Stun-Lock As A Feature!

Ever since players' stun threshold was reduced, it seems like my skills are interrupted by EVERY, SINGLE, HIT, that connects with my ES/EV character. This is happening even with the +2500 to stun threshold from the Eye of Chayula amulet, and it is maddening!

I understand that the new version of the Eye of Chayula just has "can not be light stunned" as a modifier instead of the +2500 to stun threshold. Both my experience and this change point to 2500 stun threshold being laughably low. So, the question is, what absurd amount of stun threshold are we being asked to achieve to simply be able to finish a skill animation?

With stun threshold being 30% of life at base and, when at endgame, a player has around 3500 life, that makes your typical stun threshold 1050. A modest increase to this from the passive tree should keep players from being stunned relatively well. So, GGG, tell me why 2500 stun threshold is worthless now and how you expect players to solve for this additional burden of stun and ailment threshold when we already don't have enough points to sufficiently balance offence and defence given the latest passive tree nerfs?

Two more particular gripes about the passive tree:

1. If GGG is going to crush player stun and ailment threshold into the ground, they need to make the Chaos Inoculation Keystone passive grant "stun and ailment thresholds are based on energy shield instead of life" in addition to what it already does.

2. GGG missed the Asceticism and Self-Mortification branch nodes when adding "grants ailment threshold" to nodes that already granted stun threshold.

The best case scenario would be to take the stun thresholds back to where they were pre-patch. If that can't happen, make the changes to the passive tree above, and at least bring stun and ailment thresholds halfway back to where they used to be. What you have now just removes player autonomy, and it is infuriating. WE GET STUNNED FAR, FAR, FAR TOO OFTEN NOW. Fix this.
Last bumped on Apr 16, 2025, 2:42:43 AM
yeah...CI has downsides...crazy right?
I am having trouble believing a single word.
Uhhh, with 5.8k es and 1.5k life, ~5 nodes investment into stun threshold im pretty alright with stuns in t15-t17.

Also i believe they didnt actually reduce stun threshold, only ailment one.

CI already grants chaos/bleed/poison immune.
Also ES number are 5 times higher then life (in high-end gear), meaning that with minimal invesment you can get crazy high stun/ailment threshold number.

(For EB/MoM setup stun is crazy problem with no counterplay tho)

But regarding stun and ES/CI - cringe take.
This feature is one of the worst things ever made in the ARPG genre.

It borders on the ridiculous when 2 or 3 mobs rush you at high speed and there's no way to escape, but you also can't attack, because any "hit" they land on you cancels your animation.

The game is heading in a direction where everything is extremely punishing, but the rewards, pacing, choices, and everything else are terrible and barely feel rewarding. They really need to reconsider the concept they want to move forward with for POE2.
Per patch 0.2.0f notes:

"
Light Stun Changes

Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players.
We've added a cluster to the Passive Skill Tree near Chaos Inoculation that allows you to invest into a heavy amount of Stun and Ailment Threshold based on your Energy Shield. We will be adding more Stun mitigation later around the tree, notably in the Dextrous section.


I haven't tested this yet, but this seems like it will resolve the issue that I had. Thank you GGG!

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