This could be one way of solving the issue, yes.

Lower damage means fights take longer, which means more rounds of activity. This means cooldowns on abilities are more impactful and CC uptime would be effectively lower.

However it's hard to judge damage values as of yet. I get the feeling magic armor and physical armor values end up making the majority of characters' effective HP pool (based upon vitality/armor abilities and the gear you find). It could just be that CC becomes ineffective as armor values inflate beyond what can reasonably be punched through in one round.

However, it doesn't address how the current armor and CC system is binary in nature.

Last edited by ShyCryptid; 23/09/16 05:32 AM.