I thought about that too, not really sure which would help more. Fetter ward would act more like guard in that you have to use it pre-emptivly, which I prefer since we already have an active breakout button.
Idk I'm not defending the server tick rates, but after playing a while you kinda just learn when damage is coming your way. If you burned your purify, then you know you'll have to guard the cc and burst.
If one tick off the server kills you then you probably hit guard too late with too few hp. Dots tick through guard which punishes you for pressing it after damage vs before.
I'd I get verflared after I press guard I know I waited too long and they deserved the kill. At least in my opinion.
We're kinda talking about two different things. I was talking about if they added diminishing returns, which wouldn't help a class like bard because they rely more on crowd control, and have two separate abilities that crowd control vs rdm cc sharing a cool down. Like if you tried to silence them on bard, but they resisted it, then you just effectively threw away your biggest win condition.
You're talking about removing cc from other jobs to make bard more unique. Imo this would remove depth from pvp and make it more like a PVE encounter where everyone just presses their buttons in order until everything dies. It's scripted instead of organic like pvp should be.
I think if purify and guard were a little snappier people wouldn't be so bothered by the amount of crowd control. That's probably not going to happen so the next best thing would be giving us more ACTIVE tools, instead of a passive dr on cc.
What do you mean? You don't like being CC'd 8 times for 2-3 seconds each in a game mode where 2 seconds is your entire life span? :)
I get the whole no CC means no deaths thing though. That's how pvp use to be. Very much a contest of which samurai could get three stickers first.
What if, while waiting in que for 24v24v24 if the time hit some known amount, it started an 8v8v8 instead with whomever was waiting longest?