"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic.
Developer Comment:
Spoiler
Previously, Immobilizes were an overbearing tool that completely shut down builds with lower Stamina pools, and could keep them from moving for extremely long periods of time. With this new system, we want a healthier balance of how these abilities interact, similar to Crowd Control functions."
Lets put it aside that this one of the only edges that sorc tanks had over other tanks (in dungeons), lets go to a very specific boss fight, vet Fang Lair hard mode, and ask ourselves, wtf. A mechanic that was created by zos to be bypassed in one way has now been completely abandoned for all it's purpose.
Controlling mobs by tanks is no more a thing.
If you use talons healer's time stop will not stun the mobs. Etc etc.
(I will make a honorable mention for nb tanks and the nerf for their self heal, and no, the unreliable 30% heal with the 15% damage mitigation at the cost of skill bar and for the stars to align together is not a thing.)
I might be wrong about some things, but thats what patch notes indicate. Correct me if i am wrong.
Edited by zvavi on May 6, 2019 10:36PM