Crowd control: the ability to take at least one enemy temporarily out of the fight by use of mind control, hypnotism, a cosh over the head, crazy transformation spell, rooting them to the ground, freezing them in ice – it’s as old as Dungeons and Dragons itself, which makes it rather older as a concept than any MMO.
In Rift this week we ran another 5-man instance in guild. This time it was King’s Breach, and when settling down at the start we discussed which abilities and offspecs people had available. I mentioned I could do some crowd control as well as dps, and so did Pewter. The rest of the group reacted positively, “Great, two crowd control spells available, let’s rock.”
This is part of the whole old school feel of Rift, because in my experience, as soon as people get more focussed on running dungeons quickly, CC goes out of the window. This is mostly because if you have strong (*coff* overpowered *coff*) tanks, healers, and dps with strong AE, then it’s just much faster to burn all the enemies down at once than it is to kill them one at a time with CC.
I was reading WoW forums this week and I saw a new argument against the use of CC in instances:
The thing about CC is you are doing it for the Healer, no one else. One mob less dealing damage makes the Healer’s life easier. However, for tanks (and DPS to a lesser extent), CCing makes their job HARDER. Making sure not to break CC distracts you from doing your proper job.
I think this shows part of the influence of LFD. It’s not so much about the group picking a tactic as, “oh, we only use CC if the healer needs it.” This makes CC sound more like a crutch in PvE than an interesting and valid tactic in its own right.
And more importantly, it means that if you do get a bad pull or an unexpected patrol, a quick thinking CC player is wasting their time, because the other players will either ignore it or simply not recognise the crowd control spell effects.