So, does this mean that ANYTHING with a break bar is going to now essentially be immune to the actual effects of things like slow, chill, blind etc? There were things in the beta that were just normal or vet ranking but had a break bar (punishers I think they were call as well as some mounted things). Those should be affected by the individual effects of these conditions. Slow, chill and weakness at the very least.
I am going to agree with Spoj on this one. By making these things simply breakbar fodder, we are negating and essentially trashing mechanics that can be used in boss fights. We are tossing out the potential to have mechanics for which we need the effects of these conditions as counters. Sure, there will probably be trash mob encounters (things that arent legendary rank) where things like this are useful, and thats great.
I also think that categorizing CC as hard and soft CC isnt the proper way to do that and the divisions are causing some over generalizations.
What we have is total mitigation, partial mitigation of varying degrees and effects.
Total mitigation is anything that can be used as an interrupt: stun, knockback/down, daze, fear etc.
partial mitigation would be blind (especially if an attack is broken up into multiple smaller ones), weakness, chill, slow Some of these are stronger than others.
effects would be immobilize and cripple. These do not stop or slow down damage dealt as long as what you are fighting is in range.
Total mitigation should go to a break bar when a break bar phase is active (I will get to that distinctions). Blind, maybe. but I feel the others should allow their effects to go through, perhaps even at reduced effectiveness (not at reduced time) when applied to legendary rank enemies. (with some exceptions, of course, doing this to tequatl would be silly). This should open up some control over the boss as well as open the door for mechanics that are best countered by slow, chill, cripple, immob, and things like that.
EDIT: I also feel that the break bar’s current implementation especially on enemies ranked lower than even champion is a bit unfortunate. When we first heard about breakbars I envisioned a scenario where things functioned like normal until the enemy was getting ready for a big devastating hit. Unfortunately, from what I saw and what is currently the prevailing understanding as seen in the wiki, CC of any kind ONLY affects enemies with a break bar when the breakbar phase is active (goes green) other than that, these enemies are simply immune to CC of any kind. I feel like breakbars should be more difficult to break but only block CC, especially soft CC if it must block those, during this big attack windup time. That said, the scaling in the beta was weird, when scaled up sometimes, like on elites and champs, the breakbars never dipped below 50-60% before it was killed making it a non-mechanic, in other cases like the wyvern, the breakbar was so easy to break, it was, again, a non-mechanic.
tl;dr, I feel that causing “soft cc” to be eaten by a break bar is negating all these soft-cc’s and thus either artificially limiting the potential boss encounters have by simply removing counters to possible mechanics OR it will make encounters artificially harder (but less engaging) by removing a set of tools players have within the encounter.