As it sits right now you can be stunned and two hited by just about any 2 player combo out there. Now I believe that any combination of DG's should be able to take down one like level, and maybe 1 - 2 LVL over DG without much fuss, but if you get stunned by one rook, while another slams, then vice versa, you have no chance to get away. you simply sit there while you wait to see the death screen.
I see a couple of problems with stuns, and some rather simple fixes:
1. Stun locking. Having one stun after another hit you so that you have no chance but to die.
2. Consumables cool down timer starts if you have been stunned.
Now to fix #1 I would propose, a Stun immunity of 2-3 times the length of the stun with a 2 second minimum. This would help negate the constant spam of Mageslayer’s, without making them useless. I would also say to make it so there is one Stun in Queue so that after an immunity wears off, if someone had used a stun, say a boulder, the effect would take effect. The queued stun should be the largest stun used.
Here is how I see this playing out.. Let’s say you get Mageslayerd, then boulder roll III’d
0.2 second stun > 2 second Immune > 5 second stun > 10 – 15 second Immune
As for #2, stun should interrupt anything you are doing, not make you looses the ability. Any ability, clickable, consumable that was not completed needs to reset to usable state. Cool down timers should continue to count down while stunned, but should never be reset.