Neurath wrote: » I thought all cc has diminishing returns. That should include pvp and pve because the game is pvx.
George_Black wrote: » The ease at which players can run away from mobs due to leash, as shown, is a much bigger problem than advocating for protections for the mobs from players. No sane group of players would waste mp to keep mobs CCed, instead of using mp to kill them. Unique mobs to Veras story and world feel would obviously have immunities. There are many topics that are a much higher priority that shouldnt be overlooked. Why are we talking about mobs not being CC chained?
NiKr wrote: » Same as players. And if you know that the mob has some strong ability - do better and don't just constantly CC it.
Azherae wrote: » What do you want to happen when an unrelated party CCs your boss to trigger its immunity when they think it is about to unleash on you soon? I will only ask that you don't consider the situation where any mob has CC protection from anyone who wasn't the original one to engage with it, because I don't think we have time for that rabbit-hole.
George_Black wrote: » Large mobs and bosses should have CC immunity. Nothing else.
Spif wrote: » I'd rather mobs obey CC DR/immunity in the same way players do, to promote PvX play. And both mobs and players having long-ish immunity timers once DR finishes. Especially since there are essentially 2 stuns (stun and knockdown) that are on separate immunity timers. Bosses can, of course, have CC immunity to protect their important mechanics. But's it's a skill option to save a knockdown/stun for a boss that is winding up for a big not-a-mechanic attack. And even regular mobs can have limited debuff immunity based on type (rock guys can't be bleed, flyers can't be snared, ghosts can't be stunned, fish can't be drowned, whatever) IMO break bars fall under mechanics, or gear/level gateways like DPS and heal checks.