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PTS Update 49 - Feedback Thread for Combat Refresh: Dragonknight

  • BardokRedSnow
    BardokRedSnow
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    I dont agree with the storm voice bit on dragon knight, while yes they derive their power from the akaviri art, the akaviri art is also derived from the thu'um via dragons. Its made in mimicry or inspiration of the thu'um. So even if it isn't literally the thu'um in full, it is still tonal architecture and an "echo" pun intended of the thu'um, which as a Nord fan who likes to rp I can thu'um, I greatly appreciate the tie in and acknowledgement lol.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Lord_Hev
    Lord_Hev
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    .
    BasP wrote: »
    Turtle_Bot wrote: »
    Radiate77 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

    And Growing Swarm (the tiny 5m radius doesn't really fit the skill's name).

    And Veil of Blades
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Darkdex
    Darkdex
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    Reposted from my response to a thread on DK flame Lash passive effect:

    Why can't the passive effect be either:
    • Increasing in strength as more DK skill lines are equipped by the character.
    • Only available if you have 2 or 3 DK skill lines equipped.
    We don't need more "Let me change base class and still use the same subclassing combo since it's optimal". This is AGAINST the objective of increasing the power level of base classes while maintaining subclassing in check.

    This is going to end in situations where all DDs in group are running basically the same setup and there is no freedom on the base class selection. For example, my favorite character is base X and my group was organized around one of the skill lines of this X class, thus i can use my fav char no problem. With this change, even if the group setup is still the same, the existence passive effects like this one that become "the best choice" only have the effect of forcing the change of the character (base class) while playing the same stuff. How is this going to improve the experience even for the people that enjoy subclassing? It adds a (in essence) void restriction to subclassing instead of an incentive to pure-class play.
  • ZhuJiuyin
    ZhuJiuyin
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    Lord_Hev wrote: »
    .
    BasP wrote: »
    Turtle_Bot wrote: »
    Radiate77 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

    And Growing Swarm (the tiny 5m radius doesn't really fit the skill's name).

    And Veil of Blades

    And Mages' Fury、Volatile Familiar、Daedric Curse、Daedric Tomb are all tiny 5m radius
    Basically, the radius of most Sorc skills has not been updated to the most recent 7m range.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • A10CCZ
    A10CCZ
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    The nerfing of Engulfing Dragonfire is quite too much , it was already weaker than fatecarver with shorter range.
  • ceruulean
    ceruulean
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    The easiest way to balance would be to restrict the ability to purchase/morph certain skills unless you have the prerequisite lines equipped. Kinda like a pseudo skill tree. This way, we avoid skill bloat with "does +X damage to monsters if you have DK abilities" and degrading the servers more. I don't think having 3 paragraph skill descriptions is a good thing.
    Edited by ceruulean on February 6, 2026 9:54PM
  • Iriidius
    Iriidius
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    Faulgor wrote: »
    I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.

    So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.

    a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
    b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
    c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
    d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.

    I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
    Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.

    These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.

    There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.

    You might have your own headcanon about your character but those distinctions aren't officially supported any longer.

    Although some players say Hybridization turned stamina and magicka into one most meta builds after Hybridization were still mostly stamina or mostly magicka. Mag Sorc as a pre mag spec was meta for 20 month before subclassing and Sorcerers with dizzy swing, crystal weapon or master dw were stam except some of them using daedric curse.
    Mag DK und Magplar dominated first 2 updates after Hybridization and magblade the following.
    And I still saw pure dizzy stamDKs in pvp years after Hybridization, some not even using coag.
    Subclassing took away stamDKs remaining viabilty when not even hybridDK was viable any more and DK rework will take away the option to build a stamDK and use it in uncompetitive content killing all what remains.
    PC EU
  • BasP
    BasP
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    Even though we've already entered the last week of the PTS, I thought I'd leave some DK feedback one last time.

    1. Please change the PvE bonus from Whip into a "Damage Done to Monsters" instead of a regular "Damage Done" buff again, like it apparently was in week 3, because the current implementation is a noticeable nerf compared to what we had before.

    2. The following part is, admittedly, similar to my prior feedback, but I've added a couple of parses that will (hopefully) improve my argument. Please consider buffing Burning Talons, and possibly Disintegrating Dragonfire, because in its current state the Draconic Power skill line is underwhelming for PvE DPS setups that don't use Engulfing Dragonfire.

    Even though I'm not a top parser and have seen parses with pure DK's that are a good bit higher, I'll take my own parse in which I used both Talons and Dragonfire as a baseline. I did 152K DPS (I did 161K DPS on the exact same build last week, though).
    crkpg7kk42bz.png
    1m6tmrmkjb5o.png

    I also did some parses using other non-class DoTs with a longer duration instead of Burning Talons and/or Disintegrating Dragonfire, and my DPS was generally better or about the same each time. Of course critical hits as well as my weaving played a role too, but still, I think the numbers do show that especially Burning Talons is underperforming a bit right now.
    • With Fiery Contingency instead of Burning Talons my DPS increased to 158K.
    • With Carve instead of Burning Talons and Shifting Standard instead of Take Flight my DPS increased to 157K.
    • With Carve and Scalding Rune instead of Disintegrating Dragonfire and Talons I did 157K DPS as well
    • With just Carve instead of Burning Talons I did 156K DPS.
    • With Carve instead of Disintegrating Dragonfire I did 152K DPS
    • With Deadly Cloak and Carve instead of instead of Dragonfire and Talons I did 151K DPS
    Fiery Contingency
    lee1bg92d11x.png
    of76jo0snag4.png

    Carve and Shifting Standard
    f2x16mzc51at.png
    ihzkeujteok8.png

    Carve and Scalding Rune
    0dzc0tlje8je.png
    zi8jpqt5wy4j.png

    Carve instead of Burning Talons
    rqu2099hlsa0.png
    ua31jgut642n.png

    Carve instead of Disintegrating Dragonfire
    ahyuiazchdip.png
    hp289ipixp1o.png

    Deadly Cloak and Carve
    2m3mexpcbe7s.png
    3dwq3l3gwps7.png

    Now I'll be the first to admit that my uptime on Burning Talons wasn't perfect when I used it, but still, I believe its damage is a bit subpar. Why would I want to use such a short DoT in my rotation, making it a tad more difficult/involved, if using longer duration DoTs results in the same - or more - DPS?

    The same goes for Disintegrating Dragonfire, albeit to a lesser extent. Its duration is a lot shorter than those non-class DoTs I used, so I personally feel that it should deal a bit more DPS than it currently does.

    Ultimately, I feel like I'm not really incentivized to keep using Draconic Power on my DKs for PvE DPS in its current state. The active skills aren't spectacular and the Ultimate nor its passives are good enough to carry the skill line either. To put things into perspective; even with the Dark Magic skill line instead of Draconic Power I did 158K DPS (with a slightly simpler rotation to boot).
    00yhu11ahb0r.png
    wf6uae3vebk5.png

    Dark Magic is currently seen as one of the worst skill lines for PvE DPS in the game, though, if we don't count skill lines with 0 DPS abilities such as Green Balance. So it would be nice if the refreshed Draconic Power would be a bit better for DPS than that skill line, in my opinion. It shouldn't be equal to e.g. the current Assassination skill line, of course, but I feel like some buffs for its active abilities would be great.
    Edited by BasP on February 7, 2026 1:46PM
  • YandereGirlfriend
    YandereGirlfriend
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    The current situation with the Combat Team not knowing the difference between the "To Monsters" and regular old "Damage Done" buckets is more important than it even appears on the surface with most recent parses.

    Why? Because this misconception is literally embedded within the spreadsheet values that the devs use to determine set/passive/ability power!

    It means that EVERYTHING that uses these values is either unintentionally weak or unintentionally powerful versus what the spreadsheet assumes. Everything is thrown into chaos immediately. Are Tide-Born and Velothi unintentionally overpowered? Or are abilities that provide buffs like Major Berserk actually underpowered? One of these cases is true and actions should be taken accordingly.

    Moreover, though, it points to the fatal flaw that is the spreadsheet balancing. If the ratios and assumptions that are used to build the spreadsheet are flawed then EVERYTHING that proceeds from that document IS ALSO FLAWED.

    We can see this clearly with the case of the DK but it is no less true for the case of 129 Health Recovery being seen as equivalently valuable to 657 Critical Chance. The spreadsheet grossly overestimates the fundamental value of Health Recovery as a stat and so literally everything that includes Health Recovery is dangerously underpowered.

    Which should be yet more logs for the burning pyre that is the spreadsheet. The sooner that we cast down this false source of balance the better that the game will be over the long-term. I truly hope that the Combat Team learns lessons from this imbroglio and considers a better course.
    Edited by YandereGirlfriend on February 7, 2026 6:19PM
  • GloatingSwine
    GloatingSwine
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    The lack of common sense in what's useful and equivalent to what is pretty well exemplified in a passive that gives mildly increased passive health recovery at low health.

    At low health you need health back now, not very slightly more than otherwise in two seconds. Two seconds is basically forever when you're one hit away from dead.

    Passive health recovery in general is in this weird place where it's a nice to have when you don't have to worry about your health, but basically irrelevant if you do.
  • MXVIIDREAM
    MXVIIDREAM
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    I’m really happy with the changes as of the LATEST update to them
    Only real shame is that there’s no crit healing and crit damage to that new passive but otherwise super happy and excited for live
  • Personofsecrets
    Personofsecrets
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    It's obviously way too much to ask that DK doesn't have stinkers.
    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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