Gonna say no. If the opposing team is coordinated well enough to stun lock you or something such that coordination should be rewarded..
If I recall there are ways to counter stuns /cc and even gain immunity from them. So that can help.
It's a problem of how certain ones play with each other and not every match up has the same amount of cc since it's just random matching. For instance if you get Miracle'd then stunned in a certain spacing purify does not appear as available during the stun despite the miracle having ended. Getting hit with 5 typed of CC back to back when your team has 2-3 also feels really bad. Fetter ward use to take care of these issues and should see a return.
I'd really love to see the old Fetter Ward effect somewhat folded into Purify, personally. For two major reasons:
One, it'd add some depth to the button in that you can preemptively Purify in order to guarantee your combo at the expense of not having it available as a defensive option. It's a small thing but it would bump up the individual skill ceiling just a touch, which is always a welcome sort of change to me. And if five seconds of on-demand CC immunity is too potent, it could be reworked into something like 3s baseline immunity that is buffed to 5s when used to cleanse a debuff.
Two, the amount of times I've managed to press Purify 0.01 seconds after the server has registered a debuff falling off (and thus been punished with zero immunity against the subsequent lethal chain CC) is a little painful. Partially a skill issue, absolutely, but also largely a netcode issue that could be alleviated somewhat with a slightly more generous Fetter Ward effect. Using the same "3s baseline, 5s when cleansing" approach would also discourage mistiming a Purify and keep some element of skill issue punishment intact, if you're really into that.
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