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I don't know what lessons MJ learned from his former games, including DAoC, but I for one, as a player firmly believe that crowd control makes or breaks the PvP experience in any MMO.
DAoC did things right. It granted players the opportunity to outplay larger forces by thinking their actions through. Both sides had mezz, it was however the side that handled the resulting benefits smarter that had the upper hand.
What happens in zergs is an uncontrolable spamfest. Any other form of CC, like we are seeing today (short CC, knock-backs, ups, downs, rounds, unders, ... -.-) actually gain strength in numbers. Especially since the short duration on these forms of CC means that there is no Immunity timer.
DAoC's long CC and Immunity timers were the perfect counter to mindless zerging, which is what made its organised teamplay aspect so goddamn awesome. Also, I have never played a game where properly utilising CC granted more battle satisfaction than basicly any other offensive ability. Killing them was one thing, but being in control is something entirely different.
That brings me to the next subject: Interrupting. The casting system in DAoC was just right. All the 'casting while moving' or 'cast-bar' (where spells will finish casting regardless) bullshit was just wrong to be honest. Again, it only strengthened the zerg because in the end, nothing was really going to prevent you from being at least somewhat 'effective'. Being able to shut down the spellcasters by casting 1 AoE spell in the middle of them is another ideal way of countering mindless playerclusters.
Zerging is disliked because it's basicly as mindless as PvE. Prevent such a dumbed down playstyle from overpowering teamplay, positioning, skill and wits purely due to lack of numbers and you'll be making a grave mistake. MJ can focus on PvP as much as he wants, as long as the CC and rupts are gonna be just more of the same, things aren't looking good...