What is Defiant? Defiant is the mechanic where whenever a CC ability is used on a boss, they gain stacks of Defiant that make them immune to further CC. The stacks can only be removed by wasting CC moves on the boss. This is to prevent content from becoming trivialized by players chain-CCing bosses so they are unable to fight back.
Why is it a problem? There already is a way to trivialize content, and that is full glass cannon/berserker DPS killing end game bosses before they can really do anything. Meanwhile support and controlling builds just take a much longer time to clear most difficult fights, because a good chunk of their loadout is useless on the boss. For non-glass cannon parties, combat becomes reactive (dodge attacks, stay out of red rings) instead of active.
Why remove it now? The Queen’s Gauntlet and the open world QJ Champions really made me wonder—is this mechanic really necessary? Those bosses are quite difficult and challenging but do not have the Defiant mechanic at all, which really increases the strategies you can use. Granted they are all typically fought by a single player, but the lack of Defiant makes them feel like 1v1 PvP fights, which is awesome.
Reasons to remove Defiant
- Defiant discourages skills that exclusively control enemies, even skills that might be useful on non-Champion/Legendary mobs. This reduces build variety.
- Defiant forces groups to focus on DPS and reactive play instead of active play.
- We already have large fights where parties & zergs face off against other powerful enemies without Defiant—PvP & WvW—and while chain stunning is a viable strategy it is in no way overpowered. We already know that this can work.
- The removal of Defiant can increase the complexity of Dungeon & open world boss fights to require the use of CC and generally make them more fun, instead of DPS/Dodge races. Right now, almost no fights require CC because of how unreliable Defiant stacks are to control. There are several fights in the Queen’s Gauntlet that benefit greatly from CC moves (pulls against Liadri, chain stunning the Windcaller to stop her from spawning so many whirlwinds, knocking back Chomper to keep him from getting to the meat for buffs). Every class has access to plenty of CC, many of them passive CC skills on their existing weapon loadouts they already use for DPS.
Alternative to Removing Defiant
Defiant doesn’t appear until a certain number of CC moves are used on the same enemy within a certain window of time, and then it fades automatically after time passes. Defiant is still a valuable mechanic in huge zerg PvE fights against against non-structural world bosses (Dredge Commissar, Ulgoth, etc)—with so many players it would be true that the the enemy would just be totally locked down without any active play from the players fighting it, they’d be using so many passive CC effects the boss would be totally disabled. Adding some kind of zerg check threshhold to trigger Defiant if too many CCs are used within say 3 seconds could continue to cover these bosses. The duration of Defiant could continue to increase as long as the same CCs/second continue to be used after the buff first appears, so this could add some strategy—go ahead and CC the boss, but if Defiant appears, stop CCing to let it wear off.
The threshhold could be set low enough to keep the risk of triggering Defiant in smaller PvE fights like Dungeons; this would keep the active controlling play, but require controller classes to space out their CC moves instead or risk triggering Defiant. Structural world bosses (with the big red targets) are already immune to CC and I think that’s fine.
Alter or Remove Defiant, but keep the resistance to Blind. Blind would still be overpowered in Dungeons (some classes can keep up Blind constantly) and so the Blind resistance should remain even if Defiant is removed or changed.
tl;dr: Defiant is an outdated mechanic that reduces build variety, PvE fight complexity, and fun in general. As the PvE meta has developed, it’s becoming clear it’s not really needed to keep the game balanced. It should be removed entirely or changed so that it triggers only when too many CCs are used at the same time, and then it should fade after time passes.
(edited by Marstead.6430)