Ok thanks, and thanks for asking.
This FHR comment is based on pvp dueling, as the 2.4 patch made changes to how fhr works within pvp interactions only (it does not impact not pvm).
2.3 FHR mimic’s D2LOD’s FHR system where it was based on life pool totals and a % based on damage taken - so if you received large amount of damage you are likely going to be stunned. With the new 2.4 patch, after taking any source of damage, you’re placed into an immunity state that allows you to be not stunned for any damage taken thereafter.
I believe the idea around this 2.4 implementation was so that people couldn’t be stunned repeatedly by certain skills, namely mindblast or leap. In teams, stunning an opponent gives you an opening to capitalize on their inability to move and try to kill them, so you would have the source of stun/dmg from one character combined with the damage from another.
The reality of the 2.4 change is that people are essentially immortal to stun, to the point where people are disregarding the FHR attribute on items entirely (instead of basing their builds on breakpoints). If you try to mindblast someone twice, the first one stuns and swirls them and the second one doesn’t stun them so they are free to either attack you or teleport away. This creates a huge problem in certain 1v1 play and even more in team gameplay where the duels are just about damage output and not stuns.
Some builds require “combos” to be viable in certain matchups, such as a telesmiter will smite you to knock you back and produce the swirl above your head, they will then use FOH to stun you further (not used as damage) and then use that small amount of time to teleport again on you and smite further. With 2.4, this combo is essentially ineffective, the first smite does damage and may FHR the opponent, the FOH that comes next does not stun them which means they are free to attack back, so as you are teleporting on them to smite again you are taking damage.
I would love to provide specific examples of how it worked in the past and how it works today and why it is bad for the dueling scene. I am part of a dueling discord that has over 800 members between americas and europe where we host many tournaments a week that are streamed. With 2.4, the amount of people wanting to duel in this patch is honestly dwindling as the mechanics are not on par with how we’ve been dueling for the last 15+ years and it is no longer about skill and outplays but mostly damage output and being able to escape when you shouldn’t be able to.
Thanks for reading and hopefully replying!