Quote Originally Posted by Dzian View Post
You will never see content that require crowd control of any real form. Balance is the reason sleep has never been utilized in oven for example.
Not really. Poor design and their inability to fix a simple problem is why the devs don't allow Sleep to be used.

Instead of having to give themselves even more work by creating barriers between dungeon sections, they only needed to:

- Remove Deep Sleep: No more AoE sleep.
- Set dungeon mobs to ignore the boss room barriers: Means you can't just ignore mobs and run to the boss. The train will follow you into the boss room, through the barrier and obliterate you.
- (Optional) Make trash hit harder so that it is a lot easier to die if you pull a lot of mobs.

CC would need to become more spread out, or involve adds in boss fights. I think of the Kel'thuzad fight that mind controls raid members, requiring your mages in the raid to polymorph MC'd members until the MC wears off, and ask myself why SE doesn't do anything like that, for example.
The second you require mobs to be slept you tilt the scales in favour of blm for example which breaks the balance.
Machinist

22 Tranquilizer Dart - Puts target to sleep. Receiving damage will cancel the effect. Duration: 30s

Astrologian

38 Stop - Prevents target from moving or performing any actions. Receiving damage will cancel the effect. Duration: 30s.

Red Mage

15 Versleep - Puts target to sleep. Receiving damage will cancel the effect. Duration: 30s.

Dark Knight

46 Torment - Draw out hallucinations that confuse and torment target, preventing them from moving or taking actions. Receiving damage will cancel the effect. Duration: 30s. Cooldown: 60s.

I think with that, we have enough CC spread out that we can go ahead and make CC a little more important throughout content.

Paladin used to be the ultra defense tank. Warrior used to be the ultra offence tank. Now though they're exactly the same. Only the weapon is different
Being the ultra defense tank is what got PLD flushed down the toilet last expansion. If you want to create differences between tanks, you need look no further than parts of the tank paradigm and go from there.

By comparison, none of the WoW tanks had anything about damage (at most, Death Knights developed a knack for soloing older content because of how the Vengeance mechanic worked in combination with Death Strike/Blood Shield). Two of the tanks used sword and shield, one getting angry when hit and the other using holy magic to partially reflect the damage. One turned into a bear with high armor and high HP to make up for their lack of blocks and parries. One drained HP from their enemy over the course of a fight (Death Strike healing + Bloodworms) and could shield themselves as long as resources allowed while still having some basic mitigation cooldowns. One relied on keeping effects active (+dodge, +parry) and managing a mechanic that split damage taken (80% on hit, 20% over 12s), along with a self heal. These are the sort of distinctions you want between tanks. Making one the "defense tank" and another the "damage tank" is laughable when you compare it to that.