So we have confirmation that stuns will get reworked in the next patch. You know this is a good thing if you have ever played against a team takes turns stunning you until you are dead.
At the same time, stun chaining or locking represents the most obvious tactical teamwork in the game right now, so it would be nice if instead of nerfing stuns to oblivion the devs could alter them to have different but complimentary effects.
The main stunlocks right now come from some combo of TB, Erebus, and Rook. So if we alter each of their stuns to do something the others don't do we get interesting synergies beyond "stun opponent helpless until dead."
Rook needs to be able to close distance on his faster opponents, but he could do that effectively with a interrupt/massive slow effect.
Erebus and TB both need crowd control, but I'd like to see Erebus's affect Demigods more as a straight knockdown/interrupt. It's fine against grunts as is.
Torchbearer's Frost Nova could root demis but not silence them.
So now if TB novas a Regulus the Reg has a chance to warp or port out, unless Erebus is there with his interrupt or Rook is there with his knockdown. In that case Reg loses his port and some time but he has *some* options - he can get up and pew pew or restart the cast.
These are rough rough ideas but they point to current tendencies for stun to do *everything* (stun, silence, root, and stack too). As soon as you seperate out effects you get more interesting possibilities of play, and those characters that don't have strong stun effects (like Regulus) don't have to run as soon as two opponents reach level 5.