Anyone else think CC should be a triangle/tradeoff?
As of late, CC has been kind of becoming shorter and shorter. Stuns, snares, silences, etc. have been reduced to 1-2 at best, same as knock-ups. However, knock-ups aren't reduced by tenacity so naturally, displacements will forever be better than hard CC. I'm not saying a ton of classes are getting merc treads or tenacity but it feels like all forms of CC are being reduced to either a knock-based or a snare. Anything else is just....worse.
My proposal is to make CC a sort of triangle.
http://i.imgur.com/0wBhLfe.png
#Strength of CC
These abilities would be the strongest in terms of completely stopping fights. Knock-based skills, stuns, etc would be the top-tier of these abilities. However, because of this, they'd be the shortest CC and easily beaten by cleanse. This would mean that knock-based skills would have to have some sort of susceptibility to cleanse/tenacity but, for the power they offer, I think it is fair.
#Duration
The longest lasting abilities. These would be snares, blinds, silences, slows, roots, etc. They impede your ability to fight but don't completely ruin your day. However, they're not strong (As you can still take actions) and they'd also be prey to being easy to cleanse and deal with. If you're hit by this ability, you're pretty screwed for a while.
#Ability to Counter
Poppy's R is the closest I can think of. It completely removes you from the game. You're hit with it, you're gone. You don't exist for a short time. Shaco's R has this property too. (You can dodge Karth ult if you're sneaky enough). However, it's short and it's just as detrimental as it is helpful. Considering you can't be hurt while this is going on.
The purpose of these three angles would be to set CC on a clear base. Strong CC is the best but it's easy to counter and it doesn't last long. Duration CC lasts the longest but it's not great and is easy to counter. Anti-counter CC is impossible to deal with but it can hurt and help while also being short.
#Why have this?
Because displacement CC is broken. The only CC that can compare to hooks, grabs, taunts, and charms is CC that is either applied so often that you're pretty much completely CC'd (Slows come to mind) or have such insane duration that they can compete based on duration alone (Hi Morgana snare. Hi old Fiddle Fear).
CC needs a rework. It needs clear strengths and weaknesses. "Just get a banshees" is not a valid excuse to deal with knock-ups and knock-backs. Adding an item that counters displacement would only result in an arms race and further power creep. CC, at its core, needs to be changed so that there is clear reason to pick certain champions with certain CC over others.
In closing, if you can't understand why displacement is insanely strong, look at some of the most routinely strong champions:
. If you can't see the pattern, all of these characters either have displacement spells or CC abilities that cannot be countered. Maybe package this CC rework with the tank rework when you get around to it.
I'd just like tenacity to matter and for cleanse to be useful outside of a Zed ult.