What that does is create "run to the safe spot situations". Not only does it provide unlimited immunity for those going down the ladder, but also for those who run to the ladder.
Sure, if they can get to it before they get annihilated - but how, exactly, does that hurt you? As soon as they leave the spot, they are vulnerable again.
So they can either stand there and do nothing, go up/down the ladder and hope the situation is better on the other end, or use a teleport stone. That's the extent of what they can do. They can't hurt you, unless you're standing there in their LOS and letting them ping you from safety - and why would you do that? You can either get out of LOS, stealth and wait for them to leave, or you can just move on.
ZOS_BrianWheeler wrote: »We did try the same door immunity that applies and removes after time or taking an offensive action (exactly as the doors above ground), however the loading screen issues made that ability unreliable as sometimes you'd have the immunity on you, and sometimes you wouldn't after zoning into the sewers from above. The ladder buff will get revisited when the loading screens are resolved with reliable consistent loading screen times.
Also note that players running to the ladder was thought about during the implementation of the current immunity zones and deemed the lesser of several evils in adding some form of ladder safety.
OSHA has done several studies on ladder safety. Have you talked to them?