This is what I would like as well. I also think Resilience could use a proper effect to show when it's active instead of having to scan for it on the enemy buffs.
The fact that Purify doesn't allow you to predict and avoid CC is, in the simplest of terms, cringe. I don't see why it would be bad to allow the player to activate a buff that allows them to actually play the game for a few seconds before they just get CC'd to oblivion, not to mention you can still get poly'd, charmed, or hysteria'd, so it's not exactly an 'I'm invincible' button. Relying on the action of removing a status effect first is, quite frankly, stupid, since the server tick rate is shit.
Also, why can you repeatedly stun someone with no chance for counterplay? Why did they remove the 10s buff that prevented abuse of the same CC over and over? At least make it so the duration of the effect decreases a bit before it grants immunity, rather than this garbage we have currently. No PvP dev in their right mind would add CC without DR, it's making me question whether or not the PvP team is on something.
What really bakes my noodle is the pvp team clearly had crowd control and burst damage in mind when they designed this overhaul but then decided to leave some jobs without high burst, and some jobs without reliably spammable crowd control. Or in the case of jobs like dancer and reaper, both. It blows my mind how poorly balanced the whole thing is, I have no clue why they're taking such a slow approach to tweaking something they clearly didn't put any effort into testing.
New servers aren't gonna fix this, I highly doubt that SE's servers are worse than WoW's in 2004. The entire game is designed with this delay in mind and it is most likely built into their engine, so fixing it is most likely never gonna happen unless they actually overhaul the engine, which is about as likely as getting an entirely new FF mmo. I have no idea why they thought a super fast reflex-based pvp design is a great idea with how this game functions tbh.
Or just rip out CC from the DPS classes and relegate that shit to tanks and maybe healers
Bring.
Back.
Additionals.
Frontlines exclusively. RE: Diminishing returns, not sure it's necessary if additionals are made available. Rescue is sorely missed as an escape mechanism, attunement also. Conflict has absolutely no need for DR; certain jobs would become laughably OP (reaper) vs. teams made up of mostly/entirely one form of CC (NIN, WAR, SAM, MNK for example are stun based).
I would only insist that tanks be afforded fetter ward as well in lieu of say Rampart or Reprisal as it was focused more towards The Feast.
In CrystalC it's fine(ish) as is. Not saying there isn't room for improvement, but it's not that bad when you only play against 5 other peeps, and you have a view of their buffs etc.
CrowdControl is a much bigger problem in frontlines. The "laggy" servers, how the engine works, or whatever, makes purify really unreliable when it matters the most, and makes melee really annoying to play in FL. There should be diminishing returns in FL like there was prior to 6.1. And perhaps rework Purify so that it is actually reliable. Make the tooltip match reality.