I wanted to provide some feedback suggestions for improving crowd control in PvP. Could you consider increasing the duration of CC effects slightly, while at the same time adding an effect of diminishing return? Something like increasing a stun's duration from 2 seconds to 3 seconds, but if another stun is applied to the target again within the next 15 seconds, then the duration of that second stun should be halved, rounded down to the nearest whole second. The 3rd stun within the next 15 seconds should then fail. After 15 seconds have passed without the target taking any stuns, the next stun should apply it's full duration and the cycle repeats.
So for example; The NIN forked and fleeting raijutsu stuns could be increased from 2 seconds to 3 seconds in duration, and when comboed together, the second stun will only last for 1 second. If my party member attempts to stun the same target in succession for a 3rd time within that 15 second window, the target should be immune.
In summary, the total duration of stuns (in the example of NIN) would remain the same, but also now require the players to put some thought behind using their abilities and coordinate with the team by using the quick chat features for the best result. Currently, all players can spam their stun or crowd control ability on cooldown without any thought, strategy or teamwork and achieve great results with very little effort. This undermines the essence of skill based PvP as the ranked mode of Crystal Conflict hopes to achieve.
