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U50 Feedback Thread for Combat Refresh: Dragonknight (U50 Adjustments)

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for Combat Refresh changes for the Dragonknight coming in Update 49. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

Specific feedback that the team is looking for includes the following:
  • Did the new adjustments to DK this patch feel like it improved your overall experience with the class?
  • Are there any changes in this update that felt like it negatively impacted your experience?
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Blackrim
    Blackrim
    ✭✭✭
    Did the new adjustments to DK this patch feel like it improved your overall experience with the class?: As a group lead, somewhat. The pure DK provides a lot for a PvP and PvE team. Figuring out how to fear or stun an opponent is the next step for a successful group lead build in PvP.

    Are there any changes in this update that felt like it negatively impacted your experience?
    I am worried about trickling nerfs to the Dragonknight with each new PTS cycle. The 7-8% damage removal from the whip already is not a good sign. I think you do your best not to leave any class twisting in the wind throughout this rework process.
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    The changes to whip are not favorable. If damage done is not coming back to whip at least make molten whip an execute ability or add the stackingwpn/spell dmg back or increase number of stacks of landslide you can have. Flame lash perhaps generating landslide stacks.
    Edited by BattleAxe on April 14, 2026 12:04AM
  • Aces-High-82
    Aces-High-82
    ✭✭✭✭
    The buff to Heart of Flame(now restoring 15% of max health) makes it even better the the sorc Blood Magic passives while retaining being better than the new Conservation pure Sorc passive...Why?

    I am seriously sad Wings projectile damage reduction of 50% has not been adjusted. Even at 20% reduction this would remain a powerfull mitigation. As of yet you can just laugh at any ranged ability.
  • Kev_Mate
    Kev_Mate
    Soul Shriven
    I am seriously sad Wings projectile damage reduction of 50% has not been adjusted. Even at 20% reduction this would remain a powerful mitigation. As of yet you can just laugh at any ranged ability.

    This ability is way to strong now, definitely needs adjusting.

  • Triipzzz
    Triipzzz
    ✭✭✭
    Wings needs a serious nerf. Every other major expedition/snare removal skill has +1 bonus and this has +2 overpowered bonuses. The knock back is obnoxious when you have multiple people cleaning up a single player in a keep for 10 minutes. No other skill provides anywhere close to 50% dmg reduction. Even minor evasion on warden is 10% aoe only and major protection is only 10% for all dmg! Forget about projectiles, you are nearly always too far away for melee since its primary focus is getting away so it is always a flat 50% damage reduction. I cant belief this is even live. Especially along with the clear knock back bug when they get stunned.

    Corrosive dot was listed in u49pts as monsters only but definitely hits players and very hard at that. Putting the poor visuals aside every kill feed in PvP has more corrosive dmg than any other skills combined. Pair this with a delayed stun and power lash and you have an unkillable/unlimited damage play style. There is literally no counter and an emp running this ruins PvP entirely.

    I am genuinely shocked not to see a bigger nerf to power lash. It is so easy to proc with the duel wield scribing skill offering multi target off balance. Its damage is on par with a single molten whip but you get 5 stacks, they do aoe damage and they heal you for a huge amount. The balance is still way off here. In my opinion the heal needs to go from this morph. Everyone is using this with corrosive and with any heal at all it is ridiculous. The morph should be for the 5 aoe proc’s but no heal. At least then a group can counter corrosive with a negate and enough damage.

    All the other skills you stacked with +2 or even +3 bonuses, whatever. You have set the standard for power creep on the other classes.
    Edited by Triipzzz on April 14, 2026 1:23PM
  • CrimsonXReaper
    CrimsonXReaper
    ✭✭✭
    948g7y8j9tdx.png

    "Updated the animation for Dragonknight’s Earthspike Mantle to read as more outwardly ‘aggressive’ through a more dramatic silhouette change."

    This isn't what people have been complaining about, it just doesn't look good at all this is the 3rd time it's been changed now and it's still ugly. Just completely change it or please give us a skill style that completely hide it. This is so big now it clips even more with bows or any weapons held in the back... I don't understand why we aren't moving on from this concept of blocking stuff. It also doesn't go well with any outfit styles. Some scales that covers the shoulders similar to warden frost cloak would be much better, just something clean that wouldn't block anything.

    4yhb6fzn9i8u.png
  • ruskiii
    ruskiii
    ✭✭✭
    948g7y8j9tdx.png

    "Updated the animation for Dragonknight’s Earthspike Mantle to read as more outwardly ‘aggressive’ through a more dramatic silhouette change."

    This isn't what people have been complaining about, it just doesn't look good at all this is the 3rd time it's been changed now and it's still ugly. Just completely change it or please give us a skill style that completely hide it. This is so big now it clips even more with bows or any weapons held in the back... I don't understand why we aren't moving on from this concept of blocking stuff. It also doesn't go well with any outfit styles. Some scales that covers the shoulders similar to warden frost cloak would be much better, just something clean that wouldn't block anything.

    4yhb6fzn9i8u.png

    I have no idea why they cant cut off the ugly turtle shell looking things and have the spikes protuding directly out of your character like it used to be.

    The update is a massive downgrade and looks bad.
  • CrimsonXReaper
    CrimsonXReaper
    ✭✭✭
    kvb13rbkrvax.png

    The rocks that appears during corrosive should be the new mantle. Or maybe just the rocks that appears on the chest/shoulders, and then the rest would appear during corrosive, completing the look, would be amazing. B)
  • TheRedRavenTR
    TheRedRavenTR
    ✭✭✭
    The cast animation for earthshield mantle on live with the shoulder shrug is much better. I will hate to see it go for this RAWRR looking ah cast animation on PTS. It looks like a wild animal pose. Maybe give the new animation only to the damage morph of the ability? The shield morph should stay with the live animation.
    Edited by TheRedRavenTR on April 14, 2026 9:05PM
  • Militan1404
    Militan1404
    ✭✭✭✭
    DK wings are doing to much as it is right now, it should be toned down alot. Same with heart of flame, give dk a heal, unlimited sustain and a delayed burst in one skill. Both wips needs to be toned a bit down for pvp.
  • Aristodemus
    Aristodemus
    Soul Shriven
    The change to whip is very welcome. It is simply OP and 75% of PvP is now the same DK build using the same skill over and over and over. It takes little skill and the builds are carrying the majority of players on DK. Thank you for making even a small change.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ✭✭
    948g7y8j9tdx.png

    "Updated the animation for Dragonknight’s Earthspike Mantle to read as more outwardly ‘aggressive’ through a more dramatic silhouette change."

    This isn't what people have been complaining about, it just doesn't look good at all this is the 3rd time it's been changed now and it's still ugly. Just completely change it or please give us a skill style that completely hide it. This is so big now it clips even more with bows or any weapons held in the back... I don't understand why we aren't moving on from this concept of blocking stuff. It also doesn't go well with any outfit styles. Some scales that covers the shoulders similar to warden frost cloak would be much better, just something clean that wouldn't block anything.

    4yhb6fzn9i8u.png

    Zos should be worried about nintendo coming to sue them. Im sure they have a copyright on this kinda design.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Wup_sa
    Wup_sa
    ✭✭✭
    948g7y8j9tdx.png

    "Updated the animation for Dragonknight’s Earthspike Mantle to read as more outwardly ‘aggressive’ through a more dramatic silhouette change."

    This isn't what people have been complaining about, it just doesn't look good at all this is the 3rd time it's been changed now and it's still ugly. Just completely change it or please give us a skill style that completely hide it. This is so big now it clips even more with bows or any weapons held in the back... I don't understand why we aren't moving on from this concept of blocking stuff. It also doesn't go well with any outfit styles. Some scales that covers the shoulders similar to warden frost cloak would be much better, just something clean that wouldn't block anything.

    4yhb6fzn9i8u.png

    Zos should be worried about nintendo coming to sue them. Im sure they have a copyright on this kinda design.

    Yea, starting to look too close to bowser. But honestly why even change the spikes? The one on live is more bulky with spikes and dk should look tanky.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    It would be soo easy to make this look good. Set some narrow and pointy spikes deep into the model, so that all armor clipping just looks like intended protrusion. Accentuate shoulder area and spine a bit, and done. This is not moving in a sensible direction. This is just a Mariokart shell.

    The spikes have to like like they were pushed our of the body. This looks like a kindergardeners backpack.
  • Militan1404
    Militan1404
    ✭✭✭✭
    The change to whip is very welcome. It is simply OP and 75% of PvP is now the same DK build using the same skill over and over and over. It takes little skill and the builds are carrying the majority of players on DK. Thank you for making even a small change.

    The small nerf wont matter, they buffed the DK in other ways. They will never learn just doing the same mistakes over and over again.
  • JohnRingo
    JohnRingo
    ✭✭✭
    The change to whip is very welcome. It is simply OP and 75% of PvP is now the same DK build using the same skill over and over and over. It takes little skill and the builds are carrying the majority of players on DK. Thank you for making even a small change.

    The small nerf wont matter, they buffed the DK in other ways. They will never learn just doing the same mistakes over and over again.

    Not so sure about this assessment.

    My take is the Update 50 changes to Molten Whip and Flame Lash materially weaken Dragonknight kill pressure in PvP by removing their stack-based and conditional damage scaling, which previously enabled reliable burst windows to finish opponents through Battle Spirit and high sustain; without these mechanics, Whip becomes a flat, consistent damage skill that is more easily mitigated, resulting in longer time-to-kill, reduced execution reliability, and a shift from burst-driven lethality toward sustained pressure, producing an estimated moderate PvP power decline while leaving the class viable but less oppressive—particularly disadvantaged against high-resistance, attrition-oriented builds.

    By the way, the nerf to Rallying Cry is separate but also notable.
  • Aces-High-82
    Aces-High-82
    ✭✭✭✭
    JohnRingo wrote: »
    The change to whip is very welcome. It is simply OP and 75% of PvP is now the same DK build using the same skill over and over and over. It takes little skill and the builds are carrying the majority of players on DK. Thank you for making even a small change.

    The small nerf wont matter, they buffed the DK in other ways. They will never learn just doing the same mistakes over and over again.

    Not so sure about this assessment.

    My take is the Update 50 changes to Molten Whip and Flame Lash materially weaken Dragonknight kill pressure in PvP by removing their stack-based and conditional damage scaling, which previously enabled reliable burst windows to finish opponents through Battle Spirit and high sustain; without these mechanics, Whip becomes a flat, consistent damage skill that is more easily mitigated, resulting in longer time-to-kill, reduced execution reliability, and a shift from burst-driven lethality toward sustained pressure, producing an estimated moderate PvP power decline while leaving the class viable but less oppressive—particularly disadvantaged against high-resistance, attrition-oriented builds.

    By the way, the nerf to Rallying Cry is separate but also notable.

    You just slot giga buffed Pyrebrand now et voila up to 8k DPS on pure DK in PvP now.
    Edited by Aces-High-82 on April 16, 2026 3:13AM
  • Militan1404
    Militan1404
    ✭✭✭✭
    JohnRingo wrote: »
    The change to whip is very welcome. It is simply OP and 75% of PvP is now the same DK build using the same skill over and over and over. It takes little skill and the builds are carrying the majority of players on DK. Thank you for making even a small change.

    The small nerf wont matter, they buffed the DK in other ways. They will never learn just doing the same mistakes over and over again.

    Not so sure about this assessment.

    My take is the Update 50 changes to Molten Whip and Flame Lash materially weaken Dragonknight kill pressure in PvP by removing their stack-based and conditional damage scaling, which previously enabled reliable burst windows to finish opponents through Battle Spirit and high sustain; without these mechanics, Whip becomes a flat, consistent damage skill that is more easily mitigated, resulting in longer time-to-kill, reduced execution reliability, and a shift from burst-driven lethality toward sustained pressure, producing an estimated moderate PvP power decline while leaving the class viable but less oppressive—particularly disadvantaged against high-resistance, attrition-oriented builds.

    By the way, the nerf to Rallying Cry is separate but also notable.

    Nah the DK is stronger of than ever, they buffed the allready to powerful heart of flame, than they buffed pyrebrand to the moon. DK wont even notice the wip nerf at all.
  • Gh0stDaddy
    Gh0stDaddy
    Soul Shriven
    "Added in Emerald Green skill styles for Dragonknight’s Dragonfire Breath, Searing Strike, and Magma Armor. These will be available via the Style Master."

    As others have stated: Why can't we get the original versions of stamina skills as skill styles.

    Also, if you're making "Emerald Green skill styles for Dragonknight’s Dragonfire Breath, Searing Strike, and Magma Armor", can we just get a fun set of Emerald Green skill styles for Dragonknight please?

    Thank you for your consideration.
  • xylena
    xylena
    ✭✭✭✭✭
    Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
    Gh0stDaddy wrote: »
    can we just get a fun set of Emerald Green skill styles for Dragonknight please?
    +1 would enjoy green dk
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • NeoniKa
    NeoniKa
    ✭✭✭✭
    Request for a toggle to mute new DragonKnight skill audio:

    I suffer from hyperacusis, and the recent changes to DragonKnight sound effects include specific frequencies that trigger my condition. Simply lowering the volume does not resolve the issue, as the specific "tonal" quality of these new effects remains painful for me (mainly the whip sound). I don't mind to not play this class, but being unable to mute its sounds is preventing me from participating in group content where other DKs are present.

    Please consider adding an option to specifically mute or "legacy-toggle" these new skill sounds for accessibility reasons. I am very dedicated to this game and would appreciate the ability to play without physical discomfort.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    NeoniKa wrote: »
    Request for a toggle to mute new DragonKnight skill audio:

    I suffer from hyperacusis, and the recent changes to DragonKnight sound effects include specific frequencies that trigger my condition. Simply lowering the volume does not resolve the issue, as the specific "tonal" quality of these new effects remains painful for me (mainly the whip sound). I don't mind to not play this class, but being unable to mute its sounds is preventing me from participating in group content where other DKs are present.

    Please consider adding an option to specifically mute or "legacy-toggle" these new skill sounds for accessibility reasons. I am very dedicated to this game and would appreciate the ability to play without physical discomfort.

    Can you not adjust these frequencies in your personal systems equalizer settings?
  • NeoniKa
    NeoniKa
    ✭✭✭✭
    Vaqual wrote: »
    Can you not adjust these frequencies in your personal systems equalizer settings?

    I already use a custom equalizer to minimize common triggers, but unfortunately it's not working for these new DK effects. Somehow some new effects, like the whip aren't that easy to fix at my end (there's some kind of sharp metallic sound hard to fix). To EQ that out effectively, I would have to muffle the entire game's audio to a point where it becomes unplayable. It’s like trying to fix a single broken pixel by painting over the whole screen.

    ​Out of curiosity, how do you usually manage your setup for this? Do you use third-party software to mute specific game frequencies in real-time, or just basic headset settings? I'm asking because even with my setup, these specific sounds remain physically painful. Any suggestions would be very welcome.
  • RaptorRodeoGod
    RaptorRodeoGod
    ✭✭✭✭✭
    xylena wrote: »
    Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
    Gh0stDaddy wrote: »
    can we just get a fun set of Emerald Green skill styles for Dragonknight please?
    +1 would enjoy green dk

    Procs can't proc procs unless the proc is proccing a status effect, which themselves are procs that cannot proc procs, unless a proc set says the status effect can proc the proc.

    Or wildfire embers I guess
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    xylena wrote: »
    Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
    Gh0stDaddy wrote: »
    can we just get a fun set of Emerald Green skill styles for Dragonknight please?
    +1 would enjoy green dk

    4hhlf9dvlja5.jpeg

    According to the tooltip Pyrebrand is suppose to interact with wildfire embers.
    Edited by BattleAxe on April 23, 2026 3:31AM
  • xylena
    xylena
    ✭✭✭✭✭
    BattleAxe wrote: »
    According to the tooltip Pyrebrand is suppose to interact with wildfire embers.
    k9329fccgjnw.png
    Do you see "Pyrebrand" on that list? Is Pyrebrand a class skill? No. This is a bug.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    xylena wrote: »
    BattleAxe wrote: »
    According to the tooltip Pyrebrand is suppose to interact with wildfire embers.
    Do you see "Pyrebrand" on that list? Is Pyrebrand a class skill? No. This is a bug.

    They literally showed the tooltip for the Pyrebrand set, which directly says "This effect can activate Wildfire Embers"

    You can argue all day about how it being too strongs, but the fact that it's directly listed (in game!) means that this is not a big.
  • xylena
    xylena
    ✭✭✭✭✭
    You can argue all day about how it being too strongs, but the fact that it's directly listed (in game!) means that this is not a big.
    My bad I can't read.

    That is beyond godawful game design then.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Freelancer_ESO
    Freelancer_ESO
    ✭✭✭✭✭
    Personally, I feel the Core of Flame and morphs were already overpowered.

    I was already choosing to use Heart of Flame on my DK chars when it was 15% of missing health and I think the shift to 15% of health is overkill.

    It is definitely an effective part of my rotation but, I am not sure it is really fun.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    NeoniKa wrote: »
    Vaqual wrote: »
    Can you not adjust these frequencies in your personal systems equalizer settings?

    I already use a custom equalizer to minimize common triggers, but unfortunately it's not working for these new DK effects. Somehow some new effects, like the whip aren't that easy to fix at my end (there's some kind of sharp metallic sound hard to fix). To EQ that out effectively, I would have to muffle the entire game's audio to a point where it becomes unplayable. It’s like trying to fix a single broken pixel by painting over the whole screen.

    ​Out of curiosity, how do you usually manage your setup for this? Do you use third-party software to mute specific game frequencies in real-time, or just basic headset settings? I'm asking because even with my setup, these specific sounds remain physically painful. Any suggestions would be very welcome.

    I have no comparable issue, but I do my adjustments with my sound cards built-in EQ. I figured if it is a specific range it might have been feasible to just turn that down below a safe threshold, but your problem seems to be quite complex. Maybe you can play the sound in question from your speakers to a good enough microphone to determine the predominant frequency (online tools are available for that), to help you pinpoint the issue.
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