That’s a fair objection but the idea that people are using CC in heroics is ludicrous. It’s pretty easy to verify that people did use CC in what we would label “trivial” content in the past though.
I interpret that as - Yes, its a dead tactic.
Interrupts, silences, and stuns are certainly not “dead tactics” in dungeons.
Another aspect is back in vanilla/TBC classes didn’t have as many abilities and stops.
There were no aoe stuns, now many classes have them.
There were no aoe disorients which are now common.
Only a few specs had any real dps cool downs so the concept of “pop CDs and melt this pack” didn’t really exist.
Tanks didn’t really have any “cool downs” either to survive. Shield wall was a 60 then 30 minute cooldown.
Also many specs barely had any aoe at all.
It’s a different game right now.
CC is still pretty important
You wont see anyone doing it below 15+ keys though
In PvP you’ll see CC more, but very little thought goes into it until unless you are playing competitively
i swear, OP just likes to hear himself talk.
straight up admitting you don’t play, while saying you never see something used… ok then.
I regret to inform you that this is definitely not the case and that even though Dflight has more CC Abilities available to all classes than any other expansion and some CC is baked into regular abilities such as Solar Beam or Wake of Ashes CC is somehow used less because people in Normal or Heroic dungeons are afk
Likkkeee I know that the math for dflight calls for each class having an average of at least 2-3 extra CC abilities over prior expansions but unfortunately the math just somehow works out to the game being less cc focused
Different classes have a fair number of abilities that are only useful when you’re coordinating with other players. What good does it do for a rogue to cast shroud after the tank has started to pull, because he didn’t know shroud was going to happen?
CC is very important. Those are the only mechanics I pretty much pay attention too.
Since in most content, the mobs can’t hurt me or the party, I only pay attention to those that stun or silence or fear me. Because those are annoying.
Otherwise, I continually feed flaming things into the mobs.
I do use CC on occasion, when in a dungeon, say, an add latches on to me and starts chewing on something sensitive. I’ll pump a Deathcoil into them to send them on their way and off my back for a few seconds.
And, of course, I fear that one affix mob we get now and again.
Other than that, my CC is marginally useful. Folks don’t like mobs ping ponging around the field as a general rule, and my banish is reallly situational, and my Shadowfury…
Honestly I don’t know when to drop a Shadowfury. It’s got such a large cast time, a short effect time, I very rarely use it.
People absolutely should CC in dungeons as others have said. It is true that unlike in classic, CC isn’t just about taking mobs out of the fight to deal with independently anymore. CC is stuns, interrupts, enemy dispels, slows, disorients, fear, incap, pushbacks or grips, roots, etc.
Incorp says hi
Back then, until you out-geared content, CC’ing several of the group was vital to survive. There was no way to survive certain encounters, because the firepower wasn’t there to overcome it.
Now it’s a mix. Stuns, etc are important. Using CC to bypass trash is convenient. Otherwise? I guess it depends on your group, but I would say that I haven’t encountered a situation where 2-3 mobs were CC’d then released one at a time for years.
Rita you are the nicest person in the realm.
the only thing I see in at least leveling dungeons is tank charge in pull room and keep running to the last boss with a mountain of mobs trailing behind, aoe the mobs, kill boss, rinse and repeat, cc? what cc?
It depends on what somebody means by “CC”.
If they mean putting polymorph + sap + repentance into a pack to reduce a pack from 5 mobs to 2, no, you don’t do that anymore unless it’s necessary (re: almost never). A lot of classes have more useful in-combat CC now that gets used in dungeons as a way to stop casts or create breathing room.
Mind you, the classes with hard CCs still have them, and they’re usable as a sort of “soft-stop”, which means just stopping a cast or action from a mob with a CC intended to break immediately after.
A specific affix, Incorporeal, also incorporates usage of the longer-duration CC effects.
CC is still a big thing. It’s much bigger than it was in Vanilla. In some of the more serious groups I play with, we have shot callers to call CCs.
What kind of groups do you play in where you don’t see them used??? Let us know so we can avoid them.
The follow up is that responding to Rita is the only time OP posts again in a topic like 80% of the time.
Which one on hand. Fair.
CC is only used to lock down healers and there are few healer mobs and no healer bosses in PvE. Now PvP…there is plenty of CC there!
I’m sorry, what?
it is in leveling dungeons, no one cares its all just go go go go mentality, zerg to end requeue !!!111!! -__- no one bothers to teach newbies what trapping/ccing things means anymore.
as for key grinders and mythic+ end game yes trapping, silences, interrupts/stuns are still beneficial for sake of saving time or controlling mobs as limited as possible so stragglers dont run off an grab more trash when unneeded for %