Can’t say it better.
There is a reason channels make you stun immune, they would be literaly unplayable without it and the devs know it.
I would like to add that telegraphed stuns are good. If i get hit by a telegraph that has a 100% chance to stun, thats on me. Those are cool.
Also, lets not forget that the defense system got reworked, making us way less tankier but the stun formula was not touched accordingly. The problem has only gotten worst over time at it punishes those who spent the most time pushing end game and diving deep into it.
Like @McFluffin said, there are some attempts with some items to mitigate this but they are not what the game needs.
I asked Mike in the dev stream about this and he answered that stuns are there to make te player be scared of hard content, to always be a threat in case you decide to take a level 60 char to a level 90 area. I get that, but my GG character should not get stunned by a homing arrow that hits me for 50 damage end game. It just feels horrible.
In D2 they have “cannot be frozen” so as a player you “suffer” throught the cold mobs until you get that mod, and then you feel great cuz you no longer worry about it. Imagine D2 without “cannot be frozen” mod. Thats what we have in LE.
RNG based stuns counter brawling and the hand to hand visceral combat that LE is great for, forcing players into builds that “avoid” combat and “lap run” at the edges of the map.
Its great to think in combat scenarios “i can go in on this guys becouse i have 3k hp and they will only do 2k damage to me if i kill them in a full rotation, and i know i have enough damage! Ok im going in!”
Proceeds to get stunned by the first hit that has 5% chance to stun you! Unlucky hehe enjoy your next try!
If i die, i want to die to a mistake i make or to the lack of power of my hero, not to a random stun that makes me wanna stop playing.
Let us fight!!!