Honestly, I know CC reduction is useless right now, but any changes to CC gear will need to have different effects depending on the type of CC, or else it will completely nullify the bonus from weaker CC’s (or worse, make being slowed a BENEFIT,) if it has any real effect on the stronger CC’s.
Damage Reduction on being stunned could work, but if the same effect applies while being slowed or venom’ed, depending on the percentage it will be either far too strong of an effect for being under a small DoT, or far too little DR to matter when you get stunned anyhow.
% resistance could work, though in the case of it being % resist instead of reduction in duration, I think it would work better if when resisted, these efffects became zero second stuns … ie they interrupt active skills but otherwise have no effect. This means you still have SOME effect when you successfully land your stun, even if they resist it, it just won’t make them an easy target, which means the CC reduction is worthwhile defensively.
In the case of Deande’s ult, it would work better if CC reduction were changed to damage reduction while under CC, but if % resistance is easier to do (or more popular) we could instead make her immune once her attacks start (or have a high DR during the effect) so that while someone who RESISTS stun can leave the target area to prevent damage, Deande won’t simply be a sitting duck until the effect ends.
Other hard stuns such as pulls or knock-ups could be similar, but I definitely don’t want CC gear buffed so significantly if they would be applying that same power to venom or slow, especially if we’re talking about changing it to damage resistance on these types of effects.
We would first need to reclassify what types are “hard” cc (imho anything that now causes an interrupt such as a stun or a pull,) vs “soft” CC’s (like slow or venom.) After that, we could happily buff CC gear, or change how it works, as long as it’s not applying the same effect to BOTH types of CC.