borghe said:
The problem is that you refer to CC in this context like it's just a slider that removes difficulty/enemies. However you fail to include that the CC is still the responsibility of one or more players who have many other responsibilities besides CC, and that the CC itself, whe a direct lockout, does so because otherwise the pull would be lost. But it's really that first part that needs to be addressed. In most cases it's not a switch to flip. It's about applying the CC, keeping the pull away from the CC for aoe, reapplying the CC, all on top of classes that are already primary damage dealers or threat generators.
I'm just saying that while the overall effect isn't really different from what you are saying at an overly simplified level, the application of it is hardly that trivial often times and that is where the challenge comes from.
You CC pull and the tank grabs the mobs off you, or you threat pull your CC target away and CC. Since some CCs like Fear and Hex can take a little damage before breaking, you can often just have tank pull the non-CC away. You go back to dps.
Really CC is more tank work than before. You have to remember all the targets to CC, which kill order and pulling threat off if you have someone CC pull.
Overall, not much more than taking a difficult mob and removing the mob. It would be more interesting to have to deal with a mob in an active sort of way. I am not saying that aoe was more fun, but it was less tedious and in that matter was a step forward. They were addressing a problem(tediousness of CC) and had a cheap easy answer. People complained it was too easy, so instead of doing something progressive they just go back to the old model, and that model will eventually be replaced with AOE once gear goes up.
I also think that straight lockout CCs are a game design crutch. It's there to deal with having too many mobs by removing a mob, but it far more fun to be able to take on more mobs in an active matter. Nevermind that pve CCs have constantly plagued PVP balance in the game from their very pve design.
To give a counter example, I was just in the prison area of Tol Barad doing the quests. There are a lot of mobs in there and my gear isn't good enough to just pull a bunch and instant nuke them. However, one mob by one mob is god damned boring. So I went through, dealt with multiple mobs by earthbind snaring them into totem aoe, tstorming them off me, interrupting spells and healing/damaging alternately. This is far more active and entertaining than a dps/cc cycle.