I'm generally surprised there aren't more complaints about CC.
It's a bit of a long topic but bear with me:
#Displacement CC
Displacement CC is by far too common. Back in the day (Like 2009 League) only a handful of champions had it. A few had double displacement effects but it still wasn't as widespread as it was today. These days, displacement is the go-to for Riot beyond the other CC (which I'll get to). Displacements also affect melee champions more than ranged champions, as a melee champion will have to reclose the gap to the target while ranged will (generally) still be within striking distance. It also cannot be countered at all, which I'll get into in the next part.
#Neutering of Normal CC and Tenacity
Early on in League, stuns/snares/etc. lasted far longer than they did. 2-3 seconds was the standard and there was no penalty to chain CC. To combat this, you had tenacity. Tenacity was similar to what it is today, although I'm fuzzy on percents. However, there were two major things about tenacity:
- One is that it was scarce. A handful of tank-tree talents and merc treads. Beyond that I'm a bit fuzzy. It was also on certain champ kits.
- Two is that it was better on melee units. As melee often had to weather more CC, tenacity would help reduce long stretches of CC/stacking.
These days, tenacity is a joke. Normal CC is also weaker as a whole, with most CC in the game getting shaved from 2-3 seconds to 1-2 seconds, with 1-1.5 being the more common path. In addition, tenacity does not counter displacement, meaning the stat is less useful against displacement-stacking comps...which are far more common.
#The Myth of "Feeling Good"
A lot of CC's weakening was categorized to Riot as "feel good". Sure, we'd all meme about Fiddle's fear lasting a billion years and being unable to take action, but Riot saw this as a horrible evil. To that end, Riot reduced much of the CC and replaced/added far more displacements. After all, displacements were short and easier to balance in their own words. This, however, was a problem. Because CC was weaker, the necessity to weather CC storms began to dissipate. In it's place was the arms race you see today of mobility.
Riot kind of misunderstood "feeling good" in this context. CC will never feel good, much in the way that an assassin can never feel good. To try and make a player "feel good" is a moot point when it comes to an aspect like CC. That's not to say Riot hasn't tried...
#Slows bring about the ice age.
Displacement might be more common but slows have also become more common as time goes on. After all, slows are CC but still allow you to react normally. Plus they affect every class equally! That is until you remember the dilemma of ranged vs. melee. To this end, slows also hurt melee more, as they have to continually close the gap. Ranged slows allow for better kiting, albeit it's not as common anymore. Slows also technically get affected/countered in other ways (Such as speed boots) but beyond that, you kind of have to just weather it.
#Fixing CC Disparity.
While I'm not good enough to provide a bulletproof fix to every single CC woe, I do have some suggestions that could potentially lead to fruitful outcomes:
- Empower non-displacement CC
Non-displacement CC coming back could be quite useful. One of the biggest problems of melee vs. ranged is rendered less problematic if it's easier to pin down a ranged/mobile target. If tenacity stays as it is, tenacity can also be more useful on melee/tankier characters, making them functionally the same as they are now but weakening range.
- Change Tenacity from "Flat CC reduction" to "Reduction to Chain CC"
Right now, tenacity just lowers CC by X%. What if, instead, it was a stat that lowered the power of chain CC? In this way, being hit by a 3 second binding still hurts. However, it also makes it harder to force a target to be pinned for several seconds. The more tenacity you stack, the larger your percent is. It's also more noticeable (You're not locked down for 2 hours) while also helping against CC spam that often feels bad to play against. Also perma-slow-bots.
- Provide a legitimate counter to displacement.
Displacement has no counter, which feels bad to melee. It's been suggested for years but there should be a displacement counter, be it an item or a rune, that is an option against displacement heavy teams. Hell, melee might just want it for the sake of having a counter.
- BKB?
Black King Bar is often brought up (an item that makes you immune to magic as well as CC in DOTA). I'm not sure it's the right answer, as it could further provoke the arms race of those who have mobility and those that don't. That said, I think there could be merit to more champs/skills/items like Morgana that prevent CC. Cautious maybe,
#TL;DR
- Displacement CC is too common and affects melee more than range.
- Non-displacement CC is weakened, both affecting it as well as tenacity.
- Riot's "Feel good" argument doesn't work as the nature of CC will always feel bad.
- Displacement's overabundance lead to the mobility arms race.
- Slows are too common as well and negatively affect melee more than ranged.
- Changing Non-displacement/tenacity/displacement can help soften melee vs. ranged match-ups as well as improve game health.
VS
when the only principle in the game is KILL KILL KILL COD COD COD KDA KDA KDA PRESTIGE PRESTIGE PRESTIGE !!!!!
VS
there is literally some form of structure to take into consideration. ADC's need to like, you know, kite (which doesn't exist by mid game anymore, because damage is so insane that you're better off just running and not fighting back if you need to kite.) and sustain and rely on their support to beat down the front line to get to the backline. There is just so much more content to be had with a composition of CC vs CC in comparison to just who can smash their dick and face on the keyboard the hardest.
a lot, particlarly the people who play them. It takes a lot to play a good Zed and GP . . . although Zed. You know. Like, itemization and counter items are just non-existent for other mid laners, so that's kind BS.
gives a spell shield with a 40 second cool down. That straight up denies a displacement attack. So it's not like there aren't tools in the game.