Pr manager is there to do the PR not to give you meaningful interaction with the devs.

The whole crowdfunding deal is mostly PR schtick and the devs are constrained in how much suggestions they can take due to the fact that if they take too many - they will be criticized as incompetent to make their own game. Which is a complaint you hear often - as soon as some random poster sees any idea he wouldnt like personally.

And the devs are very sensitive to that kind of bad press - PR.

As for CC i gave two suggestions so far, but take this as discussion amongst ourselves more then any idea i think the devs will actually take. Besides, they are aware of these possible changes themselves but choose different approach.

1. Make investment into every skill also raise resistance to that specific CC effect. So, investing into Hydrosophist magic also gives you resistance to being frozen, investing into Geomancer increases resistance to being petrified, investing into Warfarer makes you more resistant to knockdown, etc. All these investments into skills also raise you defense against that specific skill or magic in general which is then supplemented by equipment that would need to be nerfed for balance.

2. Make magic and physical armor percentage based instead of hard point defense that works at 100% as long as you have any point left, even one. So that some damage to vitality goes through the more you damag the armors. This can be separated into tiers (quarter, half, three quarters) for simplicity or be literally based on percentages or whatever other permutation you can imagine.

As Baardvark suggested i wouldnt mind seeing some softer CC effects, but i would keep some hard CC for critical strikes success. So then those would be rare, as they should be - not the main and most often feature.
I would also reduce the turns they last for, to one turn with some additional smaller debilitating effect for another turn or two that would simulate character recuperating from some significant effects. Which would make it more believable. (this allows for other stats, maybe main attributes to have effect on this recuperation)

This way, you would have soft CC, rare hard CC and maybe even rarer super hard CC based on your stats that would cause CC effects to last longer then one turn.

Since all this works for enemies against you too, you would not find yourself being hard CC-ed, except rarely and only against much powerful enemies - which is as it should be.

And you would be able to cause such effects only when your characters grow very powerful - which is as it should be.


***


The thing about RNG complaints is that its absurd to complain about it. Because in a percentage based games such as RPGs most often are - its not really actually random. You will get more success if you have a 90& chance then 20, 30, or 50% chance to do something. And you can change and affect your chances for success.

Investing into the skills (and equipment) is a strategic decision the player makes - which especially fits turn based systems. Thats what RPG games really are - a system based on combination of player strategic decisions and character tactical abilities (most often in form of different stats) that affect tactical gameplay.

You cannot remove the character effect on the gameplay and still have an RPG game.
The more you do it the more you shift the game towards action game kind of gameplay. Which can also be good but that necessitates going for real time combat, not Turn Based systems which enhance the importance of character stats and skills.


But the problem with Devs approach to this is distorted since they have to be mindful of the overall market - and then turn out to be absurdly sensitive only on ridiculous complaints about it. You can have a hundred or a thousand people saying its all good, crowdfunding such projects and suggesting minor things to make such a system better - but they will only focus on a single complainer who literally cries about "random RNG" on steam or forums without actually understanding how such system works and motivated only on some missed hits he experienced a few times - as if thats the only thing that should be considered.

So, in that case, most often the only solution is moding the game. Which has its own problems and issues.