
Originally Posted by
Paragon
As others have said, one big, huge problem with this system was that it essentially added another set of immunities to monsters and players. Even adding more immunities to one or the other is just a bad idea. Immunities are bad for gameplay, take away options, and make for extremely uninteresting tactics that generally boil down to having all the melees charge in and clerics mass heal them.
Turbine has made this mistake again and again. Every time they see something as too powerful or too good, they hand out immunities. It takes away options and makes the game much less fun. A perfect example is the Epic monster ward. This just makes it so you have one option and one only: damage. Instead monsters should have been balanced on epic so that it is simply very hard to kill them with kill spells and so it takes more effort and the use of more different abilities to take them out.
Also, many times spells, whether crowd control or otherwise, have been changed to dampen their effect against players. This has had the secondary effect of making them far less useful for players to cast on monsters, further reducing the options available to casters and really to the party as a whole. Crowd control is one of the few things remaining that casters can do well, at least in a lot of the content. As others have said, you should be coming up with ways to make it more useful and more fun, not less.
The original plan would not have been too bad, making it so that effects cannot be reapplied and making everything immune for a short duration after breaking free. This would be perfectly in line with pnp crowd control, where you usually have just one of the spell to cast in an encounter anyway. Shortening duration is a bad idea because it takes away options such as cc and leave things alone. It also makes cc much harder on casters already very limited mana pools.
Finally, I would like to address what I see as the underlying problem that has caused this and many other systems/changes in DDO to go so wrong. This is the attitude that some devs seem to have that everything must be done the one way they intended it to be done. So often it seems like anything other than the one intended path is branded an exploit, removed, nerfed, or stopped in some other way. This was the case with WoP weapons and removing con kills--it took away an option for killing things that could have been rebalanced in other, better ways. It was the case with dungeon alert, which rather than adding new and interesting challenges for zergers to face simply forced them to fall in line and kill every mob in the dungeon. It continues to be the case with sneaking, as stealth is widely disregarded and almost never allowed as a strategy to finish quests.
It was about to be the case with cc. With regard to respawns, if players can find a different way of dealing with them other than killing every monster as it comes out, then they should be allowed to. Design your dungeons with this in mind. Force players to make use of tactics like FtS on respawns rather than making it so those tactics don't work. Put in respawning mobs that can be dealt with in that way and it will give casters more to do and think about in groups. There will still be challenges involved, just let it be something other than kill kill kill all the time. It's much more fun when there are many different ways of completing quests.
When I bought this game, I had seen information from dev interviews talking about sneak mode in the game. At they time they had stated that it would be perfectly possible to complete quests without killing a single mob. Now the game is all about DPS. Take another look at making other options possible. Make more quests with ways of completing them without combat, or at least without as much. Make it possible to do dungeons by sneaking. Make it so players can go through quests by using cc on monsters rather than killing all of them. There will still be a lot of challenges involved in running things these ways. It's not an easy button to FtS or cc all the monsters and leave them behind rather than killing them, as almost anyone who has tried it could probably tell you.
Most of all, Turbine needs to endorse these alternate playstyles and make them just as fun and doable as the predominant dps kill everything methods.