I don`t like the idea of limiting *all* stuns to 2 seconds or less - that would make various abilities too much the same, robbing different Demigods of some of their uniqueness. For example, TorchBearer`s ice abilities seem well-suited to considerable immobility.
I disagree that this change would make various abilities too much the same. The point of stuns, as I said, ought to be to temporarily interrupt or disorient the opponent, not to incapacitate them. The 2 second limitation is therefore ideal for all stuns. However, the use of secondary effects and manner of landing the interrupt is what ought to differentiate stunning abilities.
You used Torch Bearer's ice ability as an example, stating that they seem well suited to considerable immobility. I agree, however I disagree that TB should be able to completely incapacitate enemies for an extended period of time (more than 2 seconds). If Frost Nova were a root instead of a stun, then immobilization would be achieved without taking an enemy out of the fight entirely. That, in my opinion, would be ideal. On the other hand, if Frost Nova were kept as a stun, but a much shorter one, it could have secondary effects - increased cast time, slower attack speed, lower armor, whatever.
The point is, a stun takes an enemy entirely out of a fight and as such it is too powerful to last a long time. A stun is good in every situation against every enemy. If you limit stuns and instead put more varied secondary effects on abilities, combat will be much more interesting, and nobody will be removed from battle for longer than 2 seconds at a time, which is how it ought to be.
Giving a Demigod a 5 second immunity to further stunning after just having been stunned might be a step in the right direction, though in lieu of suffering another stun effect I would apply a drain of energy for the attacker`s effort. The attacker using the Stun ability ought to still benefit in some way from his own energy/ability expenditure... simply completely ignoring the effort would be heavy-handed.
I disagree. A 5 second immunity would force players to pay more attention. Yes, they will waste their energy and cooldown if they haphazardly throw stunning skills at the opponent without considering the immunity. That, I think, is a good thing. Also, if these abilities are given significant and interesting secondary effects, as I described above, their efforts will not be wasted entirely regardless of the timer.
I`m not a fan of the idea of "rebound items"... if such are effective and get implemented, then suddenly they become necessities.
If they`re necessities, every player may as well simply begin the game with them.
If stun mechanics are a flaw, then they need to be fixed. "Rebound items" don`t fix the problem, they merely treat it. Not the best way to solve X.
In this we are in total agreement. Putting in items to address a general balance issue is a lazy fix, and is not acceptable.