Quote Originally Posted by GordonGeeko View Post
Is that the consensus nowadays ? Because everyone I used to PVP with has stopped playing because they hate it now.
Almost everyone I talk to prefer pre 6.1. My theory is that, pre 6.1, the negative PvP stigma was too strong for SE to hype it up. The negativity stems mostly from the awful start PvP had in ARR, and how long time SE used to attempt to fix anything. Even the complete workaround for stormblood and shadowbringers did nothing 'cause they didn't really try to sell it. For some reason, when Yoshi P himself showcased the new 6.1 PvP, the hype got real, and PvP got praised before release "finally they fixd it". This showcase that AAA companies, like SE, really knows how to create herd mentality lol. Imo, 6.1 PvP has some excellent ideas, like job specific LBs, but overall worse than pre 6.1. Now that the initial hype has died, peeps starts to complain like crazy again. So, PvP hasn't really been "fixed".

Quote Originally Posted by Ransu View Post
I'd like to see them use something similar to swtor's resolve system where the bar fills up every time you get stunned/mezzed and once its full you can't be stunned again for 15 seconds and roots turn into slows. Two 8 second stuns/mezzes would max out the bar and smart players would save their CC break for when their resolve bar was full giving them 15s of immunity.
Not a bad suggestion, but I think how the immunity worked pre 6.1 was just fine; we don't want to make it too complicated for SE lol. Dunno why they removed it; I can't really see the design benefit in either CC or FL for not having it.