Valdaran has his greatest chances to kill when he manage to stun, that’s what mostly crushes you
The duration lasts forever. It’s his most powerful weapon.
Obtainability of the stun resistance and its presence only on certain (incompatible with build) items is one. There’s obviously room for improvement, but what’s good it actually could be easily implemented - throw some stun resist here and there, add an anti-stun ointment, wash your hands.
The consequence is that if stun resist become easy to get, mobs will be rebalanced as well, and builds who don’t invest hard in it may kiss their asses goodbye. There are already too many resistance types in this game, which are a must. It will be bad if the most fucked up mechanic will require the related resistance maxed, or go home.
The major problem is the nature of this mechanic. It’s in many aspects equal to freeze - both fully disable the character for a duration. It’s a scenario where build, items, and player skills don’t matter for the duration. Where you can’t plan your actions in fights as you either don’t move at all, or get interrupted.
How powerful these mechanics are could be seen the way they are treated on the player’s side - our ability to effectively stun/freeze mobs is either non-existent in practice, or limited by duration to a point they don’t matter in terms of efficiency, especially for the harder mobs.
Freeze is much more acceptable, as it’s thematical. Mobs which freeze could be recognized by color, or the areas they inhabit. They are rare. Dangerous perma freeze bosses are known by players and they act accordingly. A hoarfrost before Moos/Alkamos has become a natural instinct.
While stun is everywhere. Literally. I don’t know how it’s coded in this game - is it percent based chance or defined by the hit landed/damage taken, but it’s not the point. What is - fucking stun is everywhere, all around. No matter the monster type, or its tier, just duration varies.
Stun is an outdated mechanic, a flashback from the classic RPGs, where it made sense. In a difference of aRPGs. Stun just gets mechanically translated by all the game developers in this genre, just because it was once used in some of the iconic titles. By inertia.
It doesn’t provide anything but artificial difficulty, the sheer desire to kill players easy way when your options as a developer have reached a limit.
IMO stun shouldn’t even exist. But if it does, then duration got to be reconsidered all around. Only the hardest bosses got to have high stun duration, but lower than what’s currently. Or its mechanics got to be heavily reworked and options for removal/immunity added.
It’s hard for me to say it, but even PoE treats stun in a much more ellegant way than this game.