In all of the discussion of sPvP/tPvP that is found in this and other places, one complaint seems to come up with some measure of consistency, and that is the way that CC and burst damage make PvP to be feel very zergy right now.
Ultimately, one of the big issues people are encountering is that its very easy to find oneself chain CCed in the midst of a battle and, having only one or at best two escapes, to have no choice but to eat burst damage and die quickly.
Now in 1v1s, CC seems fairly balanced in this game. In 5v5s, 3v3s, 2v2s, etc., it doesn’t. This is because if professions are balanced, then any one player should have sufficient CC and CC escape to match another player evenly, but in battles involving multiple players, and 2 or more players using their CCs on any one will provide more control than his class is actually technically capable of surviving.
This is not unique to GW2 specifically, but is true of combat in any MMO with CCs, and not only is it arguably unfair, but its inarguably not fun to get killed through CC with no ability to do anything about it. To mitigate this problem, other games have introduced passive mitigation systems. Some have used a diminishing return system, whereby every consecutive CC used within a given period of time on a single player would last for shorter and shorter durations. Others have used immunity stacking, whereby all CCs used in a given period of time would contribute points towards some period of immunity, such that if, for example, you are CCed twice immediately in a row, you become immune for some given period of time. Besides just making CC less annoying, these systems introduce a particular element of tactics and skill to these games, as players must manage their own and opposing players’ stacks/DR/etc. to achieve the best outcomes for their battles.
GW2 has given us stability to deal with CC, but it doesn’t really achieve this same goal and serves instead as a good option for more specific situations and really serves the same role as the abilities some classes have to gain on-demand immunity for short periods in other games – games which also have the universal passive mitigation. As a general counter to excess CC, it’s not very good for several reasons. First, it’s more accessible to some professions than others. Second, its not always easy to get even for those professions for which it is available. Third, it generally has a relatively long cooldown, and it should, given its strength, but that’s part of what makes it strong for particular situations but bad for general management of excess CC. Fourth, its easy to watch a players boons and wait until it has expired to chain CC him, knowing that he will not have access to it for a long time.
Ultimately, I think that this one addition alone would double if not increase even moreso the fun and tactical effort required in GW2 PvP.