Dank Convergence on PTS have only one wave of pulling. Hear the convergence - block the pull, and you are free to continue fighting. Also range is lower, so you should be able to dodge out of the pull range.
Second wave was the culprit, it was pulling people into unavoidable 15k+ damage. Without unavoidability, this is purely crowd-control set.
Ravenwatch_Warlord wrote: »Dank Convergence on PTS have only one wave of pulling. Hear the convergence - block the pull, and you are free to continue fighting. Also range is lower, so you should be able to dodge out of the pull range.
Second wave was the culprit, it was pulling people into unavoidable 15k+ damage. Without unavoidability, this is purely crowd-control set.
Not when most of the players are using this set and it's proccing over and over, so what you suggesting is perma blocking atm!
Dank Convergence on PTS have only one wave of pulling. Hear the convergence - block the pull, and you are free to continue fighting. Also range is lower, so you should be able to dodge out of the pull range.
Second wave was the culprit, it was pulling people into unavoidable 15k+ damage. Without unavoidability, this is purely crowd-control set.
When there are 20 on the ground and the pull doesn't cause crowd control immunity?
The pull does not cause CC immunity, it's the stun after the pull that does. Dark Convergence is the special case where the pull in it does not proc the heavy CC immunity afterwards.
WhyMustItBe wrote: »Other than that, this is just the typical people complaining instead of adapting. I think lots of people actually prefer the unstoppable zerg ball PVP meta this set was designed to counter, and don't want to have to think about strategy or build diversity too much.
Just fix the bugs, learn to dodge, and stop trying to get every new thing the devs try to add to the game deleted.
The set doesn't need to go or be nerfed, but we know it is and a lot of will be deconstructing all the pieces shortly. lol.
This set is meant to pull players. Once in pvp and players understand what pull means, they can avoid it. I avoid most of the pulls. It's no big deal. But amazingly when it's used as a counter against those who aren't savvy enough to use it properly...the complaints begin in zone chats and private messaging.
We have ball groups that don't even need to use dark conv, and they seem to move so fast, it's almost unreal, and dropping any type of aoe on them is pointless, even caltrops and dark conv.
Dark conv will be nerfed to oblivion, but my suggestion players out there for avoiding such behaviors of sets in pvpland, is maybe don't stand on the edge of a d ring, sniping everyone with your bows or trying to zap everyone with your staffs...expecting nothing to happen to you.
We also have players using combinations of sets with their Necros and CP who literally will not die, even with 20 players pounding dmg on them. The only reason the person dies is because they change their rotation just enough for a few players to insert some dots.
Even that scenario, I'm ok with.
Why? Because it's temporary. People log on and log off. The dynamics change. Sometimes I have to logoff myself because the overwhelming combinations that a certain few zerg grps are using is too much at the moment and not worth the frustration--and because my own faction doesn't know how to handle it so it's a double whammy.
I don't expect everything to go perfect for me the moment I login to pvp. Maybe people are setting way too high expectations in that area. It's not a place where the world conforms to your wishes or mine.
jedtb16_ESO wrote: »after having been converged in cyrodiil a number of times i decided to go to the dark side and equip it.
i love it. great for pvp and for dealing with trash mobs in pve.
The pull does not cause CC immunity, it's the stun after the pull that does. Dark Convergence is the special case where the pull in it does not proc the heavy CC immunity afterwards.
Also this. - But again, I think it's due to performance. 'Technically' you should get stunned on the pull, since the tool tip states pulled and stunned. I just don't think it's working that way. I'm rolling, blocking, shading, bolting, etc. immediately on the pull. Just to be pulled again. No break free.
Dank Convergence on PTS have only one wave of pulling. Hear the convergence - block the pull, and you are free to continue fighting. Also range is lower, so you should be able to dodge out of the pull range.
Second wave was the culprit, it was pulling people into unavoidable 15k+ damage. Without unavoidability, this is purely crowd-control set.