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How do you feel about the current CC mechanics

dwolfgheist
dwolfgheist
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ZOS has been getting a lot of smack lately, but in general I would say they are going into the right direction, just missing on the execution. Not being class bound was something that many players advocated since the start of the game, with most ultimately leaving due to ESO ending up being just another mmorpg in that regard, so a good move, it should just have stayed in PTS for much longer.
Now with the upcoming class overhaul (which I hope is a complete mechanic change in some cases), I wonder if other core mechanics shouldn't be discussed at the same time aswell:
CC particularly stuns never felt right, mainly due to how CC immunity works. No matter the kind of mob. If you stun him once for the next 12 seconds he is the embodiment of resilience, not even a comet will bring him down. I could tell myself it's a defensive spell we buff ourselves with, but even a crab can pull it off.
How being stunned and CC immunity works was never intuitive in this game. I understand the system is in place to avoid perma stunning, but I would much rather have stun skills to be channeled/ have execution time to add risk to them or/and having high costs so that even sustain builds can't spam more than 2 in a row. With break free still working more or less as before with maybe some cost adjustments (costing less). The current CC immunity passive every god damn npc/player in the gameworld has after break free could be a champion point slot.
Dodge roll working to get out of slow and immovability was also always a bit weird to me, but way less so. I understand stamina focused builds need an option to get rid of them, but I would rather have more skills providing slow and immovability immunity, granted, this change by itself would make the already existing skills that provide them more relevant (we also already got sets for it, which would make them more relevant if the skill option is a no go)
Edited by dwolfgheist on December 8, 2025 4:04PM

How do you feel about the current CC mechanics 12 votes

They are fine and shouldn't be changed
50%
Vonnegut2506SilverStreekedward_frigidhandsCameraBeardThePirateJestirMajor_Mangle 6 votes
I don't like them and wish they would be changed, but I don't like the suggestion presented
41%
Freelancer_ESORatty1SFTbirdmann1230ZhuJiuyinMincMincMinc 5 votes
I like this idea and would prefer it to the current CC mechanics
8%
dwolfgheist 1 vote
  • ESO_Nightingale
    ESO_Nightingale
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    I didnt read the post but i just wanted to comment that i think some of the worst cc in this game is the unbreakable weird knockback cc lurchers do. What is with that?
    Edited by ESO_Nightingale on January 3, 2026 11:49PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • edward_frigidhands
    edward_frigidhands
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    They are fine and shouldn't be changed
    This is a bad idea and doesn't belong in an MMORPG being balanced around large scale pvp.

    You are looking for Marvel Rivals.
    Edited by edward_frigidhands on January 1, 2026 2:13PM
  • MincMincMinc
    MincMincMinc
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    I don't like them and wish they would be changed, but I don't like the suggestion presented
    At the end of the day you NEED to be able to cc break or remove snares or remove roots. The thing is if you make the only counterplay available through certain skills, all that will happen is everyone in the game will select those skills and use them. We already saw this happen when zos had old mist form(mag) and shuffle(stam)......then when psijic released we had everyone using RATs.........now with subclassing we have animal skill line and predator.

    Combat hinges on players using play and counterplay rock paper scissors. If you want people to participate these mechanics should be built into core skills to allow players to choose abilities they actually want to use.
    • bash/interupt breaks out of stuns
    • dodge roll breaks out of roots
    • snares do not have a counter.......IMO sprinting should cut the duration of the snare down by a half or by 75%. So a 4s snare would only last 1s during sprinting.

    If they want subclassing to work and play how you want, there needs to be less build requirements forcing you to slot what should be a "choice".
    Edited by MincMincMinc on January 6, 2026 6:55PM
    I only use insightful
  • Freelancer_ESO
    Freelancer_ESO
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    I don't like them and wish they would be changed, but I don't like the suggestion presented
    I would say that I'm not really a big fan of the way CC works in many games but, especially in ESO.

    In much of the PvE content that I do, it feels like CC isn't all that useful because either enemies are immune, the CC is frequently too short to really do much, or the CC is unnecessary. Enemy CC is mildly annoying.

    In PvP, as a player that fits somewhere between bad and mediocre it feels like the CC applied to me is incredibly frequent in a disruptive fashion and it feels like the CC I apply to other players doesn't do much of anything.

    I think CC in games should primarily be about temporarily taking a character out of a fight or countering high maneuverability characters and overall should not be too dominant of a strategy because it's not really fun to play against.

    The problem games tend to hit in my view is that CC ends up frequently actually being bad against high movement characters and good against slow movement characters and it ends up being less about getting an enemy character temporarily out of the fight so much as it is about making them defenseless while you kill them.
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