After extensive play in The Elder Scrolls Online PvP, particularly in Cyrodiil, it has become increasingly clear that the Dragonknight appears intentionally designed to function as a strong 1vX class.
The class possesses exceptional sustain, allowing it to remain viable in extended engagements. In addition, it deals substantial damage relative to other classes while maintaining access to extremely effective area-of-effect abilities, healing tools, and defensive buffs. Taken together, the Dragonknight’s toolkit is exceptionally well-rounded and highly resilient in outnumbered situations.
Overall, this direction for class design could be healthy for the game. Observations from other MMORPGs, such as World of Warcraft, suggest that strengthening class identities through targeted buffs can improve gameplay balance and engagement rather than nerfing everything into oblivion. Overall, everyone is happy in the end.
At present, one of the most significant issues affecting Cyrodiil is server lag. A contributing factor appears to be prolonged engagements caused by highly durable builds combined with large volumes of damage-over-time (DoT) and healing-over-time (HoT) effects continuously processing on the server. Reducing the overall time to kill (TTK) could help alleviate server strain by allowing fights to resolve more quickly and reducing the accumulation of persistent effects during large-scale battles.
Looking forward, a productive design direction may involve granting other classes similarly defined identities while maintaining competitive levels of damage, sustain, and utility in both PvP and PvE environments. For example, the Necromancer could potentially lean further into mechanics such as defile or healing reduction systems to counter highly self-sustaining 1vX builds.
Ultimately, the goal should be to maintain meaningful class identity while still supporting the “play how you want” philosophy promoted by Zos. Achieving this balance would help preserve diversity in playstyles while ensuring the PvP environment remains dynamic, competitive, and enjoyable. A great example would be if the necromancer had unique defile debuffs to help it counteract extreme sustain toons in combat.