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Dk's new Petrify is garbage now

Red99
Red99
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Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it
Edited by Red99 on January 20, 2026 5:30PM
  • MincMincMinc
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like arcanist Rune of Eldritch Horror and nobody use it

    This is the problem where zos made most of the CC's in the game have no telegraphs which is a big reason combat feels frustrating, so now any skill that gets a proper telegraph is "garbage".
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Personofsecrets
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    Remember when Talons was nerfed? I do.

    Why can't DK have strong CC like other classes have?
    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.
  • CameraBeardThePirate
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    Petrify is fine (in fact, in some circumstances it is stronger). It can be dodged but not blocked, and has a delay on it. Combo it with an AoE ult that can be blocked but not dodged - Dawnbreaker, Leap, Colossus, etc. - and there's nothing the target can do about it. If they hold block, they take the fossilize stun and eat the ultimate. If they dodge the fossilize stun, they eat the AoE ultimate (and stun if applicable).

    It's the same as the Meteor/Javelin combo, only the stun has the delay rather than the ultimate.
    Edited by CameraBeardThePirate on January 20, 2026 6:16PM
  • Alchimiste1
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  • CameraBeardThePirate
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it

    The big difference between Rune and Fossilize/Petrify is that Rune forces a block, not a dodge.

    A stun that can be blocked is infinitely worse than a stun that can be dodged. Forcing a dodge is very powerful, as the target will eat any AoE ability.

    A quick block tap also doesn't really pressure an opponent's stamina pool, while a dodge roll does.
    Edited by CameraBeardThePirate on January 20, 2026 6:18PM
  • React
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    Petrify is unironically stronger now than it was before. They actually need to make it so you can dodge the application of the skill, because right now on the PTS you can just cast it on someone mid roll and guarantee they get hit by it every time - and since it's delayed, if you hit them with it you can now also guarantee you'll land the whip or whatever other burst skill/ult you want to use.
    @ReactSlower - PC/NA - 2000+ CP
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  • MashmalloMan
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it

    The big difference between Rune and Fossilize/Petrify is that Rune forces a block, not a dodge.

    A stun that can be blocked is infinitely worse than a stun that can be dodged. Forcing a dodge is very powerful, as the target will eat any AoE ability.

    A quick block tap also doesn't really pressure an opponent's stamina pool, while a dodge roll does.

    Rune Cage ignores block, not dodge.

    Eldrich ignores dodge, not block.

    Old Petrify ignored both.

    New one is more balanced like Rune Cage and Eldrich, which is understandably why OP is complaining, but considering all of the old CC's will be reworked, I'd say the new version is pretty damn good.

    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MincMincMinc
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it

    The big difference between Rune and Fossilize/Petrify is that Rune forces a block, not a dodge.

    A stun that can be blocked is infinitely worse than a stun that can be dodged. Forcing a dodge is very powerful, as the target will eat any AoE ability.

    A quick block tap also doesn't really pressure an opponent's stamina pool, while a dodge roll does.

    Rune Cage ignores block, not dodge.

    Eldrich ignores dodge, not block.

    Old Petrify ignored both.

    New one is more balanced like Rune Cage and Eldrich, which is understandably why OP is complaining, but considering all of the old CC's will be reworked, I'd say the new version is pretty damn good.

    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.

    These CC for example are all designed well......but again we see them take back seats to poorly designed CC like offbalance which was designed with no clear telegraph or play/counterplay for the stun.

    Same reasoning for things like charm.........people have trouble distinguishing the counterplay, even if you do see it, the area is so large chances are you can only prepare to cc break.........even so it works like old fear which was removed/changed several times because cc break was unresponsive and sometimes failed to work.........At the end of the day chances are you will be stuck in a wall.

    Same reasoning for things like RoA where again the telegraphs were unclear and poorly done leading to abuse, frustration, and complaints.

    So long as zos has poorly designed mechanics left, the more proper designed skills are going to SEEM like garbage and not worth it.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • J18696
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    Yeah as others have said petrify and its morphs are much stronger now even with the new counterplay you can cast it on a target mid roll and they will not get another roll off in time before it stuns and the delayed nature also let's you line up burst much more effectively
    PC NA Server
    @J18696
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  • Estin
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    Previously, you couldn't really land anything against a person that has good reaction time when using petrify. They can just break free and dodge roll before you can land a hit. This same issue exists with other on demand stuns like incap too. Now since it has a delay, you can guarantee your burst will hit as long as they dont dodge it after 1 second. You can see how this makes it so much more stronger than before. And if it's the damage removal on fossilize that you dont like, any decent player will continue to use shattering rocks because the heal was always better than the immobilize because players will almost always dodge roll after breaking free making fossilize the worst morph in the majority of scenarios.
  • Turtle_Bot
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    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.

    Unironically, adding a 1s delay to Streaks stun (but not the teleport itself) would actually make the ability infinitely stronger.

    Currently with Streak, (and this is more noticeable on controller than mouse and keyboard), if you streak into someone and don't get it frame perfect to where you hit them but don't go behind (or on-top of) them, by the time you turn around they are already breaking free of the stun, meaning you lose the burst window.

    A 1 second delay would mean by the time you turn around to line up your combo, that's when they get CC'd and are now vulnerable to the full combo.

    Back on topic though, the new fossilize is definitely stronger, but imo part of that is the visual clutter and brightness of the new DK skills (they look great, don't get me wrong) which will hide or limit the tells of fossilize being cast, which makes counterplay much harder.
  • MincMincMinc
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    Turtle_Bot wrote: »

    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.

    imo part of that is the visual clutter and brightness of the new DK skills (they look great, don't get me wrong) which will hide or limit the tells of fossilize being cast, which makes counterplay much harder.

    Ive seen this same comment in like every thread now, all the new animations are way overblown on particle effects. They should focus on the actual character model movement for generic skills instead of fancy particles.

    Then go and have overblown visually jarring particles and animations for CC skills and ultimates.
    Edited by MincMincMinc on January 21, 2026 2:48AM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • MXVIIDREAM
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    It has some counter play however it’s still good I actually prefer it
  • Red99
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    It’s actually really strong lol

    Yea so strong lol, this is literally rune cage a garbage skill that nobody use and someone says is stronger than the old undogeable and unblockable petrify
  • CameraBeardThePirate
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it

    The big difference between Rune and Fossilize/Petrify is that Rune forces a block, not a dodge.

    A stun that can be blocked is infinitely worse than a stun that can be dodged. Forcing a dodge is very powerful, as the target will eat any AoE ability.

    A quick block tap also doesn't really pressure an opponent's stamina pool, while a dodge roll does.

    Rune Cage ignores block, not dodge.

    Eldrich ignores dodge, not block.

    Old Petrify ignored both.

    New one is more balanced like Rune Cage and Eldrich, which is understandably why OP is complaining, but considering all of the old CC's will be reworked, I'd say the new version is pretty damn good.

    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.

    I was referring to Arcanist Rune, not Rune Cage. Rune Cage's real issue is that it competes with Streak, one of the best stuns in the game.
  • xylena
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    React wrote: »
    They actually need to make it so you can dodge the application of the skill, because right now on the PTS you can just cast it on someone mid roll and guarantee they get hit by it every time - and since it's delayed, if you hit them with it you can now also guarantee you'll land the whip or whatever other burst skill/ult you want to use.
    This is how burst combos should work? Hitting the stun perfectly mid roll like that isn't trivial, players don't just roll into open gcds. It gets you one big hit, but they have CC immunity by then. So unless a bunch of broken garbage proc sets go off, this is not a one shot.

    While abstractly better for combos on paper than Old Petrify, OP is still right, there's good reason you don't see Rune Cage or Arc stun much. New Petrify is significantly worse on dot pressure builds that want to stun exactly when pressure builds highest.

    On pre-subclass pure dot DK, Thrive in Chaos into Shattering Rocks was my best finisher. That is too unreliable now, so I would continue to be better served subclassing Streak or Jav. Old Petrify did NOT lend itself to one shots, so I'm not sure what play needed counter here.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Wuuffyy
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    Remember when Talons was nerfed? I do.

    Why can't DK have strong CC like other classes have?

    Joking right? DK has always had some of the most obnoxious stuns and soft CCs in the game.

    I trust I don’t need to recite them all to jog your memory :)
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • MincMincMinc
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    Red99 wrote: »
    Dk need a proper stun skill for pvp, this new petrify is almost like sorcerer Rune Cage or arcanist Rune of Eldritch Horror and nobody use it

    The big difference between Rune and Fossilize/Petrify is that Rune forces a block, not a dodge.

    A stun that can be blocked is infinitely worse than a stun that can be dodged. Forcing a dodge is very powerful, as the target will eat any AoE ability.

    A quick block tap also doesn't really pressure an opponent's stamina pool, while a dodge roll does.

    Rune Cage ignores block, not dodge.

    Eldrich ignores dodge, not block.

    Old Petrify ignored both.

    New one is more balanced like Rune Cage and Eldrich, which is understandably why OP is complaining, but considering all of the old CC's will be reworked, I'd say the new version is pretty damn good.

    Frankly, I'd be happy to lose Rune Cage and Defensive Rune, Sorc has 8 hard CC's including ultimates, Streak, and Familiar. Streak is the most iconic, so I pray they find a way to keep that and rebalance it properly. At minimum, they'll probably slap on the 1s delay like these 3 abilities in question.

    I was referring to Arcanist Rune, not Rune Cage. Rune Cage's real issue is that it competes with Streak, one of the best stuns in the game.

    Well streak is its own set of problems not to derail cuz im sure we will see more of this when sorc's patch comes. I think they should just follow the vengeance concept of making streak only do an aoe circle at the end where it stuns and does damage. So now its a highcost situational skillshot instead of a one click wonder. I would much rather have streak do the stun at the end and then revert BoL to do the stun at the beginning like it used to. This way now you have to choose between an engagement skill and a disengagement version. Then move the snare removal to boundless or something where it is more comparable to skills like wings or rats.

    We def should be designing more CC mechanics to have proper telegraphs and counterplay like rune cage instead of the slop we see with things like offbalance or old petrify which dont have telegraphs or counterplay other than "be immune idiot lol"
    Edited by MincMincMinc on February 2, 2026 2:53PM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Turtle_Bot
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    Rune Cage is not only competing with Streak, but it has one of the most obvious tells/counterplay in the game, spawning giant distinct purple crystals around it's target that then visually animate the delay until it actually stuns the target.

    Rune Cage also has to stun for it's full duration just to get the damage proc. Both morphs of Petrify get their secondary effects no matter what, even if the target breaks free of the stun.

    Rune Cage is not only competing against such a strong option in Streak, but even if Streak didn't exist, Rune Cage still wouldn't be used due to how bad/outdated it is.
  • MincMincMinc
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    Turtle_Bot wrote: »
    Rune Cage is not only competing with Streak, but it has one of the most obvious tells/counterplay in the game, spawning giant distinct purple crystals around it's target that then visually animate the delay until it actually stuns the target.

    Rune Cage also has to stun for it's full duration just to get the damage proc. Both morphs of Petrify get their secondary effects no matter what, even if the target breaks free of the stun.

    Rune Cage is not only competing against such a strong option in Streak, but even if Streak didn't exist, Rune Cage still wouldn't be used due to how bad/outdated it is.

    Yeah also good to point out how rune cage has a telegraph ON the character vs some incoming environmental hazard.

    Like compare javelin vs rune cage. Javelin for a good player can be dodged (granted a decade of blocking it is annoying to fix muscle memory). Really the telegraph needs to be seen way off in the distance and dodged within the travel distance. Rune cage is placed over the receiver's character and then has the duration before it has to be counterplayed. IMO javelin could be slightly slower because it is not directly on the character and has to be seen during travel. Rune cage on the other hand could be sped up slightly because it is actually seen easily.

    You could probably fix things like ROA or charm this way too. If you had an effect that goes onto the receiving player character it is much easier to make counterplay noticed. For instance with RoA you would make it shoot out chains that tether to players, then you have a 1 sec period to block or cc break the chain off before being pulled. Instead we have some disjointed ground effect that you have to hope you are looking at it and can see the animation to know what is going on.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Personofsecrets
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    Another part of the story is that rather than making this unique tool feel cool and powerful, it has been messed around with needlessly in a way that changes it's use cases.

    I like the instant effect of this skill. I dont want to have to guess if it will work or not.

    Is that present issue of the skill fixed? I bet it still shows up as available to use against targets with cc immunity. That is very lame. I bet that it still shows up as available and makes a sound when pressed against opponents that are slightly out of range. That is also lame. Please correct me if I'm mistaken about these issues carrying on.

    Instead of working on long term issues that plague a beloved skill, it was instead messed around with. It could have been made strictly better. Instead we have these questions about if it is better or not based on player preference.

    Such design is a giant failure of what is supppsed to be a cool refresh. This is even the case if the issues that I pointed out are fixed. There should be no debate about the changes. The changes should all be buffs that everyone agrees are great.
    Edited by Personofsecrets on February 2, 2026 5:28PM
    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.
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