The 3 or 4 length cc chains was just an example. 2 might be more feasible in general. I am just thinking back to DOS, where you usually had to chill before freeze, and warm before burn.
The central issue is that cc is almost MORE effective than in DOS1, considering how easy it is to blast through one type of armor. This could be fixed by just increasing armor, but its a very tight balancing act - too much armor, and cc becomes useless compared to just killing their hp after armor is gone. I would rather see a more interesting approach.
Ok here is an interesting idea.
What about if CC moves had a lesser CC for armored versus unarmored?
Actually, I think this idea might be simpler and still accomplish much of the same thing. Either make more types of soft cc that can affect enemies through armor, or make cc effects weaker through armor but still penetrate. Either way, I would like to see some option to control enemies throughout the entire fight, and some counterplay against cc once armor is depleted.