It's the result of ZOS not adding CC immunity immediately when you get stunned. Certain CC's stack on top of each other, like stun and disorient (it's not removed from the game, if you need proof see the guards at the resources: they still disorient). You can also trigger disorient through certain sets and combat situations by accident...but hey, ZOS "removed disorients and replaced them with stuns."
I've been saying since that patch its not true and if they won't remove it they should just give CC immunity (current time + 2 seconds) when you are stunned, no matter what. You still have to pay for break free, and I don't know anyone in PvP that thinks it will be a problem.
These are great responses. I wonder if certain skills, like "Turn Evil" are actually broken? You break free, then just stand there unable to move-- it isn't supposed to be like that.
The other issue raised is whether certain combinations of stuns/disorients/roots (yes I still see the "disoriented" animation) cause this broken unable-to-move, and whether the ever-experimenting ball groups have realized this, and worked it into their robotic algorithms.
Ball groups always seem to find the most out-of-balance skills (like harmony synergies now)-- they have some experimental geniuses.
CC break/immunity/cooldown is severely messed up now. Especially in high population scenarios and the new Fighters Guild fear (which is SO unnecessary, as if there wasn't enough of snares/stuns/knockbacks/knockdowns/fears etc. already). You can break free, and your character will just stand there, unable to move - and maximum 2 seconds later they are in the middle of another fear cowering animation, and suddenly in the middle of all that, someone knocks you down/back with a spear - and you will sort of be able to move, but the animation will be of you slowly getting up on your feet while doing so. If you are unlucky, you will be feared/bashed/knocked down (whatever) again as you get up, right away.
I'm not even exaggerating, it's happening all the time now on Xbox EU at least. Even if you pop an immovable potion BEFORE all that, and this all happens during what's supposed to be while you are "Immune to knockbacks and disabling effects", or however it's worded at the description of the potion.
I am trying to avoid to tightly packed fights altogether because of all this. It's completely broken since I don't know when.