So two new crowd control effects were put into control points as an effort to stop people from playing there without a full group. We'll call those disorient and teleport. Disorient, for those unfamiliar with it, randomly remaps your directions so your movement no longer goes forward is forward, back is back. Teleport randomly moves you to a different spot on the map, usually within ~20-30 radius. Now, the issue I have with these is three-f0ld: 1. Disorient, as a mechanic, disproportionately affects melee characters, and does not do anything to the combat flow of archers or mages. 2. Teleport, as a mechanic, disproportionately affects melee characters, and does not do anything to the combat flow of archers or mages. 3. Both of these effects have no cooldown, resistance, nor diminishing return. You can, luck allowing, be chain teleported from the control point all the way to the gate entrance. Or in the more common case, disorient that changes directions every 2 seconds. It also removes the skill aspect of it, because in these situations you do not have time to both adjust to the new heading, and regain the lost ground due to travelling in the wrong direction. It is currently possible for you to lose an entire control point with 5 people standing on it, just by an unlucky initial volley upon wave spawn of mages teleporting everyone off and disorienting them during their spawn/immunity phase. In their current incarnation, they don't add difficulty, they just add a PRNG to the fight that punishes characters who aren't ranged. Or, at most optimistic, they just add a mandatory skill requirement of blink Please consider adding a lockout to these skills so that they can apply to the same character at most once every 5(teleport) or 10(disorient) seconds, and a limit on how often the npcs can cast them (6 seconds should work there). This will put disorient back into the realm of a fun mechanic and make teleport no longer a prng check. Also consider adding a lockout to the control point where the control point does not start losing capture progress while monsters are immune on it.