Blizzard mod Josh 'Lore' Allen stopped by the PvP forums the other day and talked a little about the recent changes to various crowd control mechanics in World of Warcraft.
The New WoW Token Hopes To Cut Out The Goldfarmers
We've all been there. We've been rooted or Psychic screamed or otherwise incapacitated by some "g-ddamn Rogue" (I assume it's a Rogue) and those ten or fifteen or twenty seconds are just the longest moments in history, we're unable to do anything. What never helped is that we were often debuffed with further Crowd Control that made things impossible.
That's not exactly the most fun thing to experience, and so Blizardz made some changes to how Diminishing Returns - known as DR - works.
Only A World? For Real Adventure, Try Exploring The Galaxy In Elite: Dangerous, On Xbox One
"As most of you are likely aware, there is a brief window of time after a crowd control effect has been applied, during which further crowd control effects of the same category will have a decreased duration. In patch 6.0.3, due to the method used to update diminishing returns, that window could last anywhere from 15 to 20 seconds." Lore said in an official blue post on the battle.net forums.
There are currently ten separate types of Crowd Control in the game - Charm - which controls an opponent, Daze - which generally dismounts someone, Fear - sends them running, Root - keeps them in place, Sleep - all actions and abilities are impossible for a short duration, Slow -cooldown times are reduced, Snare - speed is reduced, Incapacitate - players are unable to move or act, but this does break on hit, Disorient - similar to Incapacitate, unable to take action and you wander about and Stun - prevents actions and does not break on damage, one of the best.
"Patch 6.1 added some new functionality that allows diminishing returns to update much faster, which means we can be a lot more precise with exactly how long they last. So, we made a recent hotfix that changes the duration of diminishing returns to 18 seconds. That means diminishing returns should last about as long as they did on average prior to these changes, but you're able to have a much clearer idea of exactly when they'll end."
Basically, this affects both sapper and sapee: PvP, especially at the higher levels, is a game of milliseconds, of "meta game" - of knowing your opponent's move before he does, and a five second window is just too much variance in strategy. While some have called for an outright immunity to Crowd Control effects after they have been applied, or to put all CC on the same cooldown and DR scale, this may be the best PvPers can get for a while.
PvP aficionados are...vocal in their support of their pastime. Continuing reading the thread for reasons why.