CC is definitely a valid role in a group, and you'll generally want a class that can break camps by pulling in some fashion. There is barely any AE dmg abilities so burning packs down isn't in the design at all.So reading a lot of comments and not playing in a lot of group situations, I’m assuming they’re attempting to bring back the art of pulling? I’m guessing a core group trinity is in MnM as a foundation for maximizing group success?
I’m pretty excited if that’s the case. I played a tank in WoW for several expansions in a raiding guild and one of my frustrations with the design of “pushing keys” or mythics was more about knowing a route and dps than groups roles and necessity. As a tank you were expected to know the perfect route and what you do or do not need to pull. Then it was just about burning it down. I miss the importance of the group make up and the proficiency of the class.
The Realm OnlineWe need a mmoCrpg
Ima steal everything from the houses then show it off in an evict partyThe Realm Online
We are due for a combat cloud turn based MMO. I agree.
The Realm Online
We are due for a combat cloud turn based MMO. I agree.
But do they have $500 Beta packsIf you’re coming in from ashes, know that this is not at all a pvp focused game.

I’m sure the rest of his team is looking forward to getting paid

No game has brought cc into it as intensely as this since honestly eq. You get to the 50+ levels and breaking camps can be serious business . It’s probably my favorite thing about the game
Beta WoW and early vanilla leaned more heavily into CC in group encounters. In beta, warlock banish worked on any NPC and cost a soul shard to cast. I remember using banish and fear juggling and succubus seduce to CC like 4 things at once in dungeons on my warlock