There are so many CC threads, I'm not sure where to respond - but I think this one is the most constructive.

When changing a core component of what D:OS is (even if it's a flawed one, like CC), balance is a valid point to raise. You need some simple idea that adds strategic complexity, is quick to grasp and doesn't completely reinvent the wheel on what they're currently doing.

While I like many of the suggestions raised, they seem to largely add to rule-bloat. Too many rules make balancing chaotic. I liked the analogy used by the designer of XCOM2, in that any time he turned a 'dial' on the balancing of a 'rule', he was simultaneously turning several dozen other dials that impacted balance elsewhere. It's delicate surgery, in other words.

I still like the magical armour system they've implemented to counter CC. I've read some say it's too easy to shred it. I agree. That's why I also think magical armour should be split out into several types of elemental armour: electricity, fire, ice...necromatic? (something I mentioned elsewhere).

In other words, I think CC (frozen, knockdown, electrified, etc) is fine, but that it should be something you have to 'win', something you have to work towards, before you can unleash it. Having to chip away someone's elemental defenses would be a good start, and keeps it simple IMO. Before I can freeze him, I have to whittle down his ice armour HP, which is maybe pretty high. His electric armour HP is lower, but I don't have electric spells. Now I've got to rethink about my strategy.

It means you've still got CC, but enemies elemental armours can be variable, meaning you can't bank on it as you can now - but you also don't completely ditch it either.