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Why is FEAR so broken?

Dreddnawt
Dreddnawt
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So FEAR status effect doesnt seem to follow normal CC rules. Not that "CC Immunity" really works in the Lag Garbage we call cyrodiil anyway but even in BGs and pve its the only mechanic that consistently defies the rules that are supposed to allow for some balance.
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** FEAR can effect you regardless of "CC immunity." So even if you just broke free or are currently CC'd by root snare or knockdown you can still be stunned for several seconds by a Fear mechanic. Fear can not only hit you while under the effects of another CC but can also permanent CC you as the same mechanic can be re-applied with no cooldown. A single werewolf with decent timing can Pounce, Fear, Pounce, Fear and keep you locked down indefinitely by themselves and after the second fear you wont have stamina to do anything about it regardless of your build, skills, abilities, buffs, potions, etc.

** FEAR apparently has no resistance. Im told more physical resist helps but even at max 33-40k resist on a Tank, Fear still easily gets you in pve and pvp.

** FEAR often can NOT be mitigated or removed. Thought this was a bug for a long time but even at max stam on a tank with CP passives that shortens status duration youll still get Fear that you can NOT BREAK FREE FROM. By time you even get the option to Break Free the Fear duration has usually ended or is about to expire. So you basically stand there screaming for 6-7 seconds with zero player control or possibility of interaction until the effect ends, then waste tons of stamina Breaking Free from a status you no longer have.

** FEAR costs more stamina to Break from, on those rare occasions when you can get out of it. Its pretty easy to avoid and/or break from knockdowns and stuns, yes you lose some stamina but not a ton and you can recover fairly quickly. With Fear however, it takes half your 20k+ stam bar to break from and cant be avoided. So breaking free of one Fear mechanic means the next Fear that hits you (with no cooldown or immunity) is sure to keep you down.

** FEAR cant be avoided. ALL OTHER CROWD CONTROL STATUS EFFECTS can be Blocked, Dodged, or otherwise mitigated. You can dodge roll away from Caltrops and not get snared. You can dodge or block Flame staff knockdowns and Lightning heavy attack stuns. Same goes for Poison effects and skills like Magnum Shot, if you can block or avoid the initial projectile you get no CC. But not FEAR, Blocking Rolling or even Escaping the cast area before an aoe lands does nothing to prevent Fear. This is easily witnessed for ground AoE's when youre stuck in Fear while standing outside the red circle and when you Dodge away from a Werewolf yet they can still catch you with fear from well outside its intended range.
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@ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_BillE @ZOS_AntonioP

How is Fear considered "Balanced?"
Why is this NOT considered Game Breaking?
Are these Fear mechanics bugged or is this working as intended?
Why havent the developers addressed this considering all the WW/Vamp/Necro skills that can induce this effect?
Where is our CC immunity preventing situations where we can get completely stun locked for long duration and unable to respond in any way?
Dreddnawt - Orsimer Aedric Crusader
Alexstrasza Drogon - Imperial Infernal Dragon
Daggerfall Covenant

TESO / PC / NA Server
  • TequilaFire
    TequilaFire
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    I told you they would still complain even if they gutted or removed Nightblades from the game. :D
  • catnamedwill
    catnamedwill
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    Dreddnawt wrote: »
    ** FEAR apparently has no resistance. Im told more physical resist helps but even at max 33-40k resist on a Tank, Fear still easily gets you in pve and pvp.

    ** FEAR often can NOT be mitigated or removed. Thought this was a bug for a long time but even at max stam on a tank with CP passives that shortens status duration youll still get Fear that you can NOT BREAK FREE FROM. By time you even get the option to Break Free the Fear duration has usually ended or is about to expire. So you basically stand there screaming for 6-7 seconds with zero player control or possibility of interaction until the effect ends, then waste tons of stamina Breaking Free from a status you no longer have.

    ** FEAR costs more stamina to Break from, on those rare occasions when you can get out of it. Its pretty easy to avoid and/or break from knockdowns and stuns, yes you lose some stamina but not a ton and you can recover fairly quickly. With Fear however, it takes half your 20k+ stam bar to break from and cant be avoided. So breaking free of one Fear mechanic means the next Fear that hits you (with no cooldown or immunity) is sure to keep you down.

    LOL Wut? You seem clueless about how CC works. Resists or max stam has nothing to do with CC.
    Dreddnawt wrote: »


    ** FEAR cant be avoided. ALL OTHER CROWD CONTROL STATUS EFFECTS can be Blocked, Dodged, or otherwise mitigated. You can dodge roll away from Caltrops and not get snared. You can dodge or block Flame staff knockdowns and Lightning heavy attack stuns. Same goes for Poison effects and skills like Magnum Shot, if you can block or avoid the initial projectile you get no CC. But not FEAR, Blocking Rolling or even Escaping the cast area before an aoe lands does nothing to prevent Fear. This is easily witnessed for ground AoE's when youre stuck in Fear while standing outside the red circle and when you Dodge away from a Werewolf yet they can still catch you with fear from well outside its intended range
    Well, duh, most Fear sources are unblockable AoEs and you ain't gonna avoid it that easily.
  • Vevvev
    Vevvev
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    Dreddnawt wrote: »
    ** FEAR cant be avoided. ALL OTHER CROWD CONTROL STATUS EFFECTS can be Blocked, Dodged, or otherwise mitigated. You can dodge roll away from Caltrops and not get snared. You can dodge or block Flame staff knockdowns and Lightning heavy attack stuns.

    Casually hides the Dragonknight's Talons and Fossilize abilities.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
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