Quote Originally Posted by Archwizard View Post
Most CC spells like Slow, Stop, Old, Disable, Banish and Mute would be kinda pointless to implement. Depending on what enemies they can affect, they would exclusively be either "completely overpowered, you would never take anything but an AST anywhere" or "completely useless, who even bothered programming these" with no in-between, which makes them more reasonable as BLU spells (where the point of the class is to pick the skills most useful for the situation, learning enemies' status resistances, etc).
Not necessarily. All you need is literally any of various ways to balance the effect on a given enemy such that its potency, or duration, is proportionately lower as the mob's stats (or, average throughput) increases (i.e., by affecting one of the mob's stats by an amount based upon your own stats).

Even if, say, (a spammable) Disable were to still reduce the target's damage by a percentage, it needn't be the same percentage on every mob. A single percentage regardless of target fits a CD, since you'd want to potentially bank it for the greatest total mitigation across an encounter but makes no sense for a spammable spell. In such a case, it would essentially work like a stackable shield, increasing the tank's eHP at cost to MP and slightly to GCD-efficiency relative to just healing the tank up after. That's nothing inherently overpowered except to the extent that any means of potentially double-shielding would be.

In this game, Stop is effectively just stun, but the same balancing logic applies there as it would any very strong Slow or Disable. You could have it work on bosses, even, but it'd be highly situational -- only briefly delaying their skill queues (likely to the frustration of those playing towards very specific uptime strats).