Crowd controll are spells or abilities such as...
Mezz spells - aoe and singles, unable to move and unable to act
Roots - unable to move or turn, can cast spells and fight back if within range
long duration stuns - short duration, quick cast Mezz
aggro wipes - make Mobs forget who there attacking and go passive for a few seconds, players back off quickly and mob goes back to what it was doing before, or it attacks teh next person to hit it, good for situations where some one whos not melee capable has gotten the mobs undivided attention. if targeted on a player the players target is removed, causeing them to have to retarget it again.
Charms - Mob or player comes under teh controll of the charmer, basicly becomes a pet. PvP can be exploited badly, charming players then sending them against NPC gaurds to suffer an exp death... fun though having your own PC pet.
personaly you do need them in a game, after all being attacked by around 14 mobs usualy ends up bad for the party, with some way to stop half of them in there tracks it becomes alot more easier.
the onyl thing that makes them unbalancing s that in RvR or PvP they are extremely powerfull.
A warrior charges a wizard, wizard gets of a bonds of force spell and the warrior is held there helplessly as hes peppered with nukes. 2 groups face off, the chanter in one group gets off a AoE mezz the other group are all stuck fast, the chanters group then pick each one off one at a time.
DaoC had a problem sicne the albions had no real CC, besides the Air theurgist, and they where kinda rare, yet all the other realms had fairly effective CC classes, EQ on the other hand had CC coming ot its ears ^^, bard mezzs, chanter mezzs and charms, cleric stuns, beastlord ghetto CC, necromancer undead mass charms, druid/ranger snare aggro kit CC, monk feign death aggro kitting.
Since PS isnt PvP then CC is needed in some form or another. Unless the combat system is in some way coded to allow players a chance against large groups of enemies.