It seems to me that by balancing classes the devs are attempting to diversify the choices players make when spending points or choosing powers, so as to not always choose the same feat or use the same power because it's the only one that makes sense.
I'd suggest reducing the control resistance of MOBs in epic dungeons. I love playing a "control" CW, but I can only really do it when playing easy solo content. When in an epic dungeon, control powers are useless, cause even the lowest enemies there have such a high control resistance that they don't stay controlled for more than a second.
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Born of Black Wind: SW Level 80
That would be a fantastic boon. The final boon "removes" the obscenely high layer on control resist on the monsters relevant to that campaign...Demons, Giants, etc...
Let's make control great again.
I found early control in this game to be much more interesting. You used sing to take vast amount of monsters to pool them together, time meatballs and steal time together. (or old shield pop and/or repel on tab for thinks like SP final fight or original cn)
But we dont have massive amount of adds, or when we do , we no longer have skills to control more then 5-8 at a time.
Since this game has changed so much, dont expect the same level or need of control.