The anti-CC mechanic is broken because it doesn't apply equally to everyone
The mechanic itself doesn't bother me. What bothers me is that it's not applied with the same criteria for every character, and that makes it unfair.
The clearest example: **why does Rogue's full kit trigger CC immunity, but Sue Storm's doesn't?**
Because if we compare both kits honestly, Sue does *more* CC than Rogue:
- **Sue Storm:** pulls, slows, pushes, semi-immobilizes with her orb... she has an enormous variety of crowd control.
- **Rogue:** lifts, attracts and grabs. Still CC heavy, but comparable.
Yet the devs decided that Rogue needs to trigger the mechanic and Sue doesn't. By what criteria? Because from the outside there's no clear logic.
And it gets worse. Thing's abilities count as more CC accumulation than Luna Snow's freeze or White Fox's pull — yet Luna's freeze and White Fox's attraction are objectively more disruptive than anything Thing does. On top of that, Thing's entire job is to create space for his team, and his kit depends on that to generate value. So why is he being punished for doing his job? I can get frozen by Luna and pulled by White Fox without triggering the immunity. But the moment I combo my charge with my ult, it activates automatically. How does that make any sense?
If the goal of the mechanic is to reduce CC dominance in the game, it should be applied consistently regardless of which character is using it. Applying it selectively only creates a meta where certain characters are artificially placed above others.
I'm not asking them to change the mechanic. I'm just asking them to apply it fairly and proportionally to the CC each character actually generates.