The description text of dungeons in the queue panel is saying that Group Requirement is "1 Tank, 1 Header, 3 DPS". As we can see, "Controller" (or similar text) isn't being mentioned.
If those contents weren't implemented in a way that controllers can find their roles inside, please consider looking into the content design; if the "Tank" can also be "Controller" (or similar text), please consider altering the text a bit.
Please make controllers feel they are part of the game.
Comments
Tank controller? Sounds like a tank.
Control Wizard, as its name suggests, primarily focuses on controlling enemies and is not by nature a DPS class. More details about CW on the wiki. There are different wizards who focus on DPS, but they are not Control Wizard.
However, one thing to note is that what makes control not needed in most parties is that we overgear the trash mobs so badly. Bosses get tougher with each new release, but level 73 trash mobs aren't really tougher in Tomb than they are in Castle Never, so long as people adjusted their Resistance Ignored. When the group clears a pack of mobs in seconds, there is no need to control them. They hit so hard that squishy DPS will get 1 shot so there isn't a set up time to cast CC powers. Might as well just burn them down.
The bosses of course never have meaningful adds that need to be managed, again moving everything to the 1 DPS for all roles. If you only have 1 real target, 1 DPS can handle it. We went from Add Overkill in the early days of the game to the extreme opposite and neither is optimal for encouraging balanced groups.
Largely agreed. Some adjustments to trash mobs or adds could be a way to make control useful again and thus encourages balanced groups.
Okay. So it looks like we somehow are having many Controller classes in the game. We need some Defender, Striker, and Leader classes to balance the class diversity.
Striker: DPS
Leader: buffer
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
But RPG/MMORPG players around the world don't all have the same preference. Some enjoy being healers/buffers/debuffers, some enjoy being front-line warriors, some enjoy being ranged supporters, and some enjoy being glass cannons. So imo, providing more more types of contents and classes can attract more RPG/MMORPG players to play the game.
GFs have MANY control abilities and feats as well
Just because the newer Devs and Power Creep have made CC irrelevant or even a bad decision does not take away from the OP's point that CC should be a viable choice
However, there is the gear for a class and there's a whole paragon tree dedicated to a "controlling" option primarily by the Control Wizards. The problem is that the Elite mobs are mitigating any controlling option by a longshot, thus rendering the CC useless to use. And this class is completely and utterly skipped despite being called "Control Wizard".
Just because people ADAPTED to a situation like that one doesn't mean that they appreciate it.
There's really no other way to put it, but the Control is broken completely since MOD6. Why should anyone skip fixing that? When I started playing the Wizard there was never this huge "DPS" necessity. It was the party synergy. Everyone had their role perfectly up to the MOD3. And since MOD6 each new mod just prolongs the issues of the MOD6 with super-tough bosses and dungeons where you can't go to without a tank and a healer. Now, if you had some controlling options you might do it, albeit it's a risky situation, without the tank or a healer. And this would prove that someone's a good and skillful player who needs no babysitting OP/DC combo.
The "One tank, one Heal, three DPS" looks like it was written in a rush when the new content came along only to give people some idea how things are done, it's not necessary to run in such a composition to begin with. Unfortunately the content remained like so and like so it's fitting. This is wholly unfortunate.
This was done for the people to think and be more open to a class variety, but people are never going to look into the variety for as long as they can do something faster, better and overall swifter to that of playing as a variety. This is now how the original game was done.
On a paper it looks good, the game premise looks good, but it's far from the truth since people will always go the easy way to get the most in the shortest amount of time possible.
And this leaves many people locked out of the content without venturing forward with a tank and a healer. And that sucks.
Now, that leads to talking about the flaws of the game design and for some time it does feel like there's no real conceivable base to which everything applies to a letter. It feels messy. This leads to broken things which on top of that get broken. And when people get accustomed to broken class or some broken stuff and go like "OMG you play that class, gimme a break" or similar, they come and say "You know what, that's ok, now we have enough dps after a year to beat that dungeon so what's new, give us new content" and the majority of people like that are not helping to fix the the broken stuff.
So, to sum it up, my whole point is that developers shouldn't oversee something simply because the content is "beatable" with a broken class. There's still no real synergy and it's getting way too oversaturated and thus overshadowing the reall monster under the bed which is the Controlling option and the whole "DPS/NONDPS" fiasco.
I'm all up for the CC options, but if that's too much to ask then a decent damage increase would also do a trick and everyone would call it a day.
Outside of those two areas, though, she's not all that useful in group content. Her ability to freeze-on-demand makes content in places like Chult a lot easier, though lack of dps means that it takes quite a while to dispatch the new mobcicles. And she absolutely has to get assistance in House of the Crocodile to deal with the boss fight.
An interesting drawback about the CC CW has to do with choosing your effectiveness: to have Arcane Singularity be effective in tough content like Marauders and Tiamat (where enemies have thick HP bars and Heroic Encounter levels of control resistance), you need a lot of control strength. A LOT. A WHOLE LOT. (Her control bonus tops out at 118% at the moment). The downside of this is that it means that you can't use it in normal open-world content, because normal enemies don't have enough control resistance. This might sound like a good thing, but it isn't: with normal enemies, the singularity in AS pulls so hard that it's more like a gravity-assist maneuver, the kind that NASA might use to slingshot a probe past Jupiter to gain delta-V:
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
As for transimutation or necromancy spells, not that Control Wizard should not use them, but I would suggest introducing transmutation-focused wizard and necromancy-focused wizard classes to implement those spells instead.
I mean my Wizard is an Sun Elf which offers a Control Race benefit (perhaps nothing great) but she also has a Valindra's Set and a Will-O-Wisp companion and those both improve Control / Control Resistence by 10-15% each. Still your far more likely to see 90% of Wizard's not even use the Valindra Set anymore because control has been neglected for far too long in my opinion; many may have one item in set but most forego the SET bonus trying to focus on DPS.
Which I suppose is their right as any class can be build to maximize damage; but Control is an important aspect for Wizard's or at least it once was... which is why their called Control Wizard's not just Wizards.
CW MoF spec is at best a mediocre debuffer, and CW dps spec isn't even on the same dps page as GWF/HR/probably revamped SW.
So basically the CW is fairly useless at the moment.
CW had is big days back in mod 1-5, when relative mob damage was so high that freezing mattered, and it had real value to knockback mobs into the void. Then things got nerfed and nerfed and nerfed.
That is to some extent the case of all controllers on mmorpg's. Abilities that takes mobs out of the fight are generally very hard to balance around. Either the controllers are so powerful and useful that you MUST have them to survive a fight, making non-controller groups not an option. Or they are so weak and useless they are a wasted group spot. Or you can do well without a controller, but having a controller in group will completely trivialize most content. To find something in the middle is very hard.
Today freezing trash is a nice convenience, but does to a very small extent contribute to the groups results.
To have a role in todays game the CW really need more damage.