There, it's been said.
The many complaints players are having with this set will likely persist if the current adjustment goes live. Initial testing suggests it will remain overpowered in PVP, delivering both damage and utility at little to no cost to the player. It still bypasses the universal CC cooldown, as far as we can tell from testing, which means even if you don't get pulled by the same Dark Convergence proc as often, you'll still get yo-yoed around by multiple players running the set. The damage scaling adjustment sounds good in theory, but at a target count of only 6 players the proc remains about as strong as it is on the live server, and at 7 players, the proc is stronger still.
This set does too much at too little cost. In general, snares and stuns are frustrating game mechanics for most players, especially newer players and those running outside organized "ball groups" that don't have access to a lot of sources of snare immunity. Introducing new sources of cc without any significant resource cost means more experiences being rendered incapable of counterplay. Because lag is so persistent in Cyrodiil, players often cannot break free from all these new and ubiquitous sources of cc. Given that reality, any stun or otherwise disabling ability probably should cost resources to deploy; but if we do want to maintain this pretty toxic mechanic being provided for free from a set, let's at least eliminate more of the damage, so players actually are required to use it strategically and in conjunction with a thoughtful combination of abilities to achieve their results.
Bottom line: This set will remain too strong to be a niche use under the proposed changes, and will probably remain "meta" in PVP, and the complaints about it will generally remain. It will be strongest on ball groups and in "zergs" who can deploy it in a chain of procs from multiple players, and the damage scaling likely will not be sufficient to eliminate that potential.
Please reconsider the adjustments and place the set on the regular CC cooldown that applies to most other disabling effects in the game.