It seems as if significant crowd control has been diminished over the core gameplay of pve content. Specifically, modern retail WoW it's essentially mindlessly AOE down a trash pack. Again, I guess it determines the approach to engage a combat encounter in a game's pve system.
I really think Crowd Control should be prevalent again in PVE gameplay.
Crowd Control can mean many things to many different players. This is how I would break down crowd control.
Snares - decrease movement speed
Roots - keeps npc in place but npcs can still attack, damage can break roots
Stuns - low duration cc that can have an npc be ineffective. Can break with damage.
Strong Roots - keeps npc in place but npc can still attack, damage does not break root.
Mesmerize/Lull - the npc is 100% nullifed, Can't attack or move. Damage will break it. Long duration control.
Hard CC is integrated into a class role at a primary or secondary level and doesn't have mass distribution among your classes.
Soft CC has a larger distribution among more classes and typically categorized as utility.
Let's also define the difference between a primary and secondary role.
Your role in how you engage in combat. Typically the trinity (tank/dps/heal) -- Think Enchanter/Bard in Everquest.
Your role in how you engage in combat but brought to groups based on your primary role. -- Think WoW Mage. (Mage = DPS that happens to CC)
Questions for Discussion
1. Should CC be an integral asset to PVE Gameplay again? Why or why not?
2. Should Hard CC be categorized in a Primary Role or Secondary Role?
Would love to hear your thoughts! Thanks for posting!