It wouldn't change that at all. The CC bar wouldn't block any damage.
The current problem with armor isn't that you have a health bar afterward, it's that you're fighting things with way too much armor. And the reason for that is because devs know that CC wins the fight...so they have to make all enemies have huge armor pools regardless of class/race/style/etc.
Putting this CC bar in would allow for low armor (weak to 'x' damage) targets without letting you just immediately win once you get rid of the armor.
As it stands, if the armor is gone, the fight is over....all because of the massive amounts of CC. That's what gives you the feeling of "I should have won already." Not because you actually killed the target, but because they can't put up a fight after you've beaten through the armor and make them lose one turn every turn.
Ah, alright. I miss understood. I thought you were saying that your suggested CC bar would soak up damage when activated to block damage to the target.
So, in essence, the bar keeps from spamming CC and needs to be depleted while attacking the target in order to CC again......Does that mean someone dealing high enough damage could deplete the CC bar fast enough to effectively keep someone CC'd?
I understand the reasoning for the armor system and its issues; my apologies, I misread your suggestion.
And while there is a lot of hard CC, I don't know if it's too much. I think part of the problem is too much hard CC vs soft and that there needs to be a middle ground between impossible to CC (armor up) and impossible to CC (armor gone).
I still say I liked the roll system from before a lot more. I still don't understand the issue others had with it; we use the same system in table top games and the appeal to old-school gaming was suppose to be the appeal.
Ultra deterministic gameplay in all things sounds nice, until we realize that balancing that is ridiculously hard and everything that's been tried so far in this alpha just highlights a problem elsewhere.
Wouldn't the easiest solution be for them to either gut a number of ccs or distribute them across a wider variety of skill levels? I actually kind of like the magical armor and physical armor system when it comes to damage mitigation. They could just reduce the concentration of ccs and remove the status immunity component from the armors.
Alternatively, assuming that for some asinine reason we need to keep the number of crowd controls high, removing the resisting component off of any non cc status ailment might do the trick. Though I am more in favor of just removing the cc component from skills.
It's been suggested before that more soft CC and removing 100% CC block from armor would be very nice; that had support in the threads but didn't get very far.
You can't just gut status effects or then it becomes like Diablo where instead of different damages actally having thematic and strategic importance, it just becomes "Choose your preferred color and match to defense"
If damage mitigation is what you like, I'd suggest linking the armor system more to skills and talents rather than what you wear. That way you have more control and don't have to change what you wear just cause you know what you're facing and squishy wizards stay squishy before they get off something like rock armor.
This new system also encourages everyone wearing the heaviest armor they can grab for specific enemies. Rather than encouraging building a role played character and dealing with advantages and dis-advantages.