"Is there anything else you would like to share about the DK changes?"
The new visual effects are disgusting and actually don't fit into the visual style of the game. For example: the brutality buff seems to be taken from WoW or old parts of God of War, which I personally don't like. Overall, the visual reworking of DK (IMHO) It looks like it's taken from asian or mobile games. Those who did this should be fired.



ESO_Nightingale wrote: »"Is there anything else you would like to share about the DK changes?"
The new visual effects are disgusting and actually don't fit into the visual style of the game. For example: the brutality buff seems to be taken from WoW or old parts of God of War, which I personally don't like. Overall, the visual reworking of DK (IMHO) It looks like it's taken from asian or mobile games. Those who did this should be fired.
This is a wacky take haha
Hi ZOS Team,
I’d like to raise a serious concern about the current direction of stamina-based Dragonknight damage, especially Physical and Poison damage.
What happened to stamina DK identity?
It feels like Physical and Poison damage are being systematically removed or marginalized from Dragonknight. This is concerning, because stamina DK historically had a strong poison/physical thematic identity, and many players built their characters around that fantasy.
I strongly recommend reconsidering the following changes to preserve stamina DK diversity and class identity:
Ardent Flame
Molten Whip (morph)
Since this skill now costs both stamina and magicka, its damage should also reflect that hybrid nature.
Please consider splitting the damage into Flame + Poison, instead of Flame only.
Searing Claw (morph)
If this morph costs stamina, it should deal Physical or Poison damage. This would reinforce stamina DK identity.
Ardent Flame passives
These should not apply exclusively to Flame damage.
Please extend them to Poison damage as well, to support stamina DK builds.
Draconic Power
Dragon Leap (Take Flight / Ferocious Leap morph)
Please restore or add a Physical Damage version of this ultimate. Stamina DK needs a true stamina-themed leap.
Dragonfire Breath
Please revert the base cost to Magicka, and let stamina morphs represent stamina identity.
Disintegrating Dragonfire (morph)
Since this morph costs stamina, it should deal Poison damage.
Chain of Dominance (morph)
Please consider making this Physical Damage with stamina cost.
Earthen Heart
Corrosive Armor (ultimate)
Please restore the Poison Damage version of this ultimate. This was a key stamina DK thematic tool.
Magma Fist (morph)
Since this morph costs stamina, it should deal Physical Damage.
Final Thoughts
Hybridization is good, but class identity must not be erased.
Stamina Dragonknight should feel meaningfully different from Magicka Dragonknight, not just a flame-colored copy with stamina costs.
Please consider these changes to maintain build diversity, roleplay fantasy, and long-term player engagement.
Thank you for your time and for listening to community feedback.
Just to counterbalance the other voices in here, I like that stamina Dragon Knights will be able to use fire. Elder scrolls dragons don't even have poison breath attacks.
I want to again call attention to how stamina Dragon Knights do not have enough resource support. Core of flame, Hearthfire, Inferno, Dark Talons, Dragon Blood, Wing Buffet, Chains of Flame, Molten Weapons, Obsidian Shield, Petrify, and Earthspike Mantle do not have stamina morphs. 26 of a dragon knight's 30 abilities are purely magicka. All of the pure stamina variants are attacks (Searing Claw, Disintegrating Dragonfire, Magma Fist.) And one, the spammable, is a mix of magicka and stamina. If the average stamina build has 19k magicka, and a Dragon Knight is expected to self-buff with a Molten Weapons morph for major brutality/sorcery, Shatterspike Mantle for major resolve, and Inferno for burning before combat, they're already below half their max magicka before a single attack. And then molten whip still uses a considerable 1.1k magicka per hit. Heart of Flame doesn't even cover the cost of itself and a single other magicka ability on a stamina build. (One tick of Heart of Flame will recover 2.8k magicka, and its cost is 3.4k. A stamina DK will recover 2260 magicka after both ticks and after deducting Heart of Flame's cost, which is only enough for two Molten Whips. Or, not even one Incinerate.) After bottoming out one's magicka, the stamina Dragon Knight will be useless, because Molten Whip still requires magicka to cast.
With the newfound emphasis on slotting nothing but Dragon Knight abilities to pump the class's effectiveness, this will lead to a situation where a stamina Dragon Knight cannot afford to use most of the abilities on their bars, but will still want to slot them to maximise pure class effectiveness. Some people say in this age of hybridisation the stamina vs magicka dichotomy is dead, but I assure you in solo play and small group play, such as IA, it is very much not. Recovery is not a solved problem in a significant swath of the game. I ask again for some of these morphs to have stamina variants, so that I might be able to use these abilities on a character build for stamina. Fragmented shield is cool. Blood of the Elder Dragon is cool. Fleetstep Wings is cool. I would love to be able to use them.
Again, is the Dragon Knight chassis intended to support stamina builds at all? Or is this a class only intended for magicka builds?
xAlucardx92 wrote: »
- Molten Whip: Instead of "5% damage done against monsters", please change it to "when activating gain Minor Berser for 6 sec". Because the loss of 300 Weapon and Spell Damage is a big loss in PvP. So the PvP DK also gets something.
- Burning Talons: After adjusting "Searing Strike" and "Dragonfire Breath", please also increase the DoT damage of "Burning Talons".
- Soul of Flame : The damage is still too low compared to "Deep Fissure" and "Blighted Blastbones".
- Blessing at the Peak: Instead of 10% Critical Damage, it changes to a bonus to "Weapon Damage and Spell Damage" or "Physical and Spell Penetration". A bonus to Critical Damage isn't really a DK thing.
- Mountain Giant: Changes "Complete a fully charged Heavy Attack" to "Deal damage with a heavy attack".
And please rework the animation of "Spiked Armor". It looks terrible.




im not against what youve done but what you should of done was the following:
1) gave the dk its own mini-bar that fills up in a unique way ( related to fire and dots)
2) altered the DK ui so the dk gets at least one modified ui special button to press no other class has.
this way the dk isnt just a class but a playstyle. Then every class becomes a playstyle in addition to a class whether you subclass or not. Even if you didnt use even 1 dk class skill, youd still be a dragonknight.
I'm just popping in to say that I like the mechanical changes to Molten Weapons, but I'm not going to use this skill if it replaces my weapons. The weapon effect looks cool, but I chose my weapon outfits specifically for each character.
YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
And Mass Hysteria.
ESO_Nightingale wrote: »YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
And Mass Hysteria.
and arctic blast
Turtle_Bot wrote: »ESO_Nightingale wrote: »YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
And Mass Hysteria.
and arctic blast
and Boundless Storm