Quote Originally Posted by Naphtha View Post
Not to mention healers had Rescue which could save a melee's life.

I've had numerous situations where I've been CC'd for well over 6s at a time thanks to repeated stuns, before the PvP patch I would have only been stunned for 2 before gaining immunity for 10s, there is no shot you played earlier Frontlines and think the CC is comparable between then and now, even purify isn't that helpful considering how many skills can bypass it as mentioned in Divinemights post. Honestly I'm not sure what they can do to make FL not a cc fest without making it so melee can go in and out without any form of punishment. I feel like in 5.x melee could dive with minimal risk, but now it feels like the exact opposite where even if you get a perfect purify off you still get shafted by a WHM's polymorph that is basically a death sentence. And it's not like you can avoid it since every alliance has multiple WHMs in every single match.

Also this thread really got derailed considering I just wanted to put up a meme video kek.
The old system didn't give you CC immunity, just to that type. You absolutely got chain CC'd in the old system, immunity be damned. Stun immunity won't protect you from the 3 sec silence following it or the 2 sec bind after that. At least now you have guard - and you should be *immediately* guarding if you get hit with any sort of soft CC since you are almost certainly not going to avoid the incoming hard CC's.

And yes, melee could dive without risk in 5.x because *melee were overpowered.* They had too much global DR, hence the old system being "everyone plays DRG if they want to win."