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I do not think this would be redundant, as it would still basically stun most melee units and at least neuter ranged units. I mean, a Stun basically turns almost all other spells redundant already(Which is the problem in the first place).
In any case, I wanted to pitch the idea of a root, as that might be an effective way of rebalancing a, potentially, "broken" mechanic. Thank you for your time.
So.. If the stun still happens to be overbearing(which it very well might be), you should consider a root... Possibly with a -dmg(and/or atk) debuff, to keep the health/def of their units balanced.
I am still concerned about the Stun spell. It is a big part of the Mages' identity, but an effect as powerful as this warps the balance of the whole faction. I wonder if a root(along with misc buffs as deemed necessary) would be a better direction for the stun spell.
It works similary: You pick the battles and positions, but now the enemy can counter-attack and ranged units are still a potential threat. I like the balance of this, as ranged units were countered especially hard by the stun, as they are usually glass cannons. Melee units generally have better defensive stats to weather tank through the stun, but the root is more disadvantageous to them than to ranged units. Poor cavalries, tho, but cavalry is pretty poor vs mages anyway.
Any thoughts on this?