In PvE, people generally see no point in running Control-centric or CC-builds, simply because of the way bosses stacks Defiance, and others are just outright immune to it in every sense of the word. Furthermore, controlling trash mobs aren’t often very useful, as most of them are obliterated long before the need for Control becomes viable. Because of this, choosing weapons that rely on Control (Such as Warrior’s mace/hammer) is generally frowned upon in PvE.
So then, what is it that I propose?
The solution to Control is easy: Make it so that one can still interrupt a boss affected by Defiance, while not outright being able to Stun them. This means a well-timed stun can interrupt a boss’ attacks without leaving them vulnerable or permitting perma-locking them in Stun.
Now you’re probably thinking of World bosses and the like, where zergs of players rush them from all directions. Well, I have a solution to that as well: Give them their own immunity buffs. It’s quite clear that Champions and Dungeon Bosses aren’t designed in the same manner as world bosses, so they really shouldn’t have to share the exact same buff for stopping CC abilities.
Additional Idea
Aside from the previous idea, I’d like to propose that one splits CC abilities into two different Tiers. This is to further balance even more, and to add it into my first idea would be that only tier 2 level CC’s would be able to bypass Defiance stacks.
Tier 1 Stuns
Daze
Pull
Knockback
Tier 2 Stuns
Stun
Knockdown
Launch