First, I am a dk main. -KingLogix
The core issue:
Conservation of Energy (Sorcerer, also feeding Werewolf via cross-cut) and Inhale (Dk ability) give effectively infinite sustain with no investment cost. In a game built around resource management as a core skill-expression mechanic, especially with no ability cooldowns, this breaks the fundamental tradeoff every other class has to make.
Why this matters more than it looks:
Every other class has to choose between:
Running sustain sets/mundus/glyphs or running pure damage setups and managing resources actively
Sorcs and DKs with these tools don't have to make that choice. They get to run full damage mundus, full damage glyphs, and full damage sets while having sustain that classes who spec into sustain don't even match. That's not a minor edge. Their damage ceiling is higher because the opportunity cost other classes pay just doesn't apply to them.
The result in Cyrodiil:
skewed class composition toward DK/WW/Sorc in high-end premades and solo bombers, and a sustain/damage gap that no amount of "just play around it" advice fixes, because it's not a skill gap, it's a tools gap.
Why "give everyone the same tools" is the wrong fix:
If every class gets a no-cost infinite sustain button, sustain stops being a mechanic at all. That guts an entire axis of build diversity and skill expression (sustain vs. damage tradeoffs, rotation efficiency, resource-starved skirmishes). The fix isn't parity through addition, it's correcting the two outliers.
Suggested direction:
Revisit how Conservation of Energy and Inhale work.
Alternatively, tie their sustain return to a tradeoff already present elsewhere in the game (reduced healing received, a damage taken window, etc.) so the "infinite sustain" isn't also free.