Originally Posted by Sergey Butsenov
it's not a CC problem rather than damage absorbtion. Mages and figthers cant cooperate effectively (in damage dealing and killing w/o any CC) because of 2 shields that they need to breack before they can actualy scratch something rather than one. I play tactician with 2h figther, rouge, huntsman, hydro-aero mage and my mage just suck most of time only giving heal most of times. Even "low" magic-armored enemies usualy dies from my 3 physic DD before my mage can do some damage and when i alredy can CC them with spells they already has no physic armor and lying knockdowned or just have hp only for 1 sword hit... and it's nothing about element resistance. it's just stupid. They could prevent CC with 1 standalone "CC-shield bar" but not like that! Many possibly party setups are just f***ed up by this system.


As I say, maybe cc should work before both armours are zero and the armours could be exchanged when another one is zero.
I believe this way solves your argument and keeps the design spirit.