none of that works until late game once you're super fed. the wall only stuns when it's maxxed and it's so incredibly short that it doesn't even complete the stun animation unless you get superior duration. so little that it's hardly relevant, especially since everyone has dubuff resist at a minimum which completely negates it due to how short it is. but yeah, technically when you totally max out mcginnis at late game, you have the worst stun available to any hero that is so short that it might as well not stun at all. your solution is: mandatory items. other heroes have abilities that are just good. they get better as you do, but they start out good. mcginnis' abilities are pretty mediocre until you farm the hell out of her. so why bother? just play someone else who is good from the start and will be more receptive to the farm.
The wall stuns late game, sure, but it seperates teams and traps people from the start. Throw down a turret, someone gets close, wall them into you, by then you can throw down a second turret (probably) and the whole time you're shooting, too. I've had shitty early game, from time to time, going like 0 and 5. Then end game we win and I'm like 14 and 6 or something. She does have a very weak early game, and you have to play her very differently from other champs in that time, but still, she's got a lot of utility. That wall does work, when used correctly, even without it's final tier stun.
I don't know what you mean about the duration, because that's just not true. I rarely bother getting the duration items. But again, the stun of the wall isn't the point. It helps, sure, but it's not the reason her CC is so good. Her CC is so good because she can split teams and block people out or in. But if you don't know how to use her wall effectively, then you're going to have a bad time.
And even if I get denied farm early, honestly? I don't care. Because with her turrets I'll catch up and then surpass whoever blocked my farm early game. Again, her early game IS weak, yes... but it doesn't matter. I can throw a turret into neutrals, and then walk off to farm something else. I can have three neutral camps being worked at a time by mid game. So..... I don't care about the early game. Is it nice to farm well early? Of course it is, and I obviously try to. My point is simply that even if you happen to struggle early, it isn't going to matter by the end.
As I said it works only in specific parts of the map, for the rest, enemies can just dash into other rooms or around the corner as wast majority of places allow escape in 2-4 directons which results in turrets being everywhere but where enemy is, ofc there's minority of people that will choose to immediately attack me regardless of turrets but that was so far very few people, and even then once they get to low hp they start to run.
Her ult has min range of attack that makes it super risky for normal fights unless you're lagging behind team.
In comparison gun build has none of these problems.
If you aim straight up, her ult hits around her. Great for when people rush inside the normal ult range you mentioned.
you dont win matches by surviving, you win matches by taking objectives
mcginnis is THE "this is my objective now" character
gun mcginnis is pretty rough at that. She isnt really any better then any other character with a good gun, and arguably worse because of the windup on the gun.
spirit/turret mcginnis can 1 v 3 enemies and force them to leave or die.
which is where the dichotomy comes from.
"I can just leave!"
for the base defense mcginnis: oh noooo. you have me what i wanted!
for the "im in the enemy base mcginnis": where are you going to go exactly?
"well you cant escape as mcginnis!"
....whats the wall for lmao
and escape? if i have 5 turrets set up, do i need to? You arent there for kills, you are here to take the walker in 12 seconds or less
I always cackle when my buddy and I are playing and the enemy team ignores my McGinnis pushing into their base because they think they have time to rotate and stop me.
They do not.
your two examples of mcginnis actually working are both end game situations where both patrons are weakened, which is like the last 5% of the game. there's another 95% of the game where the enemy just rotates to another objective or they gank you. the wall is not a run away option because you can't just magically block off every single path. it's not for escaping. plus you can just hop on the zipline to get over the wall, or play one of the heroes that can jump over it, or get majestic leap. of course this assumes that you're placing 100% perfect walls every time (you aren't). odds are the panic wall you placed to run away has a gap. unsurprisingly, split pushing is dangerous and you need to be fast to get away, that's why ivy is better at it.
If you can't use the wall to escape then you just need to practice more, honestly. Because I do it all the time. And you're assuming you're in a place that is under the enemy zip, which is a weird choice tactically. Honestly it just sounds like you don't know how to position or how to hit and run. With McGinnis if I'm split pushing or otherwise alone and vulnerable, I keep a turret charge at the ready and stay near my own zip and minions, always. If the enemy tries to rush me, it's wall, turret, byyyyye~