This pretty much exists already for most debuffs, since roots/snares/Skill Drains/ stuns/AC+NR Drains/NSD/Nanocost Debuffs etc etc all have ~4.5 second recharges. Even UBT and Damage Debuffs are around 3 second recharge. A good few of these debuffs also have chunky attack times and are tough to get down to instacast at full def.I think a 5sec immunity to said nanoline should be given if a debuff is resisted. Debuffs only tho, not dmg attacks.
It's simply not true that they can be 'spammed' to defeat NR. And keep in mind that if you resisted one cast with your NR, then there's a fair chance you'll resist another. They can be recast of course, but most importantly at the loss of time which can be a serious issue.
Most of the professions who are casting those debuffs, are professions who have a bunch of other stuff to cast too... so every time that you resist that's a chunk of time taken out of their offensive casting.
There is an issue to be addressed here though. Between NR budgets, immunities, removers and recastability you can spend a fair bit of time debuffing, removing, debuffing, !immune, debuffing, removing, debuffing etc etc. It doesn't make for a good gameplay experience on either side.
There have been a few systems proposed quite recently that could address these issues. In essence though, if you use immunities or cool-downs to effectively lengthen the time between viable casts of a debuff - then you also have to increase the likelihood that the debuff will land the first time and you also have to reduce the ability to remove that debuff. There has to be balance to the mechanic for both sides.
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