Its time to talk about Dark Talons. This skill is without a doubt the most broken ability in the game. It is, perhaps, the most broken ability in the history of MMOs.
What is Dark Talons? Well its a smart AoE immobilize with damage over time and a powerful synergy. It can lock down a massive group of enemy player, damage them, and allow team mates to destroy them even more. The amount of AoE synergies that work with this are astounding.
It cannot be blocked. It cannot be CC broken. It cannot be prevented with immunity like Immovable.
If you dodge roll out of it (the only way to escape immobilize) then you can be instantly placed back into it. Why? Because the ability has a range (circular, so
radius) of 8 meters and is auto/smart snare.
Dodge roll doesn't take you 8 meters. So what's a good DK to do? If anyone dodge rolls out of Dark Talons, he just presses the ability again. Does he have to aim? Nope. Is there any way for the player to prevent it? Nope. Does the first dodge roll give him immunity to a second application? Nope.
So why is this different than other CC? "Encase" from the Sorcs Dark Magick tree is a good immobilize too right? Well the difference is that Encase is easy to avoid. If you get Encased, you can dodge roll to the left, right, or through the player. In order to reapply, they would have to quickly whip around and
aim at you. Not so with Dark Talons. Just press a button, no player skill (or thinking beyond Pavlovian dog reflexes) is needed. You can use this to instantly blow through a players stamina, because two dodge rolls is going to leave them practically unable to block or CC break.
This one ability is making DKs the best Tanks, the best DPS, and the best overall class to have in group PvP.
I know some very high level DKs who have taken to calling this ability "Broken Talons." I stole the title from
@Obscure by the way.
Basically, right now, if you're playing a DK and not using Broken Talons, you're doing it wrong.
Everyone who knows there stuff and was in the closed Beta told ZOS about this ability and its imbalance repeatedly. Usually it was said with heavy sarcasm and rolling eyes. It was a bit of a joke.
We thought, "hey, they're smart. They've built a great CC system because they understand how important it is to get CC right. There's no way they're going to let this one slide."
We
assumed the ability would be reworked prior to launch because how could it not be? We gave ZOS the benefit of the doubt because it seemed so obvious.
Now the game is out and it seems that they've taken all the lessons they learned and applied to the entire CC system and thrown them out the window with regards to one ability. This ability cannot be blocked, prevented, countered, ect. The only thing you can do is not be near them.
For me, as a sorc, that's not that bad actually. I can Bolt Escape away and THEN dodge roll, which takes me past 8 meters. But if you're a NB or a Temp? Good luck. You're perma locked if these guys ever get near you.
So how do you fix it?
Well there's several options and a mix would probably be best.
1. Increase the cost of Dark Talons to make it less spammable.
2. Make it so that dodge rolling out of an immobilize grants CC immunity for a short duration, just like the CC break system currently does.
3. Reduce the radius of Dark Talons so that a dodge roll takes you out of it unless the DK moves in your direction.
Lets get it done ZOS. Dragon Knights Online isn't going to be a fun game for your other 3 classes.