One of the most underlooked contributors to modern day "CC Creep"
Is the oversaturation of CDR available to every class. While this should theoretically increase the ability of gap closers to be used more frequently to outplay more readily available CC, the reality is that it doesn't. That's because gap closers typically have longer CDs than most CC spells, not to mention gap closers are usually only exclusive to a single spell in a champions kit (if you even have one; if you don't, god help you) while several champions have CC in 2-3 spells. Not to mention, any gap closing champion that isn't ranged is so easy to predict that "skill shots" really require no skill to use in the sense: just hang onto the spell until they jump on you and CC them upon landing. Ezpz.
This is the one area that could be addressed to reduce the prevalence of CC in this game. It's so stupid how many items randomly give CDR, even items that have no CDR in their recipes (literally like every tank item not named Randuins/thornmail). What's the point of having cooldowns anymore when champions who are designed to be weak between cooldowns (tanks and casters) virtually have no realistic cooldowns?
Honestly, chain CC needs to be looked into regardless. There was once a time in this game where chain CCing a single target took some coordination and management of resources but that isn't the case anymore. And between all the shields, heals, banshees, QSS and exhaust existing, there's no point in attempting to use this CC on ranged AP/AD carry - so melees get the short end of the stick here. This is why literally J4 and tanks are the only viable melees at this point. J4 has the dive/utility to be useful regardless of score and his ult legitimately guarantees flashes half of the time. Aside from this, tanks are the only thing that can handle all the outpouring damage that gets thrown their way when they can no longer move - but that's only if their team is ahead, if they're behind they will die just as fast.
I actually think the game is very well balanced currently. But there are some pretty glaring issues that make the game pretty unfun for certain classes. I'd like to think maybe this will get addressed one day but let's be real, probably not.
is really telling of Riots stance on cdr.
E(? I think, maybe it's w),
Q,
E (w makes sense to me as "failed" conditional stuns like Bard Q and Irelia E often have slows)
Barrels,
E,
ult..there are too many to lost, but it feels like they all have powerful slows tacked on to stick some power in their kit.
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, OI'm not necessarily gonna say that their slows are particularly healthy (lookin' at you, Nasus) but they certainly feel a lot more deliberate and calculated. It's a big part of the ability, you use the ability to slow, you don't use the ability for damage or something else and also it happens to slow.
or
woulda been much better examples, 'cause yes, there are solid examples of this on older champs.
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Users of Triforce who are indifferent:
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Users of Triforce who'd be negatively impacted: 
