Yesterday, Syl tweeted about a video demonstrating some of Wildstar's combat mechanics:
#WildStar Raiding Rampage - https://t.co/JJ3FVDJoLL ...very nice insight into bigger battles and the telegraph mechanics.
— Syl (@Gypsy_Syl) November 28, 2013
The second mechanic discussed is intriguing. Some bosses have "Interrupt Armor". Essentially, if you want to stun the boss, you have to first reduce the interrupt armor. Each stun you apply reduces the interrupt armor by one, and the armor regenerates after several seconds. So if the boss has interrupt armor of 2, you need to use 3 stuns to get through the armor and actually stun her.
This is the inverse of most systems used to keep Crowd Control in check. TOR has resolve. WoW and FFXIV use diminishing returns. In these systems, the first CC used has full effect. Subsequent CCs have shorter and shorter durations, until they cease to work at all.
In the interrupt armor system, the first CC has no effect. In the diminishing return system, the first CC has full effect. The defender has more of an advantage in interrupt armor, while the attackers need to coordinate their attacks. The defender can take action to escape the battle and hide, allowing her time for her interrupt armor to regenerate.
I think that interrupt armor might be a better system for handling CC than diminishing returns. It makes CC rarer and require more work. But it still allows CC to be used.
As well, it offers more "knobs" to make abilities more unique. For example, you could imagine a long-cooldown stun being able to remove 2 stacks of interrupt armor instead of just one.
Interrupt armor is a very interesting solution to the problem of chaining crowd control on a target.