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

Addressing Dragonknight Power Level on U49 PTS

  • 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
  • BattleAxe
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    MXVIIDREAM wrote: »
    BattleAxe wrote: »
    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.

    Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b

    Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.
  • MXVIIDREAM
    MXVIIDREAM
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    BattleAxe wrote: »
    MXVIIDREAM wrote: »
    BattleAxe wrote: »
    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.

    Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b

    Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.

    PvP for what I’m running but it’s only the 2 maces I have on with sharpened but they have both minor and major breach now as minor has been added to one of the dk skills

  • MashmalloMan
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    The Corrosive changes are very questionable, as someone else said, the ability met a pretty good balance once ult gen was disabled. Now, you keep walking back your initial changes from this PTS because in an effort to improve it for PVE, it became overpowered for PVP.

    I think you've lost your grasp on why people supported the idea of abilities being balanced seperately between PVE and PVP. There is a right way and a wrong way to do it. The right way is to use Monster or Battlespirt modifiers to increase or decrease the potency of effects. The wrong way is to outright disable effects for 1 content type or another.

    Leap knocking up in PVE, but back in PVP. Brilliant.

    Corrosive ticks being buffed by 4x for PVE, awesome, but disabling it for PVP, terrible. Why not just keep the original tooltip for PVP, then add "deals 4x more damage to Monsters"? This is the type of balancing we want to see on our skills.

    It's so perplexing because you acknowledge the identity crisis it originally had when it only buffed direct damage on a class that is all about dots, but now it disables the flame damage, and your ult gen. Dots, flame, and ults are core concepts of the DK class fantasy, Earthen Heart even includes an ult gen passive, so why do 2/3 of these effects not work? It just doesn't make any sense, you need to go back to the drawing board and work on how you balance abilities in a fun and interesting way.

    Also, if we're saying Earthen Heart now gives Crit Damage, then wouldn't it make more sense for Corrosive to give you 100% Crit Chance instead of 100% Penetration? If you're trying to solve its power level for PVE, that would be a double whammy because Crit is way more useful than Pen. I'm not saying I actually want this.. but food for thought, one hand isn't speaking to the other. There is conflicting class design concepts from top to bottom that need to be better aligned.

    The work you did on DK over months is quickly falling apart at the final hour. Losing 300 w/s damage for a PVE specific buff, instead of giving Draconic Power more oomph, or again, improving the w/s damage buff against monsters, but reducing it for PVP, is really hard to understand. We don't like this all or nothing approach.
    Edited by MashmalloMan on January 25, 2026 7:25PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
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    BattleAxe wrote: »
    MXVIIDREAM wrote: »
    BattleAxe wrote: »
    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.

    Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b

    Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.

    It's hard to compare when we're talking about the subclassing, pre-rework era of the game.

    Herald of the Tome has been asbolutely busted since release, even before subclassing, because it not only has Penetration, but Crit Damage built in. Combo that with Assassination being the only DPS line with Crit Chance.. which also gives Crit Damage, and you have a massive recipe for disaster.

    Before subclassing and hybridization, Light and Medium armor in addition to your class helped you meet the minimum required 3-5k pen and 10-20% crit damage. Now that's completely out of wack, you can get both minimums easily.

    Does that mean DK needs to have a Penetration and Crit Damage passive? Well why shouldn't Warden get one too? Why not Sorc? Where exactly do we stop before every single class is giving themselves 3k pen, 10% crit damage, and 5% crit chance. What exactly is the point of class fantasy anymore when every class is good at everything, just doing it in a different colour?

    Idk that all sounds terrible to me.

    At some point you have to acknowledge the root of the issue, bandaids like your proposition aren't the answer, it's short sighted. I'm hoping they're aware of this issue, and going forward it's addressed. Say what you will, but the first few years were the best for PVE group diversity when Light, Med, and class choice meant something more. Hell you can't even play as a Khajiit anymore because Crit Damage is through the roof making their passive redundant when they were originally very competitive with Dark Elf.

    The fact that DK got Crit Damage is very odd to me because it doesn't fit the class concepts, w/s damage that they just took from Whip would of made more sense. On the other hand, it does seem like it was added to help them with PVE and the minimums I spoke about, I'm hoping they implement a personal rule of no more than 1 out of 3 of those specific passives per class can exist at a time, named debuffs/buffs not included. That would bring back some much needed diversity.
    Edited by MashmalloMan on January 25, 2026 7:46PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Tyrobag
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    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
    Edited by Tyrobag on January 25, 2026 7:57PM
  • MXVIIDREAM
    MXVIIDREAM
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    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    110% all they had to do is keep the weapon and spell damage on whip stacks that’s mandatory if they was going to try introduce pve elements to it further it could have been 2% damage done to monsters and leave it effecting dragonfire as is
    Unfortunately all they’ve done is potentially push people into running arcanist beam along with these “new stacks” genuinely hope they revert that they’ve so close to having it right it was painful

  • Radiate77
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    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    This was exactly what I warned them about multiple times when moving forward with these Class Reworks.

    Insinuated Class synergy. Not being told to use specific skill lines or classes by abilities and passives, but being rewarded through intelligent game design for using lines that work well together.
    Edited by Radiate77 on January 25, 2026 8:40PM
    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]
  • HalfDragoness
    HalfDragoness
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    MXVIIDREAM wrote: »
    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

    I agree with this, as even though I mainly play PvE I liked building the extra weapon and spell power in combat. It's not too dissimilar to generating crux on the arcanist it just has no visuals.
  • Solariken
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    Regarding all abilities/effects/sets that are "monsters only" -

    It's super goofy and immersion-breaking for me, [snip]
    [edited for bashing]
    Edited by ZOS_Icy on January 26, 2026 7:36PM
  • BattleAxe
    BattleAxe
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    MXVIIDREAM wrote: »
    BattleAxe wrote: »
    MXVIIDREAM wrote: »
    BattleAxe wrote: »
    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.

    Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b

    Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.

    PvP for what I’m running but it’s only the 2 maces I have on with sharpened but they have both minor and major breach now as minor has been added to one of the dk skills

    Do u recall which skill I’m not seeing minor breach on any of the skills. While in group content major and minor are provided by tank using puncture to taunt. What I’m mainly referring is dks have no inherent pen from class passives. In pve the minimum pen a build should have is about 7k apart from light armor passives and sharpened trait dks primarily stam dks won’t hit the 7k while also trying to build for crit chance/dmg. While classes like necro and Arcanist have pen from class passives. The issue I’m bringing up is competitively for a slot as dps in trials dks may miss a slot due to not reaching 7k. Now I understand there are major differences between building a character for pve Content versus building for PvP. All I mean is to make dk competitive with subclassed builds perhaps adding some type of passive bonus to pen or crit chance would open some build freedom for a dragonknight. If the concern is it might make dk overpowered for PvP we already see the devs can tie the added pen to not work while battlespirit is active same for other passives that may add to dks being too strong in PvP. Or as I have suggest somewhere in these forums instead of major breach on disintegrating make it an unnamed armor debuff which would not only help dk dd but also could be used by dk healer or tank.
  • Personofsecrets
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    What is being done to DK is quite possibly the worst game design that I've ever experienced.
    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.
  • ArchMikem
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    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. 

    I, don't know how to interpret this? My Dragonknight build completely relies on setting enemies Off Balance so I can use the Power Lash form of Flame Lash, but this sounds like the change is taking away a lot of the ability's up time? Does targeting Off Balance enemies even still change the ability to Power Lash?
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • tomofhyrule
    tomofhyrule
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    ArchMikem wrote: »
    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. 

    I, don't know how to interpret this? My Dragonknight build completely relies on setting enemies Off Balance so I can use the Power Lash form of Flame Lash, but this sounds like the change is taking away a lot of the ability's up time? Does targeting Off Balance enemies even still change the ability to Power Lash?

    My read on this is that yes, Off Balance still procs Power Lash.

    The change is that with the current setup, one attack on an Off Balance enemy will have you powered up for 8 seconds, so you need to drop everything and just spam Power Lash 7 times in a row before the proc wears off, which means if your DoTs run out, you have to choose between getting them back up or getting the maximum use of your Power Lash (and if you get stunned or something, you lose your window entirely). The new one will give you 5 Power Lashes that no longer have a time limit, so you can reup DoTs or get staggered or whatever without losing 5 guaranteed hits.
  • Dovahmiim
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    This genuinely feels like a new ZOS, did anything change internally that could have led to actually listening to players and coming up with good ideas?
    I'm better.
  • BattleAxe
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    Dovahmiim wrote: »
    This genuinely feels like a new ZOS, did anything change internally that could have led to actually listening to players and coming up with good ideas?

    New head and essentially a smaller team if I’m not mistaken partly why only doing one class at a time.
  • BananaBender
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    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK. Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides. Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.
  • MXVIIDREAM
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    One thing I’ve been seeing come up a lot in discussions is that Ardent Flame feels a bit too stacked and could probably be spread out more, especially with subclassing in mind. Building on that, I think swapping Talons from Draconic Power with *Core of Flame would be a good way to approach it. Moving Talons into Draconic Power would make that line more appealing for tanks in PvE by adding extra utility and sustain value. The concern isn’t Dragonknight as a pure class the skill lines themselves are fine but that subclassing into Ardent Flame gives other classes access to multiple delayed burst tools in an already burst heavy PvP meta this would help distribute power more evenly across DK skill lines and reduce potential subclassing power creep without negatively impacting pure DK gameplay
  • GuardianV
    GuardianV
    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.

    Subclassing is incredibly hard to do well with keeping game balance and diversity. I think it would have been much better to just allow player to completely change class with all skill lines of that class. I've DK mained for 10 years but sometimes I want to know what it would be like to play as a different class on my main. This is not the same as playing an alt character as I have all the world skill lines unlocked, all the crafting learned and way shrines unlocked on my main. But allowing you to just temporarily switch to another class would give some freshness to the game without it being a forever rebalance issue. Now we have to spend the next 2 years with some classes designed to hybridization and some designed to be pure builds again.

  • GuardianV
    GuardianV
    Miracle19 wrote: »
    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.

    Corrosive Armor also has a built in draw back of either you dont have any pen while its not active, or you have wasted pen while it is. It also makes Balorgh much less usefull when active. It was essential a telegraphed bomber skill as you had to make your whole build around using that one ultimate.
  • GuardianV
    GuardianV
    As a DK main, I love these changes. This will make half my characters a lot more fun to play as I have a DK for every race.

    However, I also have a character for each of the other 5 classes and not one of them uses a DK subclass because they just don't play well with others. As much as I love these changes, I don't like how they just make it even less useful as a subclass option.

    If the idea is to have skill lines that can be used for every style of play, maybe the best approach would be to update the skills for all the classes first. Keep them grouped in the traditional DPS, Tank/PVP and Healer/Support groups. Then when they are all updated, all the classes can have their skills rearranged at the same time.

    If you tell us this is the plan going forward then it wont feel like yet another change in 2 years when the other classes are done and they all change again. It will just feel like the final step of the plan. Otherwise every class update will have to be done with trying to balance it off of the previous classes that have been updated and the ones that still have not. This means the classes that as still setup for hybrid builds will just become even more essential to use as hybrids, giving us even fewer options.
  • LonePirate
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    The change to the Standard of Might ultimate is a nerf that should be cancelled if the goal is to increase the power of the DK. It takes me more time now to kill mobs with the new Standard of Might than it did using Standard of Might as it exists now on the live servers. That’s a power reduction, not a power increase.
  • Tyrobag
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    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.
    I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.

    It will not be fixed if they continue making certain skills only worth using on the base class.
    Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.

    Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.
    Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.

    But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.
    Edited by Tyrobag on January 26, 2026 10:13PM
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    Tyrobag wrote: »
    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.
    I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.

    It will not be fixed if they continue making certain skills only worth using on the base class.
    Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.

    Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.
    Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.

    But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.

    I would disagree with most of your points in the sense that what the whip change base class choice becomes a factor in making your build especially if more classes use this type of change in at least one of their skills. I do agree pureclassing and subclassing should be on a similar power level. As it stands currently not subclassing is limiting players who choose to pure class as several class lines are above the rest root issue is with the 3 dlc class having 3 role specific lines making it an easy choice to build a role with all the changes dk gets now this choice isn’t as cut and dry. What I mean is an Arcanist has an easy decision to subclass drop the tank and heal lines and pick up 2 class lines with the juiciest passives for a damage dealer. Further point this out factoring scribing in as well the “tank” line in dk kit was beyond sub par in sense subclassed tanks almost never chose draconic and instead opted for earthen heart. With the blending skill lines as they have now it’s not as easy a choice but not impossible choice. Sure initially dk lines are now not as ideal of a choice for subclassing because they don’t provide everything a specific role wants. Given direction class refresh is going there won’t be a clear cut 3 skill lines everyone runs to hit peak performance. Subclassing will become less about choosing the best passives and using what skills are provided but now base class also becomes a factor as well as theme of what a player wishes to build a subclassed character as. This will end with a much larger build diversity versus what we currently have and will likely have until the last class gets refreshed.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Tyrobag wrote: »
    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.
    I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.

    It will not be fixed if they continue making certain skills only worth using on the base class.
    Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.

    Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.
    Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.

    But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.

    Yeah I can’t tell if they just don’t get it, or are refusing to see how this will impact their game.

    -They are soft rolling back Subclassing.
    -Quick swap Skill selection is coming.

    Both of those points should be getting much more pushback, but people are blinded by all of the flashiness of the new animation reworks.

    I seriously have to question… are people really okay with the skill gap widening and our creativity being taken away?

    That said, I can guarantee at least this much: this will be the last time I advocate for the little guys if they won’t do so for themselves. At the end of the day, the rich are getting richer, and I’ll just kill the poor faster when I can swap between skills on the fly, and start gatekeeping players based on their origin class.

    What else are we supposed to do?

    They are implying that this is the culture that they want with changes that encourage it.
    Edited by Radiate77 on January 26, 2026 11:36PM
    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]
  • BananaBender
    BananaBender
    ✭✭✭✭✭
    Tyrobag wrote: »
    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.

    Except when other classes get a buff similar to the one on DK which gives and incentive to pick that class as your base class. Classes need to have unique strengths to give players a reason to play on multiple characters, like the game was before subclassing. Adding unique buffs to certain skills is one way of achieving this, reworking class masteries and class sets could be another one.

    How would you go by making subclassing and pure classes equally strong? Subclassing allows for you to patch in the weaknesses from your builds. If you don't have AoE damage, you can simply slot in some AoE damage from another class. No execute? That's easily fixed with subclassing. How can you make sure pure class is on the same level to subclassing when the idea of subclassing is to improve your base class? The only way subclassing could be a "side-grade" is if all skill lines are a the exact same level in every single way, meaning they are identical.

    In this current state, whip is a really good spammable/semi-spammable with a really strong buff and the only one which requires you to be a specific class, but as I stated, assuming in the future every class gets a buff which incentivises a player to pick that class as their base class, how is this a bad thing? If DK ends up being the only class with a unique buff requiring you to be a base DK, I agree that would be stupid, because it's exactly what was the case with arcanist and the insanely strong class mastery and it sucked.
    Tyrobag wrote: »
    Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.

    On PTS there is already twice as much build variety as there is on live. Ardent Flame + Earthen Heart + Assassination seems extremely strong, so does Animal Companions + Winter's Embrace + Herald and the old meta builds are still as strong as ever. I don't really see how the DK whip has destroyed build variety when as of right now we have twice the playable builds we had before.
    Tyrobag wrote: »
    But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.

    Engulfing Dragonfire parses 170k+ on single target on PTS right now, which uniquely doesn't work with the whip buff, I don't see how you are forced to pick whip if you are a DK.

    If every class ends up with a unique buff, I don't see how that is going to hurt build variety in the slightest (assuming it's implemented properly). I'm going to make a hypothetical situation which hopefully demonstrates what I would like to see from the future of subclassing and the unique buffs.
    Let's say you have a build with Ardent Flame + Winter's Embrace and Herald of the Tome, now you would get a flat dmg buff from being a base DK, very nice. If you were a base Warden with the same build, they might get a buff like "While Artic Blast is active your status effects deal 200% more damage" or something along those lines. Now you are incentivised build around status effects, making the build play completely differently. Arcanist on the other hand could have a buff which increases your AoE damage etc. With the same 3 subclasses you could end up with 3 builds which play completely differently from one another. Of course one build is going to be stronger is most situations, but the specialization of builds is what got killed by subclassing and that's what I hope will be brought back.
    You no longer bring a templar in the group because you want more single target and execute damage, because every build already has those. Or necro for AoE, because again, everyone has everything.

    I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).

    Forest for the trees take, certainly.

    You encourage class diversity by making all classes comparable, not by telling anyone who is playing a class other than Dragonknight to ignore Ardent Flame entirely.

    When you isolate skill lines to certain classes, you eliminate diversity, not increase it.
    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]
  • BananaBender
    BananaBender
    ✭✭✭✭✭
    Radiate77 wrote: »
    I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).

    Forest for the trees take, certainly.

    You encourage class diversity by making all classes comparable, not by telling anyone who is playing a class other than Dragonknight to ignore Ardent Flame entirely.

    When you isolate skill lines to certain classes, you eliminate diversity, not increase it.

    As if whip and the buff is the only thing the entire skill line brings. For pure DPS output, yes it's weaker when you don't get the whip buff, but it's by far the strongest skill line for soloing stuff on PTS. If they fix the targetting on the heals it will be a good healer subclass and a tank one as well. I agree that they should look into making standard a more of a dps ult than a support one to make the skill line more attractive to subclass into, but I think the class unique buffs are not a bad thing at all, in fact I would love to see more of them.
  • helios777
    helios777
    ✭✭✭✭
    These changes keep getting slowly worse since the PTS update. On the PvP side there is really nothing now that makes me want to choose a DK over beetle/bow spec build.
    Grand Warlord HAXERUS. One of the last OG Mag DKs.
    Mag DK through Thick and Thin.
    Retired from Cyrodiil until they finally decide to fix the performance, which is probably never.
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    Radiate77 wrote: »
    Tyrobag wrote: »
    Tyrobag wrote: »
    "Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "

    What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.

    Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.

    I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.

    No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.
    I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.

    It will not be fixed if they continue making certain skills only worth using on the base class.
    Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.

    Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.
    Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.

    But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.

    Yeah I can’t tell if they just don’t get it, or are refusing to see how this will impact their game.

    -They are soft rolling back Subclassing.
    -Quick swap Skill selection is coming.

    Both of those points should be getting much more pushback, but people are blinded by all of the flashiness of the new animation reworks.

    I seriously have to question… are people really okay with the skill gap widening and our creativity being taken away?

    That said, I can guarantee at least this much: this will be the last time I advocate for the little guys if they won’t do so for themselves. At the end of the day, the rich are getting richer, and I’ll just kill the poor faster when I can swap between skills on the fly, and start gatekeeping players based on their origin class.

    What else are we supposed to do?

    They are implying that this is the culture that they want with changes that encourage it.

    The issue is subclassing showed not every class skill line is on the same level when we come down to it. Animal assassin herald 3 skill lines clearly above the rest draconic dark magic and shadow clearly behind the rest.

    Creativity being taken away. I would say they in a sense expanded it where now your base class choice matters in terms of creating a build. Not just choosing what passives boost your damage most. The idea it looks like going forward will be what theme is your build going for more so then what skill lines will be mathematically the best. That is not creativity that is setting parameters and cherry picking which of the skill lines will fill those parameters versus I want this theme for my build now how do I boost the theme of my build.

    The direction class reworks seem to be heading we won’t see cookie cutter choose class skill lines a, b,c and sets 1 and 2; instead we will see a mixing pot of various skill lines mashed together and perhaps a mix of sets

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