Talk:Crush/@comment-96.234.154.196-20130912094729/@comment-1023950-20130922073339

Not really.

Pull lets you stunlock targets indefinitely if timed properly and with proper regen mods, while Crush is more limited by its range, with a longer cast and shorter CC.

Granting, the ragdolling means that allies can deal very little damage to enemies during that time, but it also means that a strong enough blow to that enemy while ragdolled can also knock them a great distance (I can't pull Ancients very far, but I can fling them across the room back the way they came!), and that ragdoll actually lasts a lot longer than a knockdown. Long story short, the CC is stronger.

As for the damage itself, AoE can penetrate ragdolling so you can spam Pull or Shield Polarize or whathaveyou while they're down (Meaning you can actually contribute during your CC! Much like literally every other class with a mass CC!), as can anyone with an Ogris or an ult skill. And as anyone can tell you, 300 damage for cost 25 is more lucrative than 1000 damage for cost 100 (and this is before you get into armor scaling making Crush even less potent while Pull ignores it!).

To your point that Crush lets you "shoot their weakpoints"... they're rolled up in a ball for half the animation.

Still, it's nice to see they buffed Crush's range.