I see a lot of people complaining in game about how Stuns are extremely powerful in PVP situations and I have to attend to agree. I do realize that the way stuns function in this game has been consistent, however, the Damage to Health ratios also need to be balanced with Stuns. Specifically in PVP.
Stuns in WoW has always been a minor hard cc for a short duration with damage not breaking the stun. The target who is stunned is 100% has loss control of character, unless of course they have a trinket or special ability to break a Stun. Stuns are categorized as utility abilities because they can provide a player relief in a reset or a kill or a minor cc.
This can work and be a viable for PVE, but for PVE core gameplay it can cause a lot of imbalance issues.
I want to specifically talk about PVP gameplay. As a Game Designer, there are some noticeable flaws in the philosophy in which stuns are used. Stuns are typically a strong win condition.
For PVP, I am fully in the camp that stuns should have a chance to break upon damage. For instance, direct damage has a higher change to break a stun per hit, while damage over time has a minimal chance to break damage upon tick. Currently, roots in game have a chance to break upon damage and I believe that is fine. There is one major difference between a root and a stun.
Root simply means your planted to that one location and you just lose mobility, but you’re still able to cast spells or use melee abilities. Roots are more detrimental to melee vs caster than anything else. Roots can be detrimental to caster vs caster if the non rooted caster is wanting to get out of range.
Concurrently, stuns have a stronger weight of power in all situations over a root which makes it an easier win condition. It doesn’t feel good when you’re perpetually in a stun lock and can be killed because you have cooldowns of abilities that can break stun or trinkets. Stuns happen more frequently, even with diminishing returns.
I think the major problem in WoW PvP with stuns right now is that the HP to damage ratios are off balance. A rogue can kill many classes/specs with 1 stun. To me, that causes an imbalance and doesn’t make it fun for the other player. It’s more frustrating.
The current fix would be to allow stuns to have a percentage chance to break on damage type or either increase HP and lower damage ratios if Blizzard is dead set on having stuns not break on damage.
I just feel that Blizzard doesn’t comprehend the entire scope of class balance and how utility abilities can also cause massive imbalances. Balance isn’t always about damage output, that is what you see the most in patch notes.