User blog comment:Emile674/About Crowd Control/@comment-6906412-20130522043047

Although I do agree that there have been several champions with knockup abilities since Vi, CC doesn't make certain characters or team comps invincible or unplayable. I still have a friend that mains Fiora and WRECKS against (almost) every team comp or opponent. Gangplank was never meant to be a glass cannon, and if you know him as a glass cannon you don't know him at all.

Though I don't quite agree with you on the matter of adding new CC's, I do agree that other forms of cc can be used a bit more, although from my experience having too many champions with silences can shut down certain other characters completely, thus causing more issues about balance. Fear chaining just shuts down anyone, as far as I know. Adding champions with similar CC keeps the game somewhat more balanced as it allows players to play similar team comps with different champions while not going overboard on the types of CC chains that can be executed. Too many champions with fears or silences in the game overall could possibly lead to fear/silence only teamcomps that can shut down literally anything else (as I belive right now most fears and silences are either auto-targeting or lock-on skills), as opposed to stun or knockup team comps that can still fight against each other through dodging CC. Unless new champions have fearing or silencing skillshots rather than targeting moves, it's not as viable to create too many such characters.

The Riot dev team has already discussed possible defensive options for melee carries like Fiora and Master Yi, but decisions are difficult without causing either further balance issues, gameplay issues, or complete reworks.

Heavy CC champs are also, generally, nerfed down in terms of damage to compensate for their utility, or have their utility nerfed. For example, Xin Zhao was nerfed down to reduce his chain-cc potential, Zac had his damage amounts and tenacity on his ultimate nerfed, and Vi had her percent damages scaled down a bit to compensate for strong early-mid game CC.

Counterplay to hard CC or CC in general is basically more CC and good positioning. For example, if a team engages on an Amumu bandage toss/ultimate combo, a well-positioned enemy Miss Fortune in the back line can wreck the engaging team by simply ulting on top of Amumu, thus hitting all the champions that followed up on the engage. Other examples include using your own CC to disrupt the enemy followup on a hard engage, ex. Kassadin's silence on a caster or a Varus ultimate on a Vault Breaking Vi. This might be aside the point, but It's honestly not exceptionally difficult to fight against a heavy CC team, unless they are fed, of course.