maybe juggernauts should gain 'unstoppable' status effect
conditionally. it's the only way I can think of now to rebalance the absurdity of the (atrocious) new tank designs with their ridiculous amounts of reliable hard CC (inb4 'muh intended weakness you shouldn't be allowed to outplay us tanks')
there are 2 possibilities for it;
- put it on an item
which runs the risk of making it attractive for everyone - put it directly on juggernaut kits
the latter is more interesting and probably easier to balance even if it's more work, so i'd like to propose an alternative to flat-out giving them an Olaf ult; super armor, like in fighting games. what super armor could do for juggs is give them a limited # of hits where they ignore CC effects. This super armor has innate counterplay (just hit them to pop the armor) but even if it were limited because of muh counterplay it would still be massively good for struggling juggernauts to give them means to outplay CC attacks and contribute more to teamfights. it would also make them much more threatening if they can't be easily negated by any support or tank because of ez-mode cc lock
some ideas for how to apply it;
gain 1/1/2/2/3 hits of super armor for a successful CC block with W
gain 1 hit of super armor for every enemy champion Noxian Might is applied to, refreshing on execute with Noxian Guillotine
1/3/5 for ult
same as nasus
etc etc. putting very generously low numbers down, too. since we added a shit-load of free power to tanks and supports with almost 0 compensation (and none at all for supports, they just -get- to be stronger in every way) the same should be done to the rest of their roster. my only gripe is making yet another mechanic that gets shit on by high attack speed, but that's inevitable

vs cc to help them isnt there a mastery that also gives cc reduction
to avoid both of those so they can do their job
same for mages, but they have huge range and hard CC to stop YOU from stopping THEM
and
on ranged champions are the largest offenders imo.
slow wall or windowed effects like
that create short windowed or targeted slows.
has two forms , mini and mega so
is an on hit damage champ ... and he builds mallet 18.46% of the time and typically 19 mins in
another on hit type of champ , builds mallet 3.95% of time and typically at 24 mins in game
isnt range .. he is melee builds mallet 14.8% of time typically 28 mins in game
builds mallet .76% of the time ( less the 1% ) and typically 32 mins in game
builds mallet 2.30% of the time and typically 29 mins in game
builds mallet 2.46% of the time and typically 28 mins in game
builds mallet 5.82% of the time and typically 32 mins in game
before rework

slows you and silences you with rylais on his q, the duration of the slow and silence are individually reduced by 30%. in this case tenacity is effective.
are better and stronger in meta and offer way more to team