True, true. Enrage is broken, Crippling Blow is broken. But even with nerfing those two things. Why would you play a mage, if you had no way to guarantee your CC anymore? Why would you waste your time gimping yourself with a class that can (barring hailstrike, wands) burst out 450 damage in a single turn using 8 AP, rage, savage sortilege and flesh sacrifice? Without any guarantee that you'll disable anything? What's to stop you from picking Warrior, and presumably having CC that's just as effective, or rangers with their special arrows, and in both cases, having many times the damage output, and often from longer ranges? This change that people keep proposing, of bringing back chance based CC, means either bringing back primary stat scaling again (which was bad design, since it pigeonholed you into investing in intelligence exclusively), or spells like Drain Willpower to guarantee that CC, and once again continue the boring infinite CC cycle that we had in the original. The only other options are to either A) make it so CC chances cannot be increased, rendering mage's strongest offensive option (double wands) just a lower damage, lower range version of bow attacks, and equating mage CC to that of grenades, or special arrows, or warrior CC, etc. or B) just adding more ways to restore armor/cleanse CC into the game. We saw plenty of that in EE, and it worked well at breaking the cycle, between Purifying Flames, Winds of Change, Cleansing Water, etc. Do you think that implementing such abilities could be a viable alternative to the nightmare that was the original's system of chance based CC?