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I think people are getting the wrong impression when they think that a single impression will break you out of any single status effect. In my mind I picture these inspirations having a magnitude to them much like the powers themselves.
Geko said all players have a normal status magnitude of -1. As soon as that number hits 1 or higher, the effect kicks in. For example, let's say you're fighting a Rikti Mentalist whose holds are magnitude 3 (I'm not sure of the exact numbers). The hold lands and you're now at magnitude 2; and held. Pop the inspirations and you're status drops back down to -1, freeing you from the hold. However, that means multiple holds can't be broken out of so easily. Say two Mentalists each land their hold bumping your status to 5. A single magnitude 3 inspiration only drops you down to 2, keeping you held. Anyway, that's how I imagine it might work.
P.S. - I hope I made sense.
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i think this is the only possible implementation of this inspiration that will keep a lot of controllers from boycotting pvp altogether. if, however, the inspiration does act as a complete status effect remover, you probably won't see many mind controllers in an arena or pvp zone.
and to the people who assume that pvp will be balanced for all ATs, consider momentarily that pve is NOT balanced for all ATs and that the balance rests in favor of giving the player a little bit of an upper hand (case in point, these and other inspirations). but pretend for a second that mobs used inspirations as efficiently as players do. if you are a controller facing off against an even con nebel fist, and you can't hold him, it's going to be a risky fight. less so with pets, but players will have one benefit over game ai: they'll know which target to attack first to get rid of the pets most efficiently.
granted, pvp supremacy in mmorpgs shifts with the introduction of new content quite a lot, but this is definitely a knock specifically against controllers (and some defenders.)