With the recent PTS changes to Rapids, I thought it would be good to take a look at the state of Crowd Control abilities in this game. In collaboration with
@Teiglin14 and their hockey insight, here we go. For the sake of this post, I will exclusively be talking about CC from the perspective of a PvP player.
@Teiglin14 -
"The Neutral Zone Trap: why slow-moving combat is effective but boring
In an attempt to explain why a game full of crown control abilities (stuns, slows, etc.) makes for boring and frustrating combat, I'm going to compare it to something totally different, so take this with a boulder of salt.
I see increasing frustration among players, especially PvPers, with the number of snares/slows/roots/stuns that have become an integral part of combat. There are many crowd control effects, some of which can be stacked with each other (hard CC's don't grant immunity to soft CC's and vice versa, and you can stack soft CC's). There are also some sets and monster helms that give CC's. Using CC's is a very effective, intelligent, and, quite frankly, necessary part of gameplay. And it's incredibly boring.
Combat is more exciting and attractive when it's back and forth. Literally. Back and forth with movement. Think of the greatest games in football, hockey, soccer, or even combat or sports scenes in movies. The action is part of the tension, and the tension is what makes it exciting. And PvP here has been favoring the opposite.
There is a tactic in ice hockey that was coined the "neutral zone trap", made popular in the late '90's. This highly effective defensive strategy clogs up the center of the arena with strategically placed players, preventing the opposing team from reaching anywhere near the goal. The team executing the trap isn't pushing forward either, placing the entire game in a confined area with little movement. This strategy leads to one team wonderfully controlling their environment and forcing the opposition to abandon the forward push. And it was widely criticized for creating boring, slow games with low scoring and low action. Rules have been enacted to oppose it. (Neutral zone trap)"
https://en.wikipedia.org/wiki/Neutral_zone_trap
Like hockey in the late 90's, ESO has become a slow boring game. Effective and numerous sources of CC with very few sources of mitigation make every combat encounter in this game overly bogged down. Common complaints I've seen are the Battleground/ballgroups relying on Permafrost to get off ult-combos, effectively disallowing counterplay as you get stuck in heaps of damage.
When I talk about Crowd Control, I'm talking about a few different things. This is actually one of my core issues with CC in this game: there are numerous types of CC that can all be stacked on top of each other, and getting rid of one type of CC doesn't necessarily make you immune to the others. These include:
- Stunned
- Off-Balance
- Feared
- Silenced
- Rooted
- Snared
- Various Abilities that otherwise have unique CC
This is incredibly easy to abuse purposefully, a common example is the combination of Talons and Petrify by Dragonknights to juggle CC types and lock down an opponent,
however I believe that with as much CC is in this game, it is a much more common issue for people to be unknowingly juggling opponents between different CC types simply due to the fact that most abilities in this game carry a CC.
This brings me to my main point: CC in this game is bloated. Not only are there so many different types, but nearly every ability in the game includes some form of CC. Following this post, I will list all non-set-related abilities containing CC.
So, what should we do about CC? My belief is that CC should be subcategorized into the following:
Major CC
- Stunned
- Feared
- Rooted
- Off-Balance
Minor CC
With this change, the few abilities left that provide snare/root removal or immunity to CC should be changed and specified as to whether they provide immunity to Major, Minor, or both. Counterplay for both types of CC should be made available if the build allows it - if not for groups as Rapids previously did, then at an individual level.
Lastly, all abilities with CC should be looked at and asked the question: Why does this have CC? Does it need it? Any abilities that maintain their CC after this overhaul should be classified into the Major/Minor system, unlike special cases like Talons and Eclipse which don't quite fall under any current definitions.
Here is a list of all abilities in game with CC
Templar- Biting Jabs - The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
- Puncturing Sweeps - The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
- Aurora Javelin - stuns for 1.8 seconds and knocks back 8 meters
- Binding Javelin - stuns for 3.1 seconds
- Explosive Charge - stuns for 3 seconds if target is casting
- Toppling Charge - stuns for 1.5 seconds. Sets off-balance if target is casting
- Solar Prison - synergy stuns all enemies for 5 seconds
- Solar Disturbance - synergy stuns all enemies for 2.5 seconds
- Vampire's Bane - Reduces movement speed by 40% for 9 seconds
- Reflective Light - Reduces movement speed by 40% for 5 seconds
- Total Dark - requires breakfree which drains stamina. Non-movement based CC
- Unstable Core - requires breakfree which drains stamina. Non-movement based CC
- Remembrance - reduced enemy movement by 15% while standing in
- Practiced Incantation - reduced enemy movement by 15% while standing in
- Ritual of Retribution - reduced enemy movement by 15% while standing in
- Extended Ritual - reduced enemy movement by 15% while standing in
- Channeled Focus - reduced enemy movement by 15% while standing in
- Restoring Focus - reduced enemy movement by 15% while standing in
Dragonknight- Shifting Standard - synergy immobilizes all enemies for 5 seconds. Reduces speed by 30% for 4 seconds
- Standard of Might - synergy immobilizes all enemies for 5 seconds. . Reduces speed by 30% for 4 seconds
- Molten Whip - if target is immobile or stunned, sets them off-balance. Reduces speed by 30% for 4 seconds
- Flame Lash - if target is immobile or stunned, sets them off-balance. Reduces speed by 30% for 4 seconds
- Venemous Claw - reduces speed by 30% for 4 seconds
- Burning Embers - reduces speed by 30% for 4 seconds
- Noxious Breath - reduces speed by 30% for 4 seconds
- Engulfing Flames - reduces speed by 30% for 4 seconds
- Empowering Chains - reduces speed by 30% for 4 seconds
- Unrelenting Grip - pulls a target to you. Reduces speed by 30% for 4 seconds
- Flames of Oblivion - Reduces speed by 30% for 4 seconds
- Cauterize - Reduces speed by 30% for 4 seconds
- Take Flight - knocks all enemies back and stuns for 2 seconds
- Ferocious Leap - knocks all enemies back and stuns for 2 seconds
- Burning Talons - immobilizes for 4 seconds (this ability does not grant cc immunity if broken free from or purged)
- Choking Talons - immobilizes for 4 seconds (this ability does not grant cc immunity if broken free from or purged)
- Deep Breath - if target is casting, they are stunned for 2 seconds and set off-balance for 5 seconds
- Obsidian Shard - stuns for 3 seconds
- Stone Giant - stuns for 3 seconds
- Fossilize - stuns for 2.5 seconds. Immobilizes for 3 seconds
- Shattering Rocks - stuns for 2.5 seconds
- Cinder Storm - reduces enemy movement speed by 70%
- Eruption - reduces enemy movement speed by 70%
Sorcerer- Suppression Field - silences all enemies within aoe for 12 seconds
- Absorption Field - silences all enemies within aoe for 12 seconds
- Crystal Blast - stuns for 2 seconds
- Shattering Prison - immobilizes enemies in front of you for 4.5 seconds
- Restraining Prison - immobilizes enemies in front of you for 4.5 seconds
- Rune Cage - stuns for 3 seconds
- Defensive Rune - stuns for 3 seconds
- Daedric Tomb - immobilizes for 1.5 seconds
- Daedric Minefield - immobilizes for 1.5 seconds
- Greater Storm Atronach - stuns nearby enemies for 3 seconds
- Summon Charged Atronach - stuns nearby enemies for 3 seconds
- Volatile Familiar - stuns enemies hit for 3 seconds
- Streak - stuns enemies for 1.5 seconds
- Ball of Lightning - stuns enemies for 2 seconds
Nightblade- Incapacitating Strike - stuns target for 3 seconds
- Lotus Fan - reduces movement speed by 60% for 8 seconds.
- Ambush - snares for 2 seconds
- Bolstering Darkness - reduces movement speed for enemies by 70%
- Veil of Blades - reduces movement speed for enemies by 70%
- Surprise Attack - (while attacking from stealth) sets target off-balance for 4 seconds
- Concealed Weapon - (while attacking from stealth) sets target off-balance for 4 seconds
- Mass Hysteria - causes fear for 2 enemies for 4 seconds. After they recover, their speed is reduced by 53% for 4 seconds
- Manifestation of Terror - can fear 6 enemies per trap, with two traps, for 4 seconds. After they recover, movement speed is reduced by 50% for 4 seconds.
- Soul Tether - stuns enemies for 4.5 seconds
- Debilitate - reduces target movement speed by 40%
- Crippling Grasp - immobilizes for 1.5 seconds and reduces movement speed by 40%
Warden- Eternal Guardian - stuns enemies for 2 seconds on swipe attack
- Wild Guardian - stuns enemies for 2 seconds on swipe attack
- Northern Storm - reduces enemy movement speed by 70%
- Permafrost - reduces enemy movement speed by 70%. Stuns enemies for 3 seconds
- Gripping Shards - reduces enemy movement speed by 30% for 3 seconds. Immobilizes enemies for 3 seconds
- Winter's Revenge - reduces enemy movement speed by 30% for 3 seconds
- Arctic Blast - Stuns for 3 seconds
- Frozen Device - teleports target to you. Immobilizes for 3 seconds.
- Frozen Retreat - teleports target to you. Immobilizes for 3 seconds.
Two Handed- Dizzying Swing - stuns for 3.5 seconds. Knocks back for 4 seconds.
- Stampede - reduces target movement speed by 60% for 8 seconds
One-Hand and Shield- Deep Slash - reduce target movement speed by 60% for 12 seconds
- Heroic Slash - reduce target movement speed by 60% for 12 seconds
- Shielded Assault - stuns for 3 seconds
- Invasion - Stuns for 3 seconds minimum, and up to 88% longer based on distance traveled
- Reverberating Bash - stuns for 3 seconds
Dual-Wield- Rending Slashes - reduce movement speed by 40% for 9 seconds
- Shrouded Daggers - reduces target movement speed by 50% for 6 seconds
- Flying Blade - reduces target movement speed by 50% for 6 seconds
Bow- Magnum Shot - knocks target and self back 6 meters each. Stuns target for 1.5 seconds
- Draining Shot - knocks target back 6 meters and stuns them for 1.5 seconds
- Bombard - immobolizes enemies for 2 seconds unless they are snared. When they can move again, movement speed is reduced by 40% for 6 seconds
- Acid Spray - reduces enemy movement speed by 40% for 6 seconds
- Venom Arrow - if target is casting, they are set off balance and stunned for 3 seconds
Destruction Staff- Icy Rage - immobilizes enemies hit by 3 seconds
- Eye of Frost - immobilizes enemies hit by 3 seconds
- Crushing Shock - enemies that are casting will be set off-balance and stunned for 3 seconds
- Wall of Frost - reduces enemy movement speed and immobilizes chilled enemies
- Wall of Storms - sets concussed enemies off-balance
- Blockade of Frost - reduces enemy movement speed and immobilizes chilled enemies
- Blockade of Storms - sets concussed enemies off-balance
- Flame Clench - knocks target back
- Frost Clench - immobilizes the target
- Shock Clench - stuns the target
- Flame Reach - knocks target back
- Frost Reach - immobilizes the target
- Shock Reach - stuns the target
Fighters Guild- Dawnbreaker of Smiting - stuns for 1.8 seconds
- Silver Shards - reduces movement speed by 40% for 6 seconds
- Silver Leash - Pulls target to you. Reduces movement speed by 40% for 4 seconds
- Turn Undead - fears undead targets for 4 seconds
- Rearming Trap - immobilizes for 6 seconds
- Lightweight Beast Trap - immobilizes for 6 seconds
Mages Guild- Ice Comet - knocks enemies in area back. Stuns for 2 seconds. Reduces movement speed for enemies by 50% for 5 seconds
- Shooting Star - knocks enemies in area back. Stuns for 2 seconds.
- Volcanic Rune - knocks up any enemies, stuns them for 10 seconds
Psijic Order- Borrowed Time - slows enemies followed by a 3 second stun
- Time Freeze - slows enemies followed by 3 second stun
Undaunted- Shadow Silk - reduces enemies movement speed by 50%
- Tangling Webs - reduces enemies movement speed by 50%. Synergy causes a 35 second fear
Alliance- Anti-Cavalry Caltrops- reduces enemies movement speed by 30%
- Razor Caltrops - reduces enemies movement speed by 30%. Initial explosion reduces movement speed by 70% for 3 seconds
- Lingering Flare - enemies exposed by ability are reduced movement speed 50%
- Scorching Flare - enemies exposed by ability are reduced movement speed 50%
Werewolf- Ferocious Roar - fears up to 6 enemies for 3.3 seconds and sets them off-balance for 5 seconds
- Deafening Roar - fears up to 6 enemies for 3.3 seconds
Vampire- Invigorating Drain - stuns enemy for 3 seconds. After feeding, target is set off-balance and stunned for 4 seconds
- Accelerating Drain - stuns enemy for 3 seconds. After feeding, target is set off-balance and stunned for 4 seconds