The proposal focuses on staggering CC effectiveness within group vs. group play. However, in dueling the execution to land a CC skill would be more choice on the decision-making strategy to exploit
There's a skill in game that both cc and roots -- Fossilize. You must first break free, then roll or purge the root. You can't even possibly do them the other way around, because you are stunned; th
You get CC immunity when you break the CC or the CC ends. CC immunity lasts 4 seconds. You can break free as soon as the CC is applied, technically. Laggy performance screws with this, however.
What I mentioned above with respect to the cooldown idea that @pppontus is referring to is a cooldown on the actual knockback portion of jabs, such that there is no CC immunity at all during any cast