Dinkeldog said:
I might say that your impression of Time Hop is different from mine. I look at it as a type of weakened Hold Person. One can use a coup de grace on a Held Person, but not on a creature that has been Time Hopped. (The counter is that Time Hop can be used on non-humanoids, but the lack of coup de grace still seems a stiff price.)
The other is that Time Hop does not given an additional Will Save every round either. Hold Person does.
Time Hop is actually much stronger overall than Hold Person. It can hold larger creatures and it can be used on multiple creatures.
You can throw Time Hop at 4 creatures and if 2 of them fail the save, you only have 2 creatures to deal with for those 11+ rounds.
Plus, you can only Coup De Grace with Hold Person if you are close enough. If no allies are within 10 feet of the target held on their turn, then no Coup De Grace until they get close enough (and by then, the target might no longer be held).
Plus, you can Time Hop a guard, move past his location, and he might never know that someone went past him (if he does not know someone manifested against him). If you do Hold Person on him, he is aware.
I do not know of any players who take Hold Person anymore. It is just too weak. I'm sure they exist out there, I just do not know of any. I sometimes have an NPC take it for various reasons like disciplining a subordinate.