Hola,
The following is my feedback regarding Crowd Control in the current patch, 4.06.
To start, let me declare where I stand: Crowd Control (CC), and more so the current Diminishing Returns(DR), are creating an extremely simple and impactful playstyle for Tanks, while creating an extremely frustrating and difficult playstyle for Healers.
Let's begin...
The DR duration is far too short in the current state of the game.
To elaborate on this point, let's pull an example in the most used tanks: PLD and DRK. DRK has 3 CC abilities: Draw in, Stun(2s), Silence. PLD has 2 CC abilties: Stun(3s) and Silence. If the DRK facerolls their keyboard, they can effectively stun > silence > unmend a healer for roughly 6-7 seconds, locking them out of any GCD healing. With a DR of 15 seconds, that means a DRK can effectively lock down a healer for HALF OF THE MATCH (of course this would never happen in practice when considering intermittent downtime between skirmishes). A PLD can do about the same, though maybe 1s less.
In the current state of the game, damage is way too high to justify such frequent CC.
A single stun can secure your team a kill with ease if it is timed with your DPS's burst. If coordinated even imperfectly, just about any combination of dps can do more than 12000 damage within 3 seconds, which is enough damage to kill just about any target. That's not even considering the silence/displacement CC that follows.
"Well you just need to not get CC'd"
The game doesn't really work this way. You might think you're being slick by using your knockback ability to peel the tank away from you before they can stun, but the games netcode is so poor that they will use their stun mid-knockback and hit you with it anyway from 10m back. Afterwhich they can either draw you in and silence (DRK), or simply cast their silence follow up from range (PLD).
"Just run Purify or Concentrate"
These abilities are both very bad.
Purify is a reactive spell with an animation delay. It's really just best to explain it with the simple math involved. Say you get CC'd for 3 seconds. You use Purify. Purify takes 1 second to do its animation and register that you're no longer CC'd and can now use a spell. Take into consideration user input, and you're easily looking at maybe 1 second of the CC being stripped away. It's hardly effective, especially when you consider that the CD on Purify is longer than the DR, and the additional consideration that the person CC'ing you is likely a tank that is just going to follow up with another CC, making your 1 extra second of time not enough to get even a single cast off. Oh...and did we mention yet that the person you were healing before you got CC'd and Purified for is dead anyway because damage outpaces healing even without CC?
Concentration would be a great spell if it also put the CC that it blocked on the DR. It's just silly that you waste along CD ability to block a CC...that can just be used on your again anyway 5 seconds later.
There is too much CC on singular Jobs/Roles.
CC is just way too easy to pull off since it is handled by a single job/role currently. A tank can really just faceroll their CC as soon as the DR is up and be incredibly impactful in a match. That is subjectively poor game design, as the tactics required to play around those CC chains are difficult to pull off and I believe most players will give up on healing in The Feast long before they ever figure out how to pull it off.
My proposed changes to all of these issues:
- Increase DR to: 25s untraited, 30s traited. This would influence a players decision to CC in a way that they would need to choose a good moment to pull it off
- Remove silence from DRK. Increase DRK stun to 3s. (The reasoning here is that DRK will still have stun and draw in, while PLD will keep stun and silence)
- Give silence to RDM, they are the only ranged dps without any form of hard solid CC.
- Concentration: Makes the player immune to CC for 5 seconds. 40s recast