In response to another's post about have Annie's stun stacks fall off
I do believe as well that Annie is annoying to play against. I feel like instead of changing the 'stay out of her range' aspect we should instead change the impact of what happens when you are in range
The fact of the matter is an instant cast aoe stun for almost 2 seconds is pretty ridiculous. It's the whole reason Veigars E saw nerfed. An instant long duration AOE stun is just too powerful.
Annie's stun is the longest and most easiest to hit aoe stun in the entire game. Sejuani ult is equal in duration, but it's a skillshot and you have to direct impact someone with it to stun. Veigars stun is delayed and is quite difficult to hit now that its delayed.
I suggest that the stun duration is cut if you use W or R for the stun, but remains the same for Q. This means that annie can pick off targets almost as effectively by using QRW, and leaves some room for counterplay, while also keeping in check the flash ult W to engage a teamfight isnt an instant win.
Maybe something by lets say half? Stuns are usually that long if they are either conditional, difficult to hit, or are single target. Annies is instant cast flat aoe with no travel time, It has no excuse for it being that large.
As of right now it wouldn't really change Annie's laning phase, Annie cant afford to flash ult every kill in laning, and by the time thats relevant shes gone to roam anyway. Shes going to be using Q to stun for the most part to begin with.
Annies stun starts at 1.25, then progresses at level 6 to 1.5, and then at level 12 to 1.75. I think it would be fair to have the AOE instead stun for .625, .75, and .875 respectively?
Thoughts?