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Addressing Dragonknight Power Level on U49 PTS

  • tye77732145
    tye77732145
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    Soarora wrote: »
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.

    5 stacks is just for Flame Lash. (12%)
    3 stacks is Molten Whip. (15%)

    I also agree though, very problematic and why I suggested shifting that bonus from Whip to Draconic Power where that line is currently underperforming.

    If they're against Engulfing Dragonfire using that bonus:
    • Nerf Engulfing Dragonfire by ~12% to account for the new passive.
    • Add in the tooltip: "Does not affect Engulfing Dragonfire". (Less intuitive imo).

    Honestly, both Whip morphs are crazy strong even without these damage done buffs, so sending the buff elsewhere in the kit that prevents subclassing from being as easy, buffs Draconic Power, and buffs pure classing is a triple win in my book.

    To be honest, Dragonknight subclassing is pretty much over. It doesn’t function as well anymore, and the overall power feels underwhelming.

    Moving "Dragon Roar" the one that replishes resources after an ultimate from Earthen Heart to Draconic Power effectively broke all of my subclassed builds—one of which was my main. I won’t lie, that was genuinely disheartening.

    That said, I do understand the direction the developers are taking and that they’re intentionally steering away from subclassing. Even so, the current result leaves DK subclassing feeling weak and unrewarding.
  • xylena
    xylena
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    These changes look good to me, especially the Searing Strike buff, when someday build PvP sees a balance of burst and pressure in its meta it can start to come back to life.

    This is probably not a common opinion, I do not think DK even needs "burst potential" in its kit, especially now that subclassing exists. Nightblade stab, Sorc lightning bolt, these things are represented as burst damage. DK crushes, and burns, and crushes, and burns, and CRUSHES AND BURNS, until there is nothing left of your enemy but ash and dust.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • BardokRedSnow
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    These changes feel more like zos has been listening to concerns from NON DK fans, not DK fans themselves. The whip thing is especially perplexing, the whole function of it and its stacking fury for pvp has been removed in favor of pve. Why? Who asked for that? Will just make DK go back to using Dizzy/Wrecking blow for off balance or major berserk because that is superior in every way to this form of whip and the off balance only procing off heavy attacks.

    It turns molten whip into a pve skill only.

    Corrosive I haven't been using much lately anyway because of the nerf but certainly wont after this change because it turns it into a skill really only useful in 1v1 scenarios, which isn't helpful in cyrodiil. Spell wall is better in that regard.

    So this change gets rid of two skills for dk I'd be utilizing otherwise, not a good change at all. If corrosive stays this way, we definitely need ult regen back during, and whip needs to keep its weapon and spell damage stacks for pvp specifically.
    Edited by BardokRedSnow on January 23, 2026 4:39PM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • therrieur
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    I get the intent behind "This effect is only active if you are a dragonknight"
    But I highly suggest it be changed to "This effect is only active if you have 2 dragonknight skill lines active", at least until all classes have something similar added.
    Since the former creates a big gap in power between characters that share the same skill lines, but aren't the original same class.
  • robpr
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    Please change tick frequency for breach dragonfire and searing strike to 1s instead of just giving them stat boosts.
    It enables more gear interactions in PvE and a bit more pressure for PvP. 2 seconds in PvP without dealing damage is a lot.

    In general all 10s dots should tick every second, not two but I know it was made for performance sake.
  • MashmalloMan
    MashmalloMan
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    MXVIIDREAM wrote: »
    Soarora wrote: »
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.

    5 stacks is just for Flame Lash. (12%)
    3 stacks is Molten Whip. (15%)

    I also agree though, very problematic and why I suggested shifting that bonus from Whip to Draconic Power where that line is currently underperforming.

    If they're against Engulfing Dragonfire using that bonus:
    • Nerf Engulfing Dragonfire by ~12% to account for the new passive.
    • Add in the tooltip: "Does not affect Engulfing Dragonfire". (Less intuitive imo).

    Honestly, both Whip morphs are crazy strong even without these damage done buffs, so sending the buff elsewhere in the kit that prevents subclassing from being as easy, buffs Draconic Power, and buffs pure classing is a triple win in my book.

    Doesn’t it say the stacks are disabled when using the channeled breath or did I read it wrong

    I'm speaking from the perspective that I wish the new Damage Done bonus they tacked on to Whip was sent to Draconic Power instead, where Engulfing Flames currently exists. Read my previous comment for more details.

    But yes, their current design does not offer the Damage Done if Engulfing Flames is on either of your bars and only for base class DKs.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    robpr wrote: »
    Please change tick frequency for breach dragonfire and searing strike to 1s instead of just giving them stat boosts.
    It enables more gear interactions in PvE and a bit more pressure for PvP. 2 seconds in PvP without dealing damage is a lot.

    In general all 10s dots should tick every second, not two but I know it was made for performance sake.

    It's not entirely performance, this is a change that dates back to one patch where Venomous Claw became a Stam DK spammable. I'll explain why if I remember correctly:
    • DK didn't have split cost Whip, so their only option was weapon spammables like Flurry or Wrecking Blow.
    • Claw's dot ticked once every 1 second in addition to a lower, upfront direct damage hit like it does now.
    • The +5% poison damage passive was -25% cost instead.
    • Poisoned status effect was still super strong and applied on Claw activation.

    The 1s tick frequency is problematic because of the 1s GCD. Any ability or set that deals damage after 1s, when refreshed, will always deal that damage since it's impossible to ever refresh it before that 1s completes.

    This is a similar reason as to why spamming status effects is still competitive, because although they tick on 2s, their first tick is on application, 0s, thus it always deals damage when refreshed. Same situation for Relequen, which ticks on 1s, but also on 0s application, thus making perfect weaving deal 2 ticks every 1s GCD. The tooltip on it is effectively double what you may think. Both of these interactions are intended and balanced around though.

    So Stam DK's found a loophole, their first dedicated spammable:
    • First direct damage tick.
    • First dot tick.
    • First tick from poisoned application.
    • Incredibly cheap.

    Each effect on their own appeared weak, but when stacking all 3 it was performing better and cheaper than comparable spammables like Flurry or Wrecking Blow.

    A patch later, ZOS implemented a new rule that all sticky dots ticked on 2s. If it had direct damage at the beginning, the first dot tick was 2s later. If it didn't have direct damage, the 1st dot tick began on aplication.

    TLDR: ZOS won't bring back 1s sticky dots unless it's specifically balanced around that design intent. Eg. Cliff Racer has a 1s ticking dot, but it's because it's a spammable, they want that tick to always fire off. Claw is a dot, it's not meant to be spammed.
    Edited by MashmalloMan on January 23, 2026 5:11PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Personofsecrets
    Personofsecrets
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    DK is dead to me. Thanks ESO team.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Ezhh
    Ezhh
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    ZOS_Amy wrote: »
    [*] 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.

    On live, Ardent is a vital part of the only non-beam damage dealer build I've found that works well in (some) end game PvE content. This kind of change (along with some of the others) is likely to force more people back into playing beam.

    Please stop reducing some of the only decent non-beam options left for those of us who want faster paced gameplay.
  • Destai
    Destai
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    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!

    I think that's great. Arcanist skills being the center of most builds is a problem, and leaves little room for build diversity. I'm happy to see the jump in power. I love it when a class is just silly strong.
  • BasP
    BasP
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    Firstly, thank you for the update! It’s great to get some early information about the upcoming changes. Personally, I like most of the things I’ve read and I can’t wait to test the changes.

    Lava Whip and its morphs:
    • Flame Lash: I like the changes on paper. I’m guessing the new effect will make the rotation a bit smoother, so kudos for that.
    • Molten Whip: While I think that Engulfing Dragonfire builds are way too strong compared to setups that use Molten Whip as a spammable, I do feel like it’s a bit strange that Seething Fury won’t generate stacks anymore if Engulfing Dragonfire is slotted. If we want to make Whip builds better than Engulfing Dragonfire builds, wouldn’t it be easier to just nerf Engulfing a bit? Besides, unless I'm mistaken Engulfing Dragonfire builds can now use Flame Lash to get a 12% (and 15% in a future PTS) damage done to monsters buff, so I’m not sure why such a stipulation has been added just to Molten Whip.
    • The base damage of Whip is (slightly) lower than the base damage of e.g. Surprise Attack, even though both are melee spammables. I think it’d be nice if Whip would be buffed ever so slightly.
    Searing Strike & Dragonfire Breath/ Disintegrating Dragonfire:
    • It’s great to see that the damage has been increased. I do think it’d be nice if they would tick once every second instead of two seconds, however, because that would make them work better with the Runecarver's Blaze set. I think it would be cool if that set worked especially well on a DK since the proc fits their theme.
    Dragon Leap:
    • I love that you’ve given the morphs different effects depending on the enemy they hit! Not knocking enemies back anymore with Take Flight will be useful in PvE.
    Blessing at the Peak:
    • It’s nice that you’ve added the Critical Damage to a passive, which a lot of players were asking for. I agree with the one who mentioned that it would be great if Critical Healing would also be buffed by this passive, though.
    Things that weren’t mentioned in the update
    • I hope that Burning Talons will be buffed in the future too. To be honest, I think that the damage of most – if not all – of the class DoTs could be buffed a bit because a lot of them just aren’t really worth slotting right now (unless they have a good/beneficial secondary effect).
    • I still think it’d be good for the class if Heat Shock could either gain more stacks or if its value was increased so that the total value would be comparable to the current Stone Giant’s Stagger.
    • Though I'm not holding my breath, I do think that it would be awesome if Eruption would return in some way.
    • If Standard of Might won’t be made better for PvE DPS, maybe Shifting Standard’s Flame Damage could be significantly increased against monsters?
    Edited by BasP on January 23, 2026 7:18PM
  • Shadesofkin
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    xylena wrote: »
    These changes look good to me, especially the Searing Strike buff, when someday build PvP sees a balance of burst and pressure in its meta it can start to come back to life.

    This is probably not a common opinion, I do not think DK even needs "burst potential" in its kit, especially now that subclassing exists. Nightblade stab, Sorc lightning bolt, these things are represented as burst damage. DK crushes, and burns, and crushes, and burns, and CRUSHES AND BURNS, until there is nothing left of your enemy but ash and dust.

    I agree, I’m not looking to burst, I’m looking to outlast and put the pressure on on an undeniable way. All I truly want is for being THE fire class to mean we ramp up burning status in unbelievable ways. I’m looking to play my Fire Mage do in that manner. I show up,and sure I can’t tank, but every second I’m still alive is a problem for monsters/bosses. (I have no pvp opinions)
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • wilsonwjesse
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    [*] Engulfing Dragonfire should be based on highest resource and drain your resource per tick, instead of a flat cost at the start.

    That's a good idea abut the ticking resource. Idk about split cost/stamina, but the having ramping resource cost tied to a 10-15 second stack is a great idea. It prevents you from using it too much without dragon leap which could temporarily remove and prevent stacking.

    One of the problems with it currently is that it doesn't do the same damage up front so it's only usable with take flight (should be both or just ferocious).

    This limits builds even within the pure class. Just make it more reliable and longer lasting with Take Flight/Ferocious Leap. Ramping Damage is not worth it for PvE, PvP, or casual. for PvE it hurts your DPS too much, for PvP you don't have that long of a window, for casual you don't got time for that.

    I'd rather have it do full damage for like 2.4 seconds before it used too much resources and then have to wait 15seconds to use it again after the stacks were removed, than wait for the ramping damage and cast as much as you want without taking too much resources if you have Take Flight.

    Edited by wilsonwjesse on January 23, 2026 10:13PM
  • AedanHalcon
    AedanHalcon
    Soul Shriven
    Another thing I'm not a fan of is relying on percent damage done modifiers over other types as it heavily limits what interacts with each other in unique and synergistic ways. I feel like the original rework that was presented was well thought out but the buffs have felt kind of rushed. I also feel like building specifically targeted anti synergies between 2 skills is an odd choice. The best example of this is that you have actually made Ardent Flame and Draconic Power less synergistic with Minor Brutality from Draconic Power not affecting the bonus from Molten Whip and Engulfing being completely excluded from benefiting from an Iconic skill. This along with the Dragonknight specific buffs leads to a situation where the elementalist type build that was a popular subclass is fundamentally better on Dragonknight leaving Sorc and Warden mains behind and even on Dragonknight it has a weird incentive to keep ardent flame over the other lines when subclassing as it is the only one with those buffs
    Edited by AedanHalcon on January 23, 2026 10:32PM
  • Ecgberht_confused
    Ecgberht_confused
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    I'm loving the changes to ardent stated here. Initially I found I needed to use draconic with aedric so that I can jab between engulfing channels to keep healing while doing damage and also for the better passives. But now especially with the changes to lava whip ardent will work super well with draconic
  • Red99
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    Molten whip was fine in pvp didn't need to be nerfed
  • MXVIIDREAM
    MXVIIDREAM
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    Red99 wrote: »
    Molten whip was fine in pvp didn't need to be nerfed

    Addressing the changes I guess now if a class is underperforming just nerf it harder for PvP shame I really thought we was moving away from this With the refreshes but it seems not from the whip change
  • BruteRX7
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    Wait...you can't gain stacks of seething fury if you have engulfing dragonfire on either bar now? Wasn't the purpose of dk rework to buff the dk if they are using more dk skill lines on a pure class dk? But now it seems that it's a penalty? That's a bit backward IMO. "Hey you get to have seething fury stacks as a dk, but not if you're using another dk skill line skill" back to subclassing we go I guess? Seems like I should just use ardent flame alone and use it as we are now on arcs on live. Generate stacks and damage from ardent flame but keep using the arc inspired scholarship/flail, flail/beam meta that's currently best. Makes subclassing from dk but using it as an arc more appealing IMO...
    Edited by BruteRX7 on January 24, 2026 11:55AM
  • MXVIIDREAM
    MXVIIDREAM
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    BruteRX7 wrote: »
    Wait...you can't gain stacks of seething fury if you have engulfing dragonfire on either bar now? Wasn't the purpose of dk rework to buff the dk if they are using more dk skill lines on a pure class dk? But now it seems that it's a penalty? That's a bit backward IMO. "Hey you get to have seething fury stacks as a dk, but not if you're using another dk skill line skill" back to subclassing we go I guess?

    Agreed kind of making me want to use that to stack but then subclass in the arcanist beam was a strange change I know why so that it couldn’t be abused with the molten whip change
    But it seems like negative change on all of us for various reasons killed the skill for PvP but this oversights kind of shown me how it’s also limited how people play in pve
    Molten whip needs to be changed back
    And the passive that given crit damage needs to be crit damage and healing
    Avalanche times need to be swapped Outside of those skills I’m confident dk could go live as it is
    Edited by MXVIIDREAM on January 24, 2026 6:03PM
  • BruteRX7
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    MXVIIDREAM wrote: »

    Agreed kind of making me want to use that to stack but then subclass in the arcanist beam was a strange change I know why so that it couldn’t be abused with the molten whip change
    But it seems like negative change on all of us for various reasons killed the skill for PvP but this oversights kind of shown me how it’s also limited how people play in pve
    Molten whip needs to be changed back
    And the passive that given crit damage needs to be crit damage and healing
    Outside of those skills I’m confident dk could go live as it is

    Yeah, exactly. Now I guess I'm going to just be scholarship, flail, flail, beaming on my dk and maintaining seething fury stacks on my dk instead of arc. Pure class got buffed sure, but now damage on subclass sounds like it's gonna be buffed now from dk base over arc base. Not to mention the class mastery buff dk's get in scribing. Gonna get over powered beam builds quick.

    Edit: forgot to mention, if keeping earthen heart as well now we are gaining crit damage for doing damage with dk abilities with blessing at the peak on top of avalanche stacks. So it should make for a powerful subclass.
    Edited by BruteRX7 on January 24, 2026 1:35PM
  • The_Meathead
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    I felt like Corrosive was really dialed in, for PvP, particularly after it halted Ult Gen.

    It tiptoed the line just right, where it felt strong and tremendously impactful as a fight-flipper, but wasn't game wrecking. That's what you want for an Ultimate imo.

    Now it sounds like they overdid it, overnerfed it, and are getting too tricky for their own good and leaving it a mess.

    Please just revert it to the old version. Make the color change, call it flames, whatever, but go back to current/Live Corrosive numbers because it's *good* and it took a while to get it just right. Don't bork it up for the sake of change.
  • MXVIIDREAM
    MXVIIDREAM
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    My genuine thoughts and a lot of what I’ve been seeing

    Molten whip

    needs to be reverted back to how it was weapon damage and spell damage 100 per stack 3 stacks include 3% damage done per stack to monsters keeps roughly the same damage done as before but I genuinely believe the stacking with breath should remain to at least give players the option to use this with breath or else I think people are going to subclass it and use arcanist anyway

    avalance

    Great great idea, sadly a little ineffective in combat bosses immune phases and just combat in general make this a little redundant I propose 2/3seconds to build stacks 4 seconds of no damage to lose them
    Much better uptime for 90% of combat this alone could fix a lot of the underwhelming dk performance in most pve scenarios

    blessings of the peak

    Adding crit damage to this is a brilliant idea however for the sake of all roles I believe it should be crit damage and crit healing this benefits both support dps and tanks

    I wouldn’t mind also seeing 300/600crit resistance rank 1 and 2 added into blessings of the peak, with PvP the way it is and how impen got the treatment it did a while ago I would like to see every class also now have crit resistance worked into them over the refreshes and I think this is the correct skill line to work it into
    I think it would go a great way to slowing down some of this insane burst we have reached in PvP
    I picked the numbers out of my own experience it’s roughly equal to the champion point tree cp aswel as 600 Crit Resistance ≈ ~9% reduction in incoming crit bonus damage so it seems a fair number to me

    Including these changes I’m ecstatic if dk went live exactly as is including the additional pts Notes above

    Appreciate you reading

    Edit: not sure why the avalanche part went bold as a whole thing sorry about that looking at the code and it’s just avalanche in bold or I’d change it sorry again
  • BattleAxe
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    Idk about everyone else but I would much rather see penetration on blessings at the peak over crit damage or at least add pen to one of dks passives perhaps the healing taken one or another not as loaded passive.
    Also @ZOS_Kevin can we get cost scaling off max resource for some skills similar to Arcanist instead of what we currently have. Other than that happy with everything I’m seeing this far would just add flexibility to DD of both mag and stam specs for cost being based on max resource

    As others have stated avalanche could use a bit of work for improvement due in no small part to immunity phases or boss mechanics interrupting combat perhaps change to lose stacks when not in combat instead of failing to deal damage this I believe will solve up time during boss fights and boss mechanics
    Edited by BattleAxe on January 24, 2026 6:55PM
  • Lagzee
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    ZOS_Amy wrote: »
    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.

    At this point, why even change corrosive at all? Why not just leave it how it was before? Because at this point you are nerfing it into the ground. Obv the way it was on the PTS was overkill. We just stopped testing it in duels, because it was too broken. But corrosive on live is just fine, some people run it, most dont. If you are going to completely remove the dot 12% is too much. Just leave it as it is on live.

    Also, again, the inferno/flames of oblivion animation is too much. It needs to be toned down. I didnt see anything about it so far, but its just way too flashy and way to big.
  • BardokRedSnow
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    I felt like Corrosive was really dialed in, for PvP, particularly after it halted Ult Gen.

    It tiptoed the line just right, where it felt strong and tremendously impactful as a fight-flipper, but wasn't game wrecking. That's what you want for an Ultimate imo.

    Now it sounds like they overdid it, overnerfed it, and are getting too tricky for their own good and leaving it a mess.

    Please just revert it to the old version. Make the color change, call it flames, whatever, but go back to current/Live Corrosive numbers because it's *good* and it took a while to get it just right. Don't bork it up for the sake of change.

    This, corrosive armor is a mere ten second window of burst and survivability, easily dealt with in close proximity when the ult gen is gone, and easily zerged down when relied on too much. The dot damage wasnt that great either, its not doing what northern storm is especially in a group setting, its good for duels and solo play and thats it.

    Far from being the most problematic thing in the game. In this condition dk will have one good ult for pvp, shifting standard hasn't been a factor in years, and corrosive as is with no ult gen, only a 12% damage cap, no dot damage and only working as an offensive option for the pen, is pretty much inferior to shield wall in every way and not worth running.

    Whip is also gonna be inferior to dizzy and wrecking blow, I dont think weapon skills should be better on a class than their own spammables, it should be something you make better via particular builds.

    If they want they could add that seething fury only applies if you have a certain amount of dk skills used or something and add the wd/sd back, or simply separate the monster portion from the way it already worked with stacks of 3 for 100 damage each.

    In addition to the 10 percent crit damage and add crit healing. That would put it closer to subclassed builds and other classes.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • s3dulo
    s3dulo
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    If pure class DK isn't competitive with subclassing meta in PVP after the rework, then you can keep it.

    DK needs all the buffs. Whip should keep w/s damage AND there should be added crit damage AND there should be a bonus to penetration for each DK skill lines AND DK should have a self cleanse etc etc

    Put out a bold version of the DK. Err on the side of possibly overpowered and if DK is just too much in open world PVP, make an adjustment then. Don't make nerfs because a few people engaged in duels on PTS. It needs to go live to be truly tested.

    Putting out a juggernaut version of DK on the live server that melts all of these clones spamming specbow and beetles would be a GOOD THING.

    We all know that whatever ends up on the live server can be altered at any time. These class reworks should be disruptive. Pure DK should be as good as any subclass option. The same should be the end goal for Warden next and then Sorc etc.

    The goal should be to make pure class totally viable. Not fall short of subclassing but also not render it obsolete.

    Keyword here should be BALANCE. And sometimes you have to swing far in the other direction for a period before balance is achieved.
  • BattleAxe
    BattleAxe
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    As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unnamed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.
    Edited by BattleAxe on January 24, 2026 10:28PM
  • tomofhyrule
    tomofhyrule
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    BattleAxe wrote: »
    As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unarmed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.

    Ooh, that would be interesting if Disintegrating breath gave a unique armor debuff instead of the standard Major Breach that basically everything has nowadays. It would definitely make it more useful.
  • BattleAxe
    BattleAxe
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    BattleAxe wrote: »
    As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unarmed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.

    Ooh, that would be interesting if Disintegrating breath gave a unique armor debuff instead of the standard Major Breach that basically everything has nowadays. It would definitely make it more useful.

    100% besides the addition of 10% crit damage dk is sorely lacking any passive bonuses to crit chance or penetration. The dk sustain issues have pretty much been handled just some increases in their crit chance and penetration would solve a lot of dks shortcomings. Even could tie crit chance to amount of burning applied and flavor text wise can be something about a raging inferno. Penetration flavor wise and practical wise heat/fire melts metal.

    Now with standard the being able to pick up and place it should be base along with the weapon/spell damage and damage reduction.

    Standard of might continues to give more for the caster and extends its duration x amount dealing no damage

    Shifting standard renamed to blazing standard this morph deals damage and every ally who uses the synergy stokes the flame increasing the dot dmg by x for its duration also can self synergize
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