this game is a stun simulator and it sucks. because of the very long TRUE combos in this game, people play like they are at 1 hp the entire time!
not only are the passive players boring, getting combo'd is boring. its legit just a soild 3-5 seconds in which you can't do anything. and its not even like m1 comboing is fun, it straight up isn't! all you do is hold W + spam m1 and deals 30-60 damage depending on the ability. in fact, the most fun i have in this game is when my opponent has a chance to fight back.
for these reasons, you should have hyperarmor upon getting up.
ACTUAL SUGGESTION
Upon getting up from a ragdoll, for 0.5s, you can't get stunned, nor ragdolled by any attack.
Your next m1 will be uninterruptable.
Missing an m1 during this time will cause you to immediately lose the buff.
Using an ability will also cause you to lose the buff instantly.
To account for this, your m1 knockback is always the same.
Last time I made a suggestions like this, a few questions and concerns were raised.
"How will I combo people then?"
You m1 them, bait out their next m1, then punish them with an m1.
Alternatively, you can hit them twice during a single ragdoll period (which I am fine with since it's less of a stun lock) You can also m1 then instantly use an ability, it's a short combo, but a combo none the less.
"Wouldn't this indirectly buff god punch?"
Yes, but you can just spam ranged abilities on them and it'll still be unavoidable most of the time. Also god punch needs a rework, playing it is social distance simulator.
"You're mad that you got one combo'd by a speed boost user."
Yeah, that's a problem, dealing inf damage on top of always getting the first hit is an obvious issue, this solves one of those problems.
This was inspired by battleground games, despite being slightly better stun sims, they still have some good mechanics in them.
check it out

