User blog comment:Willbachbakal/(Item Concept) Crowd Control/@comment-5035765-20150101042731/@comment-1330314-20150101152518

"Plus, getting rid of all CC Removal suddenly makes the skillcap for the champs countered by it go way down, and the skillcap for everyone else go way up"

I completely agree with this, and for this reason I think champions with strong point-and-click hard CC (namely, and ) need a rework. Malz, in particular, would likely be insanely overpowered if it weren't for hard-countering his combo. I think this kind of problem already exists in the game on a few champions, whose counterplay demands a higher level of skill than the plays themselves (most pubstompers have this problem, namely champions like,  and the above two), which means this kind of issue should be addressed on the champions themselves, rather than through a hard-counter item. Admittedly, QSS's stats aren't good, but the spell shield effect is insanely powerful, so I think it's still a fair investment.

I also disagree that Phase's invincibility would be impossible to balance. True, 's ult is broken because of its immunity, and even becomes a problem if she can burst targets down within the window of invulnerability her ult gives her, but I think both the short duration and the high cost to Phase would prevent it from ever becoming abusive. Summoner spells are made to offer fight-turning bursts of power at extremely long intervals, and so I think they can afford to have crazy powerful effects:, for example, gives anyone an instant gapcloser, which is just about one of the most broken things out there when you consider how it gives immobile champions mobility, yet its power and versatility make it by far the best and most fun summoner spell out there (it's practically mandatory on everyone). Just as an on-demand gapcloser can allow for amazing clutch plays, I think a very short window of total immunity could lead to awesome opportunities that would otherwise never exist. If the duration proves abusive, it could always be nerfed, and if the effect comes up too often, its cooldown could be increased (it could also be buffed in the opposite manner if it were underpowered).