MashmalloMan wrote: »You're confusing how the set and CC immunity behaves.
Pulls apply CC immunity immediately, this is intentional so that you don't get "ping ponged" around. This means, if you pull someone, you can not fear or stun them for at least 7 seconds.
Dark Convergence and Rushing Agony ignore this pull rule, they're the only pulls in the game that do this. Note: They do not ignore CC immunity, they simply do not apply it from the PULL, if you are CC immune, you will NOT be pulled. This is intentional by ZOS for both sets.
- Rushing Agony states as such on the tooltip.
- Dark Convergence does not explicitly state it ignores application of CC immunity on pull, but one can conclude this based on how the set functions. Since pulls are suppose to apply CC immunity for 7 seconds, why would Dark Convergence also include a 1 second stun when you're pulled to the center? That should be impossible, the stun isn't necessary if the pull follows the combat rules of the game.
Rushing Agony:
If you really wanted to troll, you could create a group of 12 people using Rushing Agony. Tell every person to never use a stun and you could esentially infinitely pull people into neat little groupings indefinitely like a pinball machine. In some cases, providing a stun is actually something that can help your enemies because they now know they're immune to stun/fear for the next 7 seconds. This is why using stuns on cooldown can actually hurt burst combo's for your team as you allow the enemy to be safe for a specific amount of time.
Dark Convergence:
Dark Convergence when procced takes 1 second to build up, this is what allows you to hear or see it fired, and block to avoid being pulled, on live, you must completely exit the aoe radius while blocking or you will be pulled back in automatically by the second pull, which usually leads to death as you would take the full damage of DC. This is why blocking it is some times a death sentence on live, it's almost better to be pulled into the center so that you're stunned and can get 7 seconds of CC immunity, allowing you to fight without fear of stun and get 4 seconds before DC blows up.
Blocking it can lead to a situation where you exit the DC aoe only to let go of block and be pulled into another DC overlapped with it, this is why 1 DC is not usually a large issue, but multiple DC's are game breaking and disruptive.
The issue your experiencing:
- DC Procs, 1 second build up starts.
- After build up completes, pull in targets within 12m radius.
- After targets reach center, apply 1 second stun.
TLDR: So what does this cause?
Since the pull does not apply CC immunity automatically and the stun does not happen until you reach the center, you can be pulled MULTIPLE times by multiple people proccing DC mileseconds apart from each other. If you don't reach the center completely, you're never stunned. If you're never stunned, you're never safe for that 1 second (since you can't stun/pull someone that is already stunned).
If you really want a broken combo, use both Agony and DC at the same time. Agony does the pull instantly, while DC takes 1 second to pull, meaning you will basically pull everyone in a group twice since they will briefly try to escape after the Agony pull, then get instantly pulled back into DC which also guarantees your Agony proc to hit.
Luckily on PC NA, no one is really using that combo for BGs, but a lot of us are aware of how busted it is. For some reason ZOS thought this was all okay for 2 sets to break the rules of the game they established for good reason, at the time of the change to CC immunity and pulls, they even stated that they did so to avoid issues with being ping ponged around.. Yet here we are 7 years into the game's life cycle and ZOS is creating sets that actively go against core combat mechanics.
MEBengalsFan2001 wrote: »The issue with PVP at the moment is that crowd control immunity does not really provide immunity. After a player breaks free from a crowd control effect, the player can still can be pulled, knockback, immobilized, or stunned within the time window of the immunity. That isn't being immune at all. The player maybe immune to the same attack that trigger the crowd control immunity for a short time, but for other attack the player is left open to another crowd control effect.
Dark Convergence pull is a great example of a failed usage of crowd control immunity. After a player is pulled into the middle of the Dark Convergence area of effect, a player break free and dodge roll out to avoid the damage but another dark convergence can pull the player back into the middle of the area they just escaped. The ability that caused the 2nd dark convergence pull may have caused the player now be immobilized or stunned resulting in the player dying at the hand of a dark convergence.
The issue with crowd control immunity is that in the game current state there is a way to double stun a player followed up by a knockdown. Isn't the point of crowd control immunity is so that the player doesn't have three hard effect hit them within 6 seconds, yet this can happen.
Crowd control effects from all sources and crowd control immunity needs to be reviewed and adjustments made to improve game play in PVP zones.