Spoiler:
I wanted to bring up an idea that’s been on my mind for a while — increasing the damage threshold required to break CC (stagger) to around 5% of max HP.
Right now, it feels like CC often gets wasted because even the smallest bit of stray damage instantly breaks it. This not only reduces the impact of coordinated plays, but can also make fights feel a bit chaotic or unrewarding for players who try to time their CC properly.
By adding a small buffer — say 5% of HP before the CC breaks — we could reduce a lot of that frustration. It wouldn’t change balance dramatically, but it would make crowd control feel more reliable and intentional.
It’s a minor tweak, but I think it would be a huge quality-of-life improvement for both solo and group play.
What do you all think? Would a small damage tolerance make CC more enjoyable or fair, or do you see potential downsides I might be missing?



