The direction the game is taking in PvP seems misguided. Melee classes with few area-of-effect abilities will continue to lag behind, while ranged classes and those with area-of-effect skills will remain dominant. In NODE and SIEGE PvP, it's primarily the classes with ranged or area damage that stand out; assassins are hardly seen because their battles rely on individual fights that require crowd control (CC) to execute combos.
Guilds with more area and ranged classes hold a noticeable advantage.
Another issue in Black Desert Online (BDO) is the requirement for all classes to apply CC for combos. The resistance mechanism has become excessively tedious, with many classes reaching 80% resistance against all types of (CC).
Even when applying a (CC), this heavily relies on an absurd RNG factor to extend it, sometimes failing even when attempting to combine two (CC) in a combo, even when using crystals and Kutum off-hand to bypass resistance, achieving only 20%-30%.
I believe it's inappropriate for resistance to affect PvP combat, especially considering the presence of a (CC) limit counter. In my opinion, resistance should only apply to grabs, and the ability to "ignore resistance" of grabs should be removed from all classes. This way, classes without grabs can focus on resistance crystals against grabs, while those with grabs can invest in crystals to ignore resistance against grabs.
"Another thing, slowness is worse than a (CC). Slowness should only be present in slower classes and in a skill that, upon hitting the enemy, applies slowness. Don't make all classes protected and dependent solely on area damage because not all classes have explosive or extensive area damage. Besides, the classes are much tougher to defeat, requiring a lot of skill during combos. This method used to work in the old Black Desert because no one could tank. By doing this, it would be necessary to adjust the skill damage and area of all classes."