Crowd control duration needs to scale with champions exisiting utility & power.
When you have champions who typically support being "supports" they are expected to have utility correct?
so
when you add that very same "utility" to something like cough
its overpowering the champ..
(Utility based) < - - - - - - 0 - - - - - - > (Damage based)
Separate all champions into these 2 categories then depending on the champion it can be more towards either side.
Now depending where the champion rests? that's where you scale and calculate how much the CC duration should be and i mean the the graph above basically adds or subtracts from .1 - 1.0 seconds (left to right) the CC itself. (Raw concept not concrete directions)
Current CC from most champions especially champions whose class is assassin contain too much CC power into they're kits without compensation.
to be completely fair Zed for example does not have any reliable forms of CC but he can be slippery as fuck. But that is the compensation that makes him a successful assassin depending on the meta.
When riot games makes a champion, with the current trend of every champion containing a flashy dash move into they're kit you are tailoring league into supersmash bros (not literally) without considering the amount of unchanged values for all CC across the boards. This is a very complex problem because you have to factor other champions and they;re counter match ups for sure. But the impression remains. CC is not balanced, it is not compensated for considering how much dmg the champion can ALREADY do.