Stungank teams are focused on killing enemy warlords so more likely they are ignoring their creeps. Just play a creep killing build, focus on flag grabbing and boost your creeps. From my experience tough creep play always win over buffed gank play.
OK so we've seen this work on a larger map, per earlier comments. Heavenfall and I got our cats out early and held onto the Leviathan neutral portals and even though Wagnard and Flurus had twice as many kills we won. Not my point, and not always going to work in the current build because spikers can spend the gold they get from DG kills
In a 2v1 situation the stun team kills the other guy, duh. It's just like in DotA: Don't go in 2v1 and expect to survive. It's just stupid and certainly no sign of imbalance if you get owned.
And again as in DotA: If you get stunned, get your team to help you out. In a 5v5 battle your 4 team members should be able to take out one of their heroes while they are wasting all their stuns on you.
Again, valid, but we are talking past each other.
Have you played on Prison map? No lanes and made for 2 v 2. Right now a spike team is playing as some combo of Erebus and Boulder Rook or Ice Torchbearer and Boulder Rook. If your team goes up against these coordinated spike combos with any other DGs you will most likely be beaten. If you go without any of the above you will most likely be rolled:
As Evanescent points out, with strong micro you can avoid the stuns and run, but it means you are ceding map and grunt control to the other side. Prison doesn't let you sneak around the edge of a conflict to cap a flag or farm xp, it's pretty much just one wide lane.
Running in to help a stunned comrade means you are probably going to die too because:
1. You are doing half the damage and have half the skill choices they do
2. They will kill the stunned player in about 10 seconds, because spike teams use ability combos to 2-3 hit most any DG and abilities are not affected by armor, so they will be able to focus on the "rescuer" very quickly.
But let's pull this out to a 5 v 5. I only need two DGs to spike, say an Erebus and a Rook. I'm going to have another Rook and maybe an Ice TB standing by, and then a Regulus or a Beast for the damage, just on the off chance all my bait's teammates come piling in to play hero. It's called a trap.
Then you have 3-4 completely immobilized and helpless players and as long as I don't get greedy I'm going to be pulling a bunch of gold off of 2 or 3 of them at no loss, which I can then use to upgrade my grunts, my buildings, and my equipment. And I can push lanes and flags without resistance, GG.
Of course you won't see this in a PUG, but we are talking organized teams here, and it will eventually come down to who can spike more effectively.
So what's the big deal? Just that only 3 DGs currently work in spike combos, and it would be nice to use the other 5. And no, giving them stuns too isn't the answer.
Finally, this thread didn't start as an objection to spike stuns, just to the stackable, completely immobilizing and identical stuns produced by 3 DGs we have now.
Peace