I just don't get this kind of logic. The majority of characters in this game can only keep themselves alive via movement, items, casted stuns, or intimidation, pretty much all of which are off the table when being chain stunned.
Many characters don't offer solid direct support. When you're regulus and you see a UB and Erebus descend on your partner what exactly are you supposed to do that's so skillful? Your only hope is to get mines down to snare the opponents and damage them... but your partner's stunned anyway so the snare is useless and you're not going to kill those two players by yourself without your partner applying damage.
To be clear, I do not care about nor take into account pug vs pug games. The only interesting part of this game, to me, is arranged team battles. Now, when you are setting up your team, if you take zero DGs that can play defense, whose fault is that? You could have taken DGs that can fight against chainstuns, but you chose not to.
I get the feeling you are about to object that "every combination of DGs in this game should be equally viable!!!" That is silly. In Guild Wars, that would be like objecting that you can't make a team of 8 warriors that is just as effective as a team of 8 that has at least 2 monks. Too bad, take the monks or deal with the disadvantages that comes from not using them. In this case, if you refuse to take DGs that can play defense, you take the chance that you might, you know, miss that defense. Maybe you should have taken defense. Or maybe since you skipped it, your team has some other advantage that you should be using to counterbalance that weakness.
Making players choose when to stun seems much more skillful to me than frontloading it and hoping the person dies before they can do anything about it, not to mention 2v1s and 3v1s don't always arise because of a skill disparity, the majority of fights tend to start with multiple players emerging out of the fog of war near a disadvantaged player and the outcome of the fight depends on how well that player gets to a defensible position while his partners teleport or move in to support/counterattack.
I just don't get it why you feel there's more skill in stunning back to back than spreading your stuns out at critical moments, or actually having to interrupt the person trying to save the victim because the person you're killing is briefly immune. To me that's a much more skillful move than preventing reaction for the entirety of their health bar.
They are choosing when to stun, they just happen to be choosing to stun back to back because that is obviously the best decision. Once a person has figured that out, an individual decision to chainstun does not require all that much thought, but then again, most things in this game share that same property anyways.
I don't get it. By your logic we could state this:
Autoattack damage is uninteresting and so clearly unhealthy for the game that it requires its own arbitrary countermechanic to keep it from being broken.
That 'arbitrary' countermechanic is, of course, armor. Autoattack damage would be batshit insane without it, but the existence of armor doesn't prove autoattack damage is unbalanced just like the existence of a mechanic which keeps stuns in check doesn't mean stuns are bad for the game or overpowered... because that stun mechanic exists to prevent it.
Do you see the problem with saying an ability is overpowered because it requires a counter-mechanic which already exists?
In Guild Wars, there is a spell called Lightning Orb. It deals a lot of damage (mechanic). That damage can be mitigated by armor (countermechanic). However, what would happen if 5 people shot Lightning Orb at the same person at the same time? If they all hit, he would die. This tactic, once discovered, quickly proliferated and became known as "air spike." For some time it became the dominant pvp strategy. It was not a very interesting build to use or play against, and people brainstormed ways to "fix" it so that spiking would no longer work. Many people suggested that maybe they could institute a damage cap on the amount of damage you could take per second, that way your monks would have time to heal, and you could no longer be spiked. This would have been an arbitrary countermechanic.
Arbitrary countermechanics are bad, chiefly because they assume that players cannot figure out ways to counter the mechanic on their own. In the case of air spike, people learned that you can dodge the Orbs if you move in a specific manner, and that if you can interrupt even a single Orb, you will probably live. Also, they tend to harm other aspects of the game that were desirable. For example, the arbitrary spike limitation would have hurt teams that spread pressure around and then converge their damage at unexpected times to try to force through a kill that they otherwise would not have gotten.
Regarding stun immunity, it seems most people have accepted my argument that since it is possible for your teammates to save you, single target stun locking is acceptable. The problem then is that it would actually be possible to stun lock an entire team, which I agree would be stupid. It seems to me, then, that the real reason we have stun immunity (arbitrary countermechanic) is the threat of chained AoE stuns. However, the arbitrary countermechanic has also killed a desirable aspect of the game, single chain stunning. Just as I said arbitrary countermechanics tend to do.
It always makes me smile when arguments fit together this nicely.