FriedEggSandwich wrote: »I'm fine with the way fear works, although I would rather cc break was generally more responsive. Do you have any other reasons for wanting it to break on damage? The only cc skill I can think of that does break on damage is sorcs rune cage/prison, but that will keep them cc'd for a long time assuming they take no damage and don't break free. I believe fear lasts about 5 seconds if not broken out of. Assuming cc break was reliable I don't see how fear is any different from other types off cc; it's just an imobilisation that requires a stamina investment to regain control of your character. It's actually the only cc that can work against the user if the feared player happens to run away from the opponents attacks.
FriedEggSandwich wrote: »I'm fine with the way fear works, although I would rather cc break was generally more responsive. Do you have any other reasons for wanting it to break on damage? The only cc skill I can think of that does break on damage is sorcs rune cage/prison, but that will keep them cc'd for a long time assuming they take no damage and don't break free. I believe fear lasts about 5 seconds if not broken out of. Assuming cc break was reliable I don't see how fear is any different from other types off cc; it's just an imobilisation that requires a stamina investment to regain control of your character. It's actually the only cc that can work against the user if the feared player happens to run away from the opponents attacks.
Fear is a very powerful CC. It is also one of the CCs that is extra unreactive in breaking sometimes.
Also Aspect of Terror, which is what we all just call Fear, is an AoE CC (strong), AoE snare (strong), and AoE debuff via Minor Maim (strong). The movement it forces on you in a random direction can mess up your LoS as well in 1vX.
Let's not downplay Fear as a typical CC lol. We all know it isn't.
Imo that snare needs to be removed. Snares need to be removed from most abilities. I'm making a big thread about this pretty soon.
You are right though about CCs in general having issues because CC Break can be unresponsive. I don't think that'll ever be fixed though
DannyLV702 wrote: »I kind of agree. It should be a defensive move, for you to buff up or reposition. It's lasts ridiculously long and many times it doesn't even show you're feared until a second later, making it seem like your character just wasn't responding.
DannyLV702 wrote: »I kind of agree. It should be a defensive move, for you to buff up or reposition. It's lasts ridiculously long and many times it doesn't even show you're feared until a second later, making it seem like your character just wasn't responding.
There are sets and CP abilities that mitigate how long the fear lasts.
DannyLV702 wrote: »DannyLV702 wrote: »I kind of agree. It should be a defensive move, for you to buff up or reposition. It's lasts ridiculously long and many times it doesn't even show you're feared until a second later, making it seem like your character just wasn't responding.
There are sets and CP abilities that mitigate how long the fear lasts.
People shouldn't have to gear up based on one broken CC. Stamblade is currently my main and sometimes it just feels unfair when I can land multiple surprise attacks on a person who's all out of stamina. At best they need to lower the duration of the CC