Quote Originally Posted by Februs View Post
Secondly, it would make certain job combinations completely redundant. Pld, Blm, and any healer with access to sleep and/or bind would be actively working against one another. You have to have a healer, so they get to stay, but Pld? Gone. Replace with War. Blm? Gone. Replace with any other ranged job that has a faster burst with less reliance on CC. If the idea is to make PvP as homogenized as possible, then sure. This would be fine, but if we have any interest in keeping some level of diversity and tactical sense in this game, then CC resist attributes should stay separate.
The last thing you mention about stacking jobs with CC and diversity would be the whole point of sharing CC resist. Most people are going to say it lasts to long or it happens to much. When it is just multiple CCs affecting you.

With out adjusting the resist timer. The reset for CC seems to happen way to fast. I said seems I am not sure what it actually is but i can be slept 3 times and stunned 3 times in a 72 man match also silenced at least once in one large engagement of ice. I might then get slept as people are running away and still not resist.

Other games are trying to limit CC instead they just nerfed the crap out of them. It sounds like this is even a more pronounced issue in 4vs4 because you dont get as much CC breaks as you would in 24s or 72s.