General:
-Crowd control split into three types: Disables (Anything that prevents you from taking actions, stun, silence, polymorph, sleep, freeze), Immobilization (Bind), slows (Heavy) and special (Charm and Hysteria from Limit Breaks.)
-Draw-in effects are faster and don't lock out actions as long.

-Tenacity mechanic introduced: When hit by a Disable or Immobilization effect, gain immunity to that type of effect for 7 seconds.

-Purify immunity effect now only affects draw-in, knockback, and slow effects and is no longer a conditional.

Warrior
-Stun removed from Primal Rend and replaced with 75% Heavy for 3 seconds.
-Blota now also stuns the target for 2 seconds. No longer applies Heavy.


White Mage
-Afflatus Purgation stun duration reduced from 3 to 2 seconds.

Black Mage
-Half-asleep can be applied through Tenacity. Sleep will not trigger during Tenacity.
-Superflare Umbral Ice will instead Bind targets that are immune to Disables.

Summoner
-Mountain Buster no longer has a draw in effect.




Frontlines:
-Battle High effect completely removed or reduced to 15% max.


Crystalline Conflict:

-Damage and duration from from the knock-up stage hazard halved.


I really just wanted to get some of the most obnoxious things out of the way, mainly the mindless instant aoe CC effects and a solution to CC chains in general. Now CC has to be spaced out on different targets rather than having them all funneled onto the same one.

There's more class balance that needs to be done, but nerfing CC is a general QoL benefit to everyone.