These armor complaints do not represent what everyone thinks, plenty people myself included appreciate the fact that CC and debuffs are no longer a random roll chance, but something that can be reliably planned both ways.
Once more for Everyone
Half of ingame CC and debuffs depends of accuracy RNG, sometimes of dmg or crit RNG (if ur spell can deal dmg and CC), some spells effects already have RNG (read tooltips: "may aply shocked") and other RNG conditions (water pools random appearence, stepping on ice, random autoteleportation, unpredicteble warriors rush even on flat terrain, unpredicteble possibility to TP on highground, to move on oil - it shows 2 ap but costs 3-5 and u cant shift-click to choose another way, etc.)
So what do u want? Same 100% permaCC like in DoS 1? with 1 exeption - spend few hits to shred gray and blue HP? and CC em to death!
Have a great day, everyone, who scares of dice rolls in tabletop RPG like DoS, scares of RNG fun and unpredicteble moments, and who likes armor system with no logic.
P.S. I bet, u didnt fully read the suggestions. U saw only RNG. Not that it solves some crossclass issues, late/mid game fights issues, some other stupied things and balance issues. And what u still could have the same CC system after shreding armor.