The best start is to remove the cc duration bonus from heavy armor, and potentially look at shifting heavy armor into a slow moving, low mobility based type of armor, but change its bonus to “lowerr cc duration by 1 second”.
We also should have a talk about reworking some of the key offenders of this issue, which is largely gravity well and ice shower.
For gravity well i think the solution is to remove the root and make it deal damage if a player exits the gravwell. This means that players have to make a choice to leave and take damage, or leave and take damage and potentially kill an ally. Gravity well should only trigger on one exit, so make sure if you make this change it does not trigger multiple times.
From the approach of changing grave well in this way you force the players into a few positions.
First, they are required to communicate with their team they are in grave well, which potentially could cause death or potential death to them or allies
Second, they are required to check to see if detonating the gravwell will kill either themselves or allies.
This will push the game into a decision making process, which is very good and very important for that more complex-esports like forms of pvp.
Ice Shower is a more complex topic, and will require some idea from the system designers on what they want from the ability. Personally, I’d like to see it just changed into a barrier.
The major problem in chain cc at the moment is not the need for diminishing returns, but changing it so that such cc’s will not overlap. For example, placing a stun on another stun currently negates it, this should probably take place with just about anything except roots, and roots should be probably capped at 3 seconds or limited to a few abilities in the game. Roots can be controlled by coolddown, so there is no need to really concern ourselves with these issues.
Snares, or slows should be far more common.
Lets sum of crowd control in this way
“stuns are the weak version of stagger, broken on damage”
“slows are the weak version of roots, broken on damage”
“stuns and slows may last 4-7 seconds, but require no form of damage to be applied or special class-specific rules or mechanical rules that negate this, a good example is wow’s version of poly morph”.
“Stagger and roots will not break on damage, but are limited in duration to no more than 3 seconds”