Abilities like Hack and hinder should not disrupt abilities that are currently active at all. They should be preventative abilities. This would severely weaken the CC, stopping them from ruining cooldowns or shudders ults. They should be something you pop to stop someone from dipping away before making a play. The idea of a “play ending” CC is the kind of CC that really needs to be kept in check, and hasn’t been as much as it should be in Overwatch 2.
Emp can stay the same. It’s an ult. (A pretty good one too.)