So I have done some tests after observing some very odd non-vanilla behavior with break in damage CC.
The first observation was my own traps not breaking on damage, I then wondered how many shots could I put into a trap before it breaks.
The result was basically the damage was meaningless, and it was a timing thing.
If you trap a target after the first damage abilities land you have just one global to deal as much damage as you can before it breaks.
As a result you can flat delete enemies who’re trapped, blinded, seduced, sheep, gouge, sap etc as long as your group coordinates the damage.
One global is 1500ms, but I suspect the actual number is 1200ms.
Approximately 4 batches before CC breaks.
Because of how burst oriented PvP is, this is game breaking.
Pair this with melee who’re able to also not you from absurd ranges that almost never happened in actual Vanilla, and the game play goes from some of the most interesting and nuanced game play to easily the most boring.
Every great game finds its depth in the nuance and details.
Artificial batching and Leeway kill this depth and nuanced game play.