How is stun and stagger artificial difficulty and bad design? Stunlock on the other hand is not good. And there is a distinction between stun and stunlock. Stunlock means you are permanently stun and there is nothing you can do about it - which is not the case in DAI - unless the player chooses to not learn skills that allow them to do so.
Without stun and stagger, it would be two characters standing next to each other hacking each other to death like in old RPG games. "Get smack by a warhammer, no problem, here have a piece of my battleaxe". Back in those days, we complain about how silly it is to take a hammer to the face and go on fighting as if nothing happened.
In the words of Cassandra: People will stand in the fire and complain that it is hot.
I think that was actually sarcasm to be honest.
Thing is, there are numerous types of stun. Stun and stagger are not inherently bad design, but stun and stagger can be a bad thing in a game like this. Stunlock isn't even necessarily bad in a game like this because you have multiple allies to prevent it from happening. The issue is that your characters are generally too stupid to help you in the event that you are knocked into a stunlock fest, and unless you directly intervene, they'll usually divebomb inside the stunlock radius as well. And that's the issue: you must learn a special skill to get out of it-- ie, not having real skills in the action combat hybrid style to get out of being stunned... You know, like any action game? Giving every character so little as a generic roll to get out of the way of attacks would go a long way for this. That way, you aren't sort of forced to invest in a tree of skills to give yourself an ability to get out of something that can and possibly will kill you if you don't use said skill. The issue here is not just one problem: it's a myriad of problems that are compounding upon themselves to make for a rather dreadful situation that can be rather nasty to players. IE, if you already used your skill and it's on cooldown, you're just SOL for no real reason, it's actually limiting, because once the player knows this, we're back to my situation from my first post. You know how to win, it's just an annoying enemy now. In lower difficulties, no sweat, in higher difficulties, this is literally cause for a "pause game, computer do this, do this, do that. Go. Everyone does a turn, pause game, computer do this, that, etc." rinse and repeat. Not fun.
Stun and stagger are needed yes, the issue is that RPGs muddle this to a weird point. In action games, being stunned is literally for like... 5 frames tops.Long enough to prevent an offensive move generally, but not long enough to stop you from acting. In RPGs, this is normally a death sentence. Stun in RPG land is more akin to "Dizzy/stagger" from Street Fighter 4 where it's a prolonged period of time where you can't move nor act, but at least in Street Fighter it's because you were taking a pretty terrible beating with multiple mistakes. In this? It could be because you took one step and got aggro from two enemies. That's not sufficient for a mistake. It's the player trying to walk. And if the game is going to require twitch like reflexes, I reiterate that these hitboxes cannot be this lame.