.3.2 on the PTS on Monday at 8:00AM EST (13:00 UTC).

Addressing Dragonknight Power Level on U49 PTS

ZOS_Amy
ZOS_Amy
Community Manager
As we noted in our PTS Week 1 Summary, we know there’s a desire to see the power level for Dragonknight increased. We’ve looked at your feedback surrounding some of the reworked skills and have made adjustments that will be live on Week 3 of PTS.

Below is an early look at the upcoming adjustments for DK:

Ardent Flame
  • Lava Whip: This ability and the Flame Lash morph now generate 5 stacks of their empowered forms for 20 seconds, rather than enabling the ability to cast the ability as many times as you can within 7.9s (at most, 7 casts). Increased the damage by 40% to account for less casts. Overall, this should make both versions of the ability much easier to use in a rotation, rather than feeling like you must choose between uptime of other abilities and the super sick flip whip. 
    • Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. 
      • In a future PTS update this will be increased to 15% for 45s but only if all stacks are consumed – to help avoid turning it into a passive buff effect and more of a reward for using the ability to its maximum effect. 
    • Molten Whip: This morph now grants 5% damage done against monsters per stack, rather than 85-100 Weapon and Spell Damage. This effect only activates if you are a Dragonknight. Seething Fury no longer generates stacks if you have Engulfing Dragonfire slotted on either bar.
    • Developer Comment: We’re intentionally inflating some of the damage of the Dragonknight class in the short term to help the class stand up to snuff with other current meta options, while we find more long-term solutions and continue work on other class refreshes. Expect these values/effects to be adjusted over time!
  • Searing Strike: Increased the damage of this ability and its morphs’ damage over time effect by 50% per tick. This takes these to the same strength as a normal 20 second DoT, but over half the duration, making their overall DPS twice as strong, rather than 50% stronger. This change was done to account for the loss of GCD activations, as the previous iterations resulted in a very minor damage gain with perfect uptimes, making the change feel more like a horizontal shift than a gain.
    • Searing Claw: Reduced the damage bonus per tick to 10%, down from 24%, to account for the base increase. This damage effect is now built into the base damage calculation, rather than as an additional damage taken modifier, which should make the increase more accurate and performant.
  • Core of Flame: Fixed an issue where this ability and its morphs were missing the 15% bonus potency modifier to their damage to account for their delays. 
    • Soul of Flame: Fixed an issue where the Stamina restore of this morph was incorrectly based off your missing Magicka.

Draconic Power
  • Dragonfire Breath: Increased the damage per tick of this ability and the Disintegrating Dragonfire morphs’ damage over time effect by 50% per tick. 
    • Disintegrating Dragonfire: Fixed an issue where the Major Breach from this morph was not extended by Elfbane.
  • Dragon Leap: This Ultimate and its morphs now determine what type of CC will play based on the type of enemy they hit. Players are knocked back 4 meters and stunned for 2 seconds, while monsters are knocked into the air and stunned for 3 seconds. This change was done based on the discussions we saw come up - where much of the powerful feeling and benefits of knocking enemies away is lost in the context of PvE.

Earthen Heart
  • Magma Armor
    • Corrosive Armor: Reduced the damage limit to 12% of your Max Health, rather than 8%, to better account for the raw offensive power this Ultimate provides. The damage over time effect now only targets monsters, rather than any enemy, to offer healthier PvP balance.
      • Developer Comment: We’re better differentiating some of the buffs made to this ultimate from PTS 1 in efforts to help still reach our goals of making the ability more effective in PvE, while toning down how much impact it brings in PvP by reducing the defensive capabilities further and removing the high damage over time.
    • Molten Weapons
      • Molten Armaments: Reduced the cooldown of the damage of this morph to 1.5s to help it function better with Heavy Attack builds that are quicker than 2s completion times, to have better pairing with the Empower this morph grants.
    • Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    We hope you’ll find these adjustments more in line with your expectations. Please keep the feedback coming and let us know what you think when these changes arrive on the PTS on Monday, January 26.
Amy Schlueter
Senior Community Manager
Dev Tracker | Service Alerts | ESO Twitter | Support Twitter
Staff Post
  • React
    React
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    That corrosive change is perfect! That should bring the skill to a much more reasonable power level in PVP.
    Edit: On further thought, while the dot being removed from PVP is absolutely the right call, the damage mitigation cap probably didn't need to be raised from 8% to 12%.

    Searing strike change looks great too.

    Molten should probably keep the WD/SD in addition to the new monster modifier.

    Thanks for the continued communication and transparency.
    Edited by React on January 23, 2026 5:09AM
    @ReactSlower - PC/NA - 2000+ CP
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  • PeacefulAnarchy
    PeacefulAnarchy
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    Can Magma armor and its morphs get their ability to ult gen back, please? These were taken away when subclassing was released but since then ult gen in general was reined in, and now the power of these ults has been reduced. With ult gen I think they have a reasonable niche, but without it they feel like you're really sacrificing a lot to be able to use them.
  • BananaBender
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    All of these changes look amazing. Finally a PTS where feedback is actually being listened to and there are notable changes. Also, I think it's great that the crit damage buff got placed in the more supportive line, so players aren't being punished for taking skills which help out the group. Please more changes like this!

  • pluvioisaplanet
    pluvioisaplanet
    Soul Shriven
    There's cooking in the kitchen and it smells good.

    Can't say for sure how these changes will affect things, I'm mostly looking at the DD side of things, but it looks good, I look forward to testing.

    Would still really love to see eruption returning as a DD skill, just as before one heal morph and one damage morph, such a classic skill for dk dds

    Another edit: Also, losing standard of might as a good damage ult in pve still hurts. Some way for it to be relevant (just one of the morphs) as a damage ult in pve would be nice, this would leave pve dds with 2 ult options for 2 very different rotations, the whip and the breath rotation, this would be very cool I think

    Edit: I also feel the need to clarify, searing strike and its morphs (also the case for disintegrating dragonfire) were not in fact 50% stronger on PTS than their current live versions, they both ended up doing the same DPS as on live, at less than half the duration (accounting for the loss of the extended duration passive). Same DPS, lower damage per cast, so it ended up being just a straight nerf no? Unless I'm missing something
    Edited by pluvioisaplanet on January 23, 2026 12:17AM
  • Tariq9898
    Tariq9898
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    I would love to see Standard of Might back as a DPS ult if possible. Giving increased uptime on Empowered whip is a way of doing it.
  • MXVIIDREAM
    MXVIIDREAM
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    From my understanding, the goal of this update was to increase class power, but this change feels like the opposite. Replacing the Weapon and Spell Damage bonus with a 5% damage done to monsters per stack is effectively a significant nerf to Molten Whip, especially in PvP. While I can see how this may result in a gain for PvE although we now lose 300 wd/sd on everything which includes heals, in a PvP context it’s a clear loss of power and flexibility, and that’s disappointing to see.

    It feels like we’re moving back toward PvE-only scaling rather than improving the core strength of the skill across all content. I genuinely thought the direction here was to modernise and elevate Dragonknight performance, not narrow it.

    If I’m misunderstanding the intent or missing something in the numbers, I’m more than happy to be corrected. That said, a much better solution would have been to add the PvE monster damage bonus alongside the existing Weapon and Spell Damage, rather than replacing it. That approach would have improved PvE without gutting the skill’s value in PvP, and would have been a far better experience for everyone.

    Right now, this just feels like a step in the wrong direction, which is a shame given the otherwise positive direction of the refresh.

    Otherwise the changes are very good just this one that’s confused me

    I like the damage increase to corrosive and that depending on how it performs could be increased more personally but will see how it plays out
    Edited by MXVIIDREAM on January 22, 2026 11:49PM
  • MXVIIDREAM
    MXVIIDREAM
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    React wrote: »
    That corrosive change is perfect! That should bring the skill to a much more reasonable power level in PVP.

    Searing strike change looks great too.

    Thanks for the continued communication and transparency.


    100% on board with this and I’m sure we won’t be the only ones either
  • tomofhyrule
    tomofhyrule
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    Thank you for the updates! I will say that this PTS cycle has felt incredible with the communication and I am really excited to see it continue.
    Can Magma armor and its morphs get their ability to ult gen back, please? These were taken away when subclassing was released but since then ult gen in general was reined in, and now the power of these ults has been reduced. With ult gen I think they have a reasonable niche, but without it they feel like you're really sacrificing a lot to be able to use them.

    I’ll agree with this here.

    Magma had its timer extended by 50%, meaning it’s now locking you out of Ultimate generation even longer than it is on Live.

    I get that “prevent people from permanently being in Magma while in the Archive” was the goal, but now players who use it are prevented from gaining any ultimate in groups (e.g. from Pillagers or Cryptcanon) if they need to do an emergency Magma.

    It would be great if they (at least the base and Magma Shell morphs) could still enable Ultimate generation. If the Magma cheese in the Archive is a problem, it could have a global cooldown before you can use it again (so like 60s), but we could still pop a horn in the meanwhile.
  • skinnycheeks
    skinnycheeks
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    These changes look really good. Like REALLY good. Agree with React about maybe keeping a little bit of that Weapon/Spell damage on Molten.

    Big things for me still are no Eruption morph and no Standard of Might DPS option (just a support Ult now)
  • Decimus
    Decimus
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    Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.

    The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.

    On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.

    With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.

    I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).


    Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.
  • MXVIIDREAM
    MXVIIDREAM
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    Decimus wrote: »
    Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.

    The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.

    On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.

    With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.

    I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).


    Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.


    Yeah the whip one confused me a lot adding it would have been brilliant replacing its , just nerfed it
    I don’t know about corrosive admittedly I thought taking more damage was a good shout but open to be told the better options
    300/600 at level 1-2 crit resist would be considerably better for PvP but offer nothing y to pve I guess this helps both

    5/10% crit damage and healing would have been nicer however for everyone dps tanks healers in both PvP/pve

    Edited by MXVIIDREAM on January 23, 2026 12:30AM
  • Decimus
    Decimus
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    MXVIIDREAM wrote: »
    Decimus wrote: »
    Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.

    The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.

    On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.

    With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.

    I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).


    Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.


    Yeah the whip one confused me a lot adding it would have been brilliant replacing its , just nerfed it
    I don’t know about corrosive admittedly I thought taking more damage was a good shout but open to be told the better options

    Well, Corrosive on PTS 1v1s (only thing you can test) isn't broken because of the tankiness it provides (you can just play 40k health rallying permablock & survive without it & go for the stronger Onslaught burst), but it does make DoT pressure unbearable if you're not built right. Instead of fixing this issue, they've decided to ignore it and just make it worse in open world fights, BGs etc... unless you have a personal heal bot keeping you alive. Not a fan of this design, at all.

    How it is on Live is fine and no one is really complaining about it, why make changes that'll just make people upset one way or the other. I would've been fine with just a flat buff to it given that it's a DK rework after all, but a flat 400% nerf to survivability is crazy.

    In the original post:
    we know there’s a desire to see the power level for Dragonknight increased.

    ...and yet it's mostly just nerfs for PvP (apart from the DoT skills getting buffed, which is nice) - I've kinda gone from enthusiastic about next patch to indifferent after reading these notes, it's just going to be another subclassing patch.
  • MXVIIDREAM
    MXVIIDREAM
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    Decimus wrote: »
    MXVIIDREAM wrote: »
    Decimus wrote: »
    Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.

    The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.

    On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.

    With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.

    I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).


    Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.


    Yeah the whip one confused me a lot adding it would have been brilliant replacing its , just nerfed it
    I don’t know about corrosive admittedly I thought taking more damage was a good shout but open to be told the better options

    Well, Corrosive on PTS 1v1s (only thing you can test) isn't broken because of the tankiness it provides (you can just play 40k health rallying permablock & survive without it & go for the stronger Onslaught burst), but it does make DoT pressure unbearable if you're not built right. Instead of fixing this issue, they've decided to ignore it and just make it worse in open world fights, BGs etc... unless you have a personal heal bot keeping you alive. Not a fan of this design, at all.

    How it is on Live is fine and no one is really complaining about it, why make changes that'll just make people upset one way or the other. I would've been fine with just a flat buff to it given that it's a DK rework after all, but a flat 400% nerf to survivability is crazy.

    In the original post:
    we know there’s a desire to see the power level for Dragonknight increased.

    ...and yet it's mostly just nerfs for PvP (apart from the DoT skills getting buffed, which is nice) - I've kinda gone from enthusiastic about next patch to indifferent after reading these notes, it's just going to be another subclassing patch.


    They said things and effects can be adjusted so let’s hope they save molten whip and adjust corrosive
    I was excited I still am but the molten whip nerf and focus on crit damage as posed to crit dmg +healing has taken the wind out my sails there heck they could add 300/600 crit resist aswell that wouldn’t effect pve at all

    All classes should get an addition to crit resist in my opinion it can be added anywhere and has no effect to pve given everyone’s running at crit damage cap almost currently in any pvp instance
    Not in ardent flame though that’s skill probably best in earthern heart to give people incentive to stay pure class not sure where it would fit on other classes till they’re reworked but every class needs access to it at this point
    Edited by MXVIIDREAM on January 23, 2026 12:46AM
  • ESO_Nightingale
    ESO_Nightingale
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    wow zos is really cooking! i can't wait for warden!!!!
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Radiate77
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    wow zos is really cooking! i can't wait for warden!!!!

    Me too man, me too.

    Finger’s crossed we’re finally severed from Vvardenfell. I love the idea of the class but if it wasn’t so ugly... 😅
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • MSattrtand
    MSattrtand
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    I agree that if you're adding Crit Damage to DK, then it should be Crit Damage and Crit Healing. Fated Fortune gives you both. Why can't Blessing at the Peak, Hemorrhage, Piercing Spear, and Advanced Species get Crit Healing too? Because Arc should remain OP?

    And I understand that Crit Damage is oppressive in PvP, and ZOS are adding another source of it. It's also oppressive in PvE, dictating group comps. I'd rather see attempts to desintivise multiclassing to avoid passives stacking crit damage/pen/WPD.

    About the Molten Whip bonus: what is 'Dragonknight' here? Base class DK? All three DK skill lines?

    If it's former, I don't mind. But all skill lines should have something like that, some unique bonus, that makes this skill line stronger to use on that base class. Like every skill line for every class. Otherwise - what's the point?

    If it's later, can't we just have something like x% bonus for every DK skill line instead?

    Good job on trying to separate PvE and PvP functionality. It may not be perfect, but at least we're moving in the right direction - before we weren't moving at all.

    But it's kinda sad that there are no updates on pure DK healers/tanks. They need some love, too.
  • GuardianV
    GuardianV
    Soul Shriven
    I really like these changes as they directly address much of the concern from week one. I'm especially excited to see more skills that work differently in PVE vs PVP situations, allowing for more skill to be effective in PVE without needed to be nerfed for PVP reasons.
  • Radiate77
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    Thank you for clarifying that these are TEMPORARY measures.

    Down the road I would love to get rid of these “Monster Only” requirements in favor of a more balanced approach.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • GuardianV
    GuardianV
    Soul Shriven
    MSattrtand wrote: »

    If it's former, I don't mind. But all skill lines should have something like that, some unique bonus, that makes this skill line stronger to use on that base class. Like every skill line for every class. Otherwise - what's the point?

    If it's later, can't we just have something like x% bonus for every DK skill line instead?

    I like this thought of having a skill that is stronger for the base class as it make subclassing more of a theory craft tool rather than just what it the meta damage. Also x% is a good idea for making pure classes stronger.
  • Radiate77
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    I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.

    I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.

    Seeing this makes me feel like an idiot.

    I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.

    So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Radiate77
    Radiate77
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    Matter of fact.
    I think I’m done here.

    I’ll be back when we stop seeing class requirements on skills.
    Edited by Radiate77 on January 23, 2026 6:57AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • ZhuJiuyin
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    Radiate77 wrote: »
    I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.

    I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.

    Seeing this makes me feel like an idiot.

    I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.

    So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.

    I'm not that pessimistic. I believe that combining the New-DK class with other classes slated for rework is the only way to truly allow subclasses to thrive without spiraling out of control. The current subclasses are like building blocks, constantly stacking higher and higher, which is precisely why their power is spiraling out of control. The new reworked classes are more like a jigsaw puzzle; each skill line has its strengths and weaknesses. Pure classes are like pre-designed pictures provided by the developers, but if players want to create something different, they need to use their ingenuity to combine different skill lines according to their own needs to piece together a completely new picture.

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Turtle_Bot
    Turtle_Bot
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    Dragon Leap: This Ultimate and its morphs now determine what type of CC will play based on the type of enemy they hit. Players are knocked back 4 meters and stunned for 2 seconds, while monsters are knocked into the air and stunned for 3 seconds. This change was done based on the discussions we saw come up - where much of the powerful feeling and benefits of knocking enemies away is lost in the context of PvE.

    YES!!! thankyou ZOS for looking into this as the fix for leaps knockback/knock up CC issues for PvE DDs.

    It definitely was a massive pain point for PvE DDs unstacking their tanks stacked pulls, but in PvP (and visually) the knockback just felt so much better, so I am glad to see that we are getting the best of both worlds here.


    In regards to flame lash specifically, this change feels the right direction, but I would like to see consideration to potentially adjusting the values slightly and allowing it to work in PvP as well. Something along the lines of grants +5% increased damage done with DK abilities after casting, this bonus doubles (or triples) against monsters.

    Gives Flame Lash just a little bit more oomph in PvP to allow it as a slightly less damaging but better survivability option to wear down enemies compared to molten whips massive burst potential (that is comparable to Merciless Resolve as it currently sits on PTS) while still keeping the intended goal of closing the much bigger gap it has in PvE.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    ZhuJiuyin wrote: »
    Radiate77 wrote: »
    I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.

    I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.

    Seeing this makes me feel like an idiot.

    I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.

    So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.

    I'm not that pessimistic. I believe that combining the New-DK class with other classes slated for rework is the only way to truly allow subclasses to thrive without spiraling out of control. The current subclasses are like building blocks, constantly stacking higher and higher, which is precisely why their power is spiraling out of control. The new reworked classes are more like a jigsaw puzzle; each skill line has its strengths and weaknesses. Pure classes are like pre-designed pictures provided by the developers, but if players want to create something different, they need to use their ingenuity to combine different skill lines according to their own needs to piece together a completely new picture.

    This is great for Dragonknight… what about the countless other Classes possible using that skill line? They’re all straight in the dumpster for what? Balance? This isn’t balance, they raised one combination of skill lines up at the expense of hundreds.

    Why would anyone who isn’t base-class Dragonknight, ever use this skill line now?

    Here we are again appeasing the minority of people who hate Subclassing to the core, at the expense of the majority who find value in it.

    Subclassing was a vision, it was the future I wanted for this game more than anything, and instead of continuing that path, and officially recognizing player made Classes, giving them a name, our ability to be creative is being stripped away from us.
    Edited by Radiate77 on January 23, 2026 6:59AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • AedanHalcon
    AedanHalcon
    Soul Shriven
    I am personally not a fan of having bonuses be tied to base class itself. It feels very anti theory crafting and I do hope they are a temporary measure in the long term. I really like subclassing as a concept and making a skill line fundamentally worse when I grab it on a different class is not fun. The way you have been doing it based on amount of skills feels significantly better as it encourages pure classing while leaving subclasses the ability to engage with it. I really like the aspect of it feeling like a trade off. I do recognize that until more classes are done the new paradigm of mixed role skill lines (which is the correct direction IMO) leaves the classes reworked earlier in an odd state that could use some temp buffs. My worry is pure class players wont want to give them up when it is time to remove them.
  • Morvan
    Morvan
    ✭✭✭✭✭
    Absolutely amazing changes, you guys are doing an amazing job, for the first time in a very long time I'm actually hyped to see what's ahead for future PTS cycles.

    My only feedback as of now is that I hope Ash Cloud gets a DPS morph again, it really doesn't need 2 support morphs.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
  • Emeratis
    Emeratis
    ✭✭✭
    I realize that the state of subclassing vs pureclass is unbalanced currently and we are going to have several patches before things feel good overall, but even as a temporary measure I really don't like the look of "buff if x class" to skill lines. I thought the rework was supposed to give power to pureclass without restricting the freedom of subclassing. As many have said before me, some of us never felt represented in the pureclass options for classes and couldn't really play what we felt was the class that fit our character until subclassing. To have that given to us then taken away for a year to a year and a half potentially just feels unfair. Please find another way to balance dragon knight power in the interim. My biggest fear with the class reworks and pushing power fantasy assigned to default classes was something like this.

    Also, as others pointed out before me, these changes are very dps centric overall. What about dk tank and healer power?

    I do like the dragon leap changes that make the skill interact in a desirable way in both pvp and pve, would like to see more skills that have desirable effects in both pvp and pve balanced in a similar manner going forward if possible.

    Edit to add:
    I think I'd rather see a pureclass buff as a temporary Active Effect aura than tied to specific skills if we're doing it like this. That feels more reassuring as temporary and not something that could potentially be forgotten down the line as many other unfinished systems and combat changes in game have been. There are people who love subclassing, there are people who love pureclassing, and there are people who love both and I'd love to see eso embrace freedom and options while giving all three groups what they want.
    Edited by Emeratis on January 23, 2026 3:20AM
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    I have a question: Does the 40% power increase of Lava Whip include Molten Whip?

    If it does, then the 300 Weapon/Spell Damage loss for Molten Whip might be reasonable.

    But even if it doesn't, I just want to remind those complaining about the Molten Whip changes: haven't we learned our lesson in U46? If we don't remove skills that provide free extra Weapon/Spell Damage buffs, many people will equip these skills but not use them, just like with Grim Focus in U46.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Morvan
    Morvan
    ✭✭✭✭✭
    Radiate77 wrote: »
    I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.

    I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.

    Seeing this makes me feel like an idiot.

    I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.

    So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.

    I'm also someone who really enjoys the concept of subclassing and have been having fun making thematic combinations. But, it's undeniable that having class-unique buffs to skills will benefit combat by a lot, try to see the greater scheme of things.

    In time, I hope, every class will have unique buffs like that. Even if you subclass, you can choose to keep those class-only effects from your class, this will create a scenario where your main class matters even if you're using the same combo as someone else that has a different main class, in the long term this will only provide more variability.

    Whether you like subclassing or not, it will be great to have pure classes on the table again, just have patience.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
  • Miracle19
    Miracle19
    ✭✭✭
    Overall moving on the right direction, listening to community feedback.

    The corrosive change, while being a pretty significant nerf, does have a little justification but could be adjusted to more fair terms. 12% is absurd, 8% is even high but WORKS. Removing the dot from PvP is understandable as it was pretty ridiculous, however, ulti gen should be brought back to the skill as now you take significantly more damage to only gain full pent for physical and magical dmg. We cannot forget the ideology of DK, it should be able to brawl and sustain in fights without significant draw backs in terms of defense. Onslaught gives you that and 100% crit(acuity) with NO drawbacks, all in 1 ability for significantly less ultimate cost.

    Moving on to Whip, the seething stack is VERY important to DK, as it gives it burst potential that the class traditionally lacks, but not enough to make it compete with classes like NB in that department which was PERFECT. Maybe keeping Seething and adding the monster buff for PvE that was already suggested could be the better way to look at that.
    Edited by Miracle19 on January 23, 2026 3:37AM
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