Feedback on Control Effects This update falls flat here again because there is a disconnect of what the developers are saying, and what they are executing. First, a developer stated along the lines that control effects from controllers are designed to last the longest and be unique. Under the Dominance stat, we're given the same 4 types of control effects that are on live that benefit from the long duration mechanic based on a controllers dominance. An increase of 3 to 6 seconds is still minimal compared to the full force of controlling on live in where we can control NPCs for 20+ seconds. This is of course on NPCs where these effects are noticed and actually useful (NPCs that have no breakout profile like the the lesser Parademons in DWF & even some of the amazon warriors in the Olympus). CC duration on test for Mass levitation, the new prison power, mass terror, the new TK pull (pull then stun), all register a stun for 6 seconds at 92 dominance. Notes state the increase is from 3 to 6 however, given the fact we're limited in stat expansion at the moment, I cannot conclude that the dom duration mechanic will affect these powers. It it does, disregard. If not, you have a conflict of what is being said and what is being done. Added CC effects The conflict also exists between the stuns from pryokinesis, psychic shock and terror tendrils. I will give thanks for listening to feedback on adding more control effects and reinstating it to these 3 powers. However, their stun effect duration does not match the duration of levitation/stun from Mass Levitation, Prison, Mass Terror, and TK Pull. The stun effect last only 1 second when you use Pryo, and shock. If I use Terror Tendrils, 6 stun effects are registered on the NPC along with 2 ticks of damage. This is the clash of CC duration I'm talking about. Making it so the higher dom player's CC registers is an ok addition but it is not needed. The fact control durations are so short make it so it doesn't matter. Control effects will be reapplied by default based on the other perks they have (debuffs/Power interaction set ups/even damage) but the cool downs on the powers with 8 target stuns is still pretty long. They are not spammable to suppress mobs of NPCs, which is what a controller is responsible for even in the presence of a tank (their CC suppress the NPCs which cause less damage which reduces heals out from healers). So we're still restricted due to cool downs. The option can be to use 2 powers with 8 target CC but now you're going into territory that, depending on instance, will disagree with the power healing priority choices among debuffs. I'm just not a fan of the mass target CC powers having long cool downs. The more spammable powers in mental only control at max 2 targets depending on what it is. That's a major fail and one of the weaknesses Gadgets had pre GU40. Adding Paralyzing Dart (8 target stun power with barely 1 second cool down) was a majorty advantage to what it had before because it allowed us to be in a position where we can actually control massive mobs. I have agree that Tank physical pulls should have priority over other effects. Closing So, I'm hoping we get a dev response to this. I'm taking time away from finals study which is a major sin... but I do enjoy the game as it is on live. Obviously it's not perfect. This current direction on test is just so wrong in regards to controlling. Yes, some of the changes would actually be neat if they were implement to what's on live like the supercharge building. If there was an OPTION to do an AUTO PoT cycle (very similar to elite affinity mod) even that I would be ok with if the current PoT mechanics on live worked too if you didn't want the auto option. I would actually be ok with the lame Innate Power Over Time Change IF the control effects were left alone. I mean seriously, there is no need to change them other than to remove the base duration of 15 seconds and just have everything scale with dom for those 4 CC effects. Even there you would have a reduction in CC duration (which is what is actually being done) while at the same time putting the complete length of the effect choice in the players hand by still encouraging the dominance duration mechanic. Aside from the alterations made from the first phase of testing, everything else is just something I doubt anyone asked for. I'm still confident that end game testing will allow me to give far more detail on some mechanics, and that the team will continue to make adjustments. So I don't think anyone should fire shots at you guys. But if this was to continue to go in this direction for Controlling, I have to say it would be very difficult for me to really enjoy the game. I really hope this does not go live.