Consider these two things:
- The current meta for PvP in BB heavily emphasizes CC effects and, unless there are some pretty major balance changes coming in the Winter Update that render CC significantly worse (I doubt it, otherwise they probably would have said something), I don’t think the first is going to change any time soon.
- CC Duration gear is basically considered worthless.
I find the combination of these two things to be incredibly perplexing. CC Duration gear is intended to be anti-CC gear. In a CC heavy meta, it should be basically required since it’s intended to be the counter to enemy CC.
Of course, I only find it perplexing in the abstract. In actual play, CC Duration gear is worthless because it doesn’t actually help with CC effects in any appreciable way. The most significant CC effects last 1-3 seconds (stuns, blinds) and no one is going to notice a fraction of a second reduction in the duration of time that they’re stunned (14% CC Duration reduces a 2 second stun to a 1.72 sec stun, which is well below the threshold of perception for people), not to mention the fact that, a lot of the time, the advantage of a CC effect happens in an instant: it breaks the target’s flow and interrupts skills. Even if it lasted .1 second, it would still do these things and be extremely useful (there’s also a psychological advantage in a target being pissed at not being able to control their character for a period of time; losing control, even for a little while, is extremely aggravating to competitive personalities).
The solution, in my mind, is pretty simple: change CC Duration into CC Resistance.
To explain a bit, what I mean is to completely change CC Duration so that, instead of reducing the duration, it instead gives you a chance to completely ignore CC. Instead of a 14% CC Duration gear reducing the duration of all stuns, blinds, slows, (and wounds, I think?), etc. by 14% so that you don’t even notice and still get affected no matter what, 14% CC Resistance would provide you with a 14% chance to completely ignore the CC effect in question: you’d still take damage, but you simply wouldn’t be stunned, blinded, slowed, etc. I would also make it apply to forced movement effects, like pushes, pulls, knock up effects, etc.
It would definitely require some tweaking of the back end (especially since they would need to make the CC gear additive rather than multiplicative) and would definitely require some changing of the numbers (which is kind of necessary anyways), but I can see it significantly helping to mollify the extremes of the CC meta while still allowing CC to be relevant (especially when combined with draft mode, so that you can actually see if your opponents are putting together a CC team).
As for Pendles, if they want to eliminate CC Duration altogether and just make it CC Resistance, they would probably need to dramatically reduce the values on his passive and helix, but it would still work (and make those significantly more important and valuable). If they leave his as CC Duration while changing the gear to Resistance, it would probably be fine.
If possible, I would make it so that “resisting” a CC effect also counts as “recovering from CC” for the purpose of gear, which would make the CC Duration legendaries much more appealing: get hit by CC, resist it and get a buff in the process. I’d also want to change Hate Reflector so that it reflects the CC back at the user any time you resist rather than having a flat chance when affected.