User blog comment:Willbachbakal/(Item Concept) Crowd Control/@comment-24501229-20150101104758/@comment-1330314-20150101155526

A lot of people say that QSS has a high cost, and admittedly it gives terrible stats and has a high cooldown on its active, but I don't think that's a good enough reason for it to cleanse CC when you compare it to even costlier champion ultimates. Even if you still take damage from an, negating it invalidates a massive part of 's kit. Whereas she has to use her ult to fire a skillshot, perhaps even across the map, to hit her target, the current implementation of QSS allows the user to negate it just be pressing a button. There's a huge differential in skill involved, and because of that the rewards are skewed.

I like the idea of an active on boots, as most of them currently don't really contribute much in the way of gameplay or strategy, but I don't think slow immunity or heavy slow resistance is worth implementing on an item. I think the focus of CC resistance should either be on pre-empting crowd control (e.g. through spell shields) or mitigating overly heavy use of it (i.e. diminishing returns on CC brought about by Tenacity), and an effect that just makes one kind of CC less effective, even as an active, risks devaluing the crowd control effect overall. Another mechanic with comparable bonuses, such as a temporary burst of movement speed, would achieve a similar effect (you'd resist slows by being slowed down to about-average movement speed) without directly countering slows.