Quote Originally Posted by Red_Wolf View Post
Lots of other games do lots of other things. FFXIV has it's fair share of CC-friendly mechanics. Like only the first tick of a DoT will break CC, etc... You can't just pretend it is common or easy to develop because it is in another MMO.
But neither can you ignore that many things people take as "(code) limitations" are in fact intentional design. Skills without direct damage didn't use to break CC, period, meaning that a Monk could Touch of Death (originally 0 direct potency) a sleeped enemy between AAs, etc., etc.. That was an intentional change on SE's part. Animation times and effect delays have been reduced on numerous abilities. Different abilities trigger at different times into or different delays after animations complete.

Monk Coeurl skills now generate hits and resultant GL before the animation even finishes. We already have client-side oGCDs in the form of Mudra signs. There are numerous QoL complaints that we already have precedent solutions to.

This particular one isn't on that list, but I don't think it beyond the range of coding when you simply consider that every skill with a CC component already checks for CC (heavy not only removed by bind but also impossible to apply while a bind is active, for instance, nullifying a component based on prior/existent CC). It may already be that every skill runs that same check, in which case there is already precedent in-game.