Stun mechanics are running amok worse than in BFA live content. This pre-patch is highlighting just how bad stun mechanics are, staying stunned for up to 20 seconds by rogues being my first hand experience, and opting for trinkets that are NOT the lowest level gladiators trinket, this is pretty much a fun killer. Also who ever thought it was a great idea to NOT let people with high conquest rating purchase a ilvl appropriate Glad trinket is not winning any points.
Not on a witch hunt for rogues specifically here, they’re just my scapegoat in this example. I feel like stuns a really need a workover for balance especially in the class skills department, they should not be the -end all- ability to a fight. No one mechanic should reign in that area except dealing damage.
Now rogues being my example here, they can dish out their stuns while staying stealthed and until the BRIEF diminishing returns kicks in, they can do so without impunity. The equivalent of this would be me as a Paladin running around with a permanent Divine Shield on, throwing out Repentence, Hammer of Justice and Blinding Light around as fast as a rogues stuns cool down to no limit, would not be really fair would it?
Extended stuns directed at certain specializations can just go away with the smaller health pools also, as taking more damage I’ve died well before getting chain-stunned could have ever possibly ended, especially when more than one stun capable class is present like DH, or Priest, other paladins… etc.
Stunning should be purely utility, to help any class get a moderate edge, it should not let any class get kills with impunity, this can be cleaned up without killing rogues fun, or anyone else’s.
Diminishing returns on stuns needs a better look at and the classification of the types can just go away. A stun is a stun, be it sap or fear or blind.