There needs to be diminishing returns.
Getting pinballed around by dark knights pull and being unable to move until dead is not fun, engaging gameplay at all.
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There needs to be diminishing returns.
Getting pinballed around by dark knights pull and being unable to move until dead is not fun, engaging gameplay at all.
Just press Purify! ...What do you mean you did and it didn't do anything? Don't you live in the server room?
It's more of a problem with the servers snapshotting you into a Dark AoE even though you're out of range of it on your screen. It's better to throw guard up, and hope that also doesn't get snapshotted. Since we can make the assumption that the server tick rate will remain as awful as it's always been it that problem probably won't go away.
But purify should be more effective than it is, it should work against MoN, and should mitigate draw in/knockback effects. There should be a point when you've been CC'd enough that you become immune to its effects for a short window.
Honestly the crowd control problem is primarily relevant in the large scale modes. The best solution here would be the pre 6.1 CC resist period after suffering one to return specifically for largescale modes. I.e. you get hit by stun now youre immune to stun for 10s, if silence then silence for 10s, if you get knocked back or drawn in then that for 10s.
It would at least reduce how long you have no control over your character and encourage more diverse compositions than 3+ DRK and an army of DRG, WAR, WHM and AST.
I dunno. Unpurifyable actions aside, only one of which is non LB, and ALL of which have a short range, most times you can just treat your purify cooldown as a "wait this long until trying to engage again" cooldown. Your entire team has Purify cooldowns. Don't try to rely on yours alone for survival.
If you let the DRK out MNK or whatever catch up to you while it's still on cooldown, well, you either didn't fall back enough or your team is losing the engagement. All you can do is not let them get close to you when you're vulnerable, and if you do get caught, get caught somewhere where they can't stay very long without being ripped apart themselves.
I really don't see it as a big of a problem most folks feel on knee-jerk reaction. The old CC resistance existed because not every job had Purify, and especially healing was much less in the individual's hands. As it is now, your survival is much more manual and much less automatic/in the hands of your healers.
There's something to be said for certain jobs working better in Frontlines than others because the jobs aren't designed for Frontlines, but that has ALWAYS been the case, even in 2.3 with its original release, even with 4.0's PvP specific jobs implementation etc.
If it's a problem in everyone's eyes and they mean to adjust it, it won't solve job imbalances if they just equally apply the fixes like Purify Resilience giving KB resistance, they're gonna have to do something specific to the jobs themselves like when they finally fixed PLD Guardian in Onsal.
Salted Earth needs a 5 Minute Cooldown and if you got casted, a third one should not be allowed at the same Spot.
How Archeage handled cc was really quite good. When you get hit by a cc of a certain type, after you recover you get a 1 second immunity to that cc type. Stun = 1sec Stun Immunity Silence = 1sec Silence Immunity. Etc.
I vehemently disagree with diminishing CC, this was a nightmare when it was actually a thing, I don't want that back at all, so no, not all the crowd agrees. Also I feel that most people that constantly bring that back completely fail to see what it would actually entail, meaning:
1) Having a diminishing icon buff for EVERY single type of CC (like back in Stormblood)
2) Diminishing as in, 100% to 0% immediately, or gradual diminution? If the latter, how does one track at which diminution rating any kind of CC is at any time on somebody? More buff icons to track?
3) Staying glued even more to party and enemy lists to try, parse and make sense of all their buff and debuff icons every time one wants to use crowd control. Sounds very realistic to me for something you'd want to be instant decisions, on top of it.
4) For how long does one keep the diminished return buff after getting cced? Until Purify is back?
I'd rather explore other options.
With crowd control of any kind literally non-existent outside of PvP I personally love how influential it is in PvP. That said, I also get how annoying to get stunned…then stunned again…then stunned again…then a Ninja appears and ganks your remaining 50% HP lol.
There’s Purify, but then that won’t work against the 500 Scholar Dots you’ve just been hit with (Scholar is too OP in Frontlines and massively over represented if you ask me and I’m definitely not biased or anything lol), or the Imp status effect, or Silence from Silent Nocturne (by the time Purify goes off it’s gone anyway).
That said I’m only speaking based on Frontlines since I haven’t done Crystal Conflict, where I imagine it’d be much more annoying if facing a party with a composition that can easily take advantage of said crowd control (i.e DRKs, DRGs and WHM/DNC coordinating draw-in, stun/charm, and Dragoon’s attack LB)
Just having purify pre-castable and giving few seconds of single cc nullifying buff would help with the clunkyness.
FLs is another can of worms altogether and would benefit from its own adjustments. Crowd control is perfectly fine in CC outside of Miracle of Nature, it's just overwhelming to new players because they're not used to deal with it.