This idea is aimed at:
1: Differentiating few and multiple stacks of stability.
2: Differentiating shorter and longer hard cc abilities.
3: Increasing interactivity between these two.
Currently, one stack of stability is removed for any kind of cc. The way it'd work with intensity is:
-Stability removes the duration of incoming hard cc. Each stack of stability removes up to 2 seconds of daze, or up to 1 second of any kind of stun. If the stability stacks are equal or more than the incoming cc duration that needs removing, then the cc is ineffective. If stability stacks are less than the incoming cc duration, then the rest of that duration is applied to the player.
-1 stack of stability + Headshot(1/4sec daze) = stack removed, no cc
-1 stack of stability + Bullscharge(3sec knockdown) = 3-1 = 2 seconds of knockdown applied.
(Mind you, these are just used as examples, the goal of this change is not the buffing of certain abilities. It's a systematic suggestion, things are expected to be balanced around this afterward.)
Part 2 (extra step): Stunbreak intensity
All stunbreaks receive an intensity level; stunbreaks with 1 intensity remove either 2 seconds of daze or 1 second of any other stun, etc. If a stun is not fully broken, it's just reduced in duration. Skills that are dedicated to stunbreaking and have no other effects generally have a bigger intensity than ones that do.
Having more or equal intensity than the duration it's required for doesn't make a difference: using a 5 intensity stunbreak on a 1sec daze doesn't give you any advantage, it breaks the stun just as a 1 intensity would.
Lemme know how you'd like if it worked this way.