Understood
This request has had me go into a bit of a rabbit hole of how MMORPGs typically deal with Mez CC in general. The being said, I'll preface that most of my critique on this issue is regarding PVE MOBs. PVE mobs can back to back stun and without CD on players or downtime from mez.
Pre CU closest equivalent was knockdown (KD and kneel/dizzy) locking mobs and knockdowns would have a 30s cooldown before you could be knocked down or postured down again.
Currently, if I'm going through DWB, humanoid mobs can chain concussion shots with impunity and the duration is at 45 seconds which is intense. For reference, here are other popular MMO mezes and counter options
Game / Mez Equivilent / Clearing options or counters
Lord of the Rings Online - Daze - Damage only to release but allows Temporary State Immunity
Guild Wars 2 - Stun - Multiple classes can clear stun
Elder Scrolls Online - Stun / Discorient - Use stamina to break CC
Final Fantasy - Esuna - Clears sleep from other player
WoW - Sleep: Dimishing returns chaining CC, cap at 12 second dura in PvP - PvP trinket, racial trait
SW:TOR - Multiple - Dimishing returns
New World - Stun - Cleanse clears state
Recommendations:
PvP may be it's own discussion but at least for PVE:
1. Allowing Improved Stabilizers to break a toon out of concussion shot out of combat
2. As
@RoHRemis, allow CC break to be at melee range - as concuss shot works now, I believe you can only stim yourself in this state
3. Allow Improved Stabilizers to be used at heal range but different functionality in PvP
I defer more to the PvP crowd how CC it utilized, best used or abused on recommendations but I think this is a reasonable request for PVE unless there is a functionality of concussion shot / paralyze used in higher end content I'm unaware of