Quote Originally Posted by Karasio View Post
But in order for there to be any actual distinction between like, player skill and such, character kits shouldn't be so fucking bloated with hard CC effects. Every ranged has SOME bind or SOME slow or whatever. The instant you go in you just get locked down and burst down. Idk, it's just so stupid but that comes down to how shit they designed the jobs in their current iteration. Half the CC effects could be gutted out of every job's kit and the game would be better off for it.
I suggest they add more counterplay. Give melee jobs, or classes that go into melee frequently, a job flavored fetter ward like effect(cc immunity for like 10 seconds). Then give everyone, all roles, something like the cc protection that bards and whm have in addition to purify. So melee would have 2 ways to preemptively prevent cc, plus purify if you do get locked down.

That way the amount of cc doesn't feel so oppressive, because you have more tools to deal with it, and melee oriented jobs wouldn't need 60% damage reduction to push into melee range.