Werewolf fear target cap bug

CannedChicken
Ever since the crowd control standardization updates over the years, most AoE CC abilities no longer have these restrictive target caps, but Werewolf Fear still seems stuck with a hard cap of 6 targets. It feels outdated and inconsistent compared to other similar abilities.

Abilities like:

Dawnbreaker
Meteor
Nightblade Fear
Sorcerer Streak
Necromancer Fear Totem

can all reliably hit everyone within their area/radius, but Werewolf Fear doesn't.

The inconsistency is honestly the worst part. Sometimes the closest target to the werewolf won't even get feared, while targets farther away do. In larger fights it feels extremely unreliable and makes the skill awkward to use because you can never predict who is actually going to get hit by the CC.

This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same update pass.

Would really appreciate if the combat team could:

Remove the 6 target cap from Werewolf Fear
Standardize it with modern AoE CC behavior like other fear/stun abilities

Right now it just feels bad compared to every other similar CC in the game, especially in PvP where consistency matters a lot.
  • Artisian0001
    Artisian0001
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    If you are ever being attacked by that many people at once you should always have the ability to CC all of them if they are close enough together. Putting a target cap on a defensive ability that doesn't deal damage is silly. It just promotes running down outnumbered players.
  • Gabriel_H
    Gabriel_H
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    Ever since the crowd control standardization updates over the years, most AoE CC abilities no longer have these restrictive target caps, but Werewolf Fear still seems stuck with a hard cap of 6 targets. It feels outdated and inconsistent compared to other similar abilities.

    Abilities like:

    Dawnbreaker
    Meteor
    Nightblade Fear
    Sorcerer Streak
    Necromancer Fear Totem

    can all reliably hit everyone within their area/radius, but Werewolf Fear doesn't.

    The inconsistency is honestly the worst part. Sometimes the closest target to the werewolf won't even get feared, while targets farther away do. In larger fights it feels extremely unreliable and makes the skill awkward to use because you can never predict who is actually going to get hit by the CC.

    This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same update pass.

    Would really appreciate if the combat team could:

    Remove the 6 target cap from Werewolf Fear
    Standardize it with modern AoE CC behavior like other fear/stun abilities

    Right now it just feels bad compared to every other similar CC in the game, especially in PvP where consistency matters a lot.

    Most AoEs do have a target cap. There are some that do not, like Dawnbreaker but that is because it is a limited scope AoE. i.e. it is conal rather than circular. Same goes for Streak being it is a one directional skill. Aspect of Terror only removes the cap when it is the Mass Hysteria morph and notes that in the tooltip. Likewise Bone Totem doesn't have a cap as it is a static skill that only takes effect after a 2 second delay.

    Is Werewolf fear instant and circular? Then having it capped is it being standardized.

    Edit: Typos
    Edited by Gabriel_H on May 27, 2026 5:27PM
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • CannedChicken
    Gabriel_H wrote: »
    Ever since the crowd control standardization updates over the years, most AoE CC abilities no longer have these restrictive target caps, but Werewolf Fear still seems stuck with a hard cap of 6 targets. It feels outdated and inconsistent compared to other similar abilities.

    Abilities like:

    Dawnbreaker
    Meteor
    Nightblade Fear
    Sorcerer Streak
    Necromancer Fear Totem

    can all reliably hit everyone within their area/radius, but Werewolf Fear doesn't.

    The inconsistency is honestly the worst part. Sometimes the closest target to the werewolf won't even get feared, while targets farther away do. In larger fights it feels extremely unreliable and makes the skill awkward to use because you can never predict who is actually going to get hit by the CC.

    This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same update pass.

    Would really appreciate if the combat team could:

    Remove the 6 target cap from Werewolf Fear
    Standardize it with modern AoE CC behavior like other fear/stun abilities

    Right now it just feels bad compared to every other similar CC in the game, especially in PvP where consistency matters a lot.

    Most AoEs do have a target cap. There are some that do not, like Dawnbreaker but that is because it is a limited scope AoE. i.e. it is conal rather than circular. Same goes for Streak being it is a one directional skill. Aspect of Terror only removes the cap when it is the Mass Hysteria morph and notes that in the tooltip. Likewise Bone Totem doesn't have a cap as it is a static skill that only takes effect after a 2 second delay.

    Is Werewolf fear instant and circular? Then having it capped is it being standardized.

    Edit: Typos

    Werewolf fear has a cast time now.
  • dark_hunterxmg
    dark_hunterxmg
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    Gabriel_H wrote: »
    Ever since the crowd control standardization updates over the years, most AoE CC abilities no longer have these restrictive target caps, but Werewolf Fear still seems stuck with a hard cap of 6 targets. It feels outdated and inconsistent compared to other similar abilities.

    Abilities like:

    Dawnbreaker
    Meteor
    Nightblade Fear
    Sorcerer Streak
    Necromancer Fear Totem

    can all reliably hit everyone within their area/radius, but Werewolf Fear doesn't.

    The inconsistency is honestly the worst part. Sometimes the closest target to the werewolf won't even get feared, while targets farther away do. In larger fights it feels extremely unreliable and makes the skill awkward to use because you can never predict who is actually going to get hit by the CC.

    This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same update pass.

    Would really appreciate if the combat team could:

    Remove the 6 target cap from Werewolf Fear
    Standardize it with modern AoE CC behavior like other fear/stun abilities

    Right now it just feels bad compared to every other similar CC in the game, especially in PvP where consistency matters a lot.

    Most AoEs do have a target cap. There are some that do not, like Dawnbreaker but that is because it is a limited scope AoE. i.e. it is conal rather than circular. Same goes for Streak being it is a one directional skill. Aspect of Terror only removes the cap when it is the Mass Hysteria morph and notes that in the tooltip. Likewise Bone Totem doesn't have a cap as it is a static skill that only takes effect after a 2 second delay.

    Is Werewolf fear instant and circular? Then having it capped is it being standardized.

    Edit: Typos

    Werewolf fear has a cast time now.

    Yep. Everyone else gets instant cast or delayed effect to line up a guaranteed burst, but not Werewolf. Very dangerous to use defensively when you have to stop everything to cast it. Easily overridden by light attack, block, and bash.
  • Gabriel_H
    Gabriel_H
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    Gabriel_H wrote: »
    Ever since the crowd control standardization updates over the years, most AoE CC abilities no longer have these restrictive target caps, but Werewolf Fear still seems stuck with a hard cap of 6 targets. It feels outdated and inconsistent compared to other similar abilities.

    Abilities like:

    Dawnbreaker
    Meteor
    Nightblade Fear
    Sorcerer Streak
    Necromancer Fear Totem

    can all reliably hit everyone within their area/radius, but Werewolf Fear doesn't.

    The inconsistency is honestly the worst part. Sometimes the closest target to the werewolf won't even get feared, while targets farther away do. In larger fights it feels extremely unreliable and makes the skill awkward to use because you can never predict who is actually going to get hit by the CC.

    This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same update pass.

    Would really appreciate if the combat team could:

    Remove the 6 target cap from Werewolf Fear
    Standardize it with modern AoE CC behavior like other fear/stun abilities

    Right now it just feels bad compared to every other similar CC in the game, especially in PvP where consistency matters a lot.

    Most AoEs do have a target cap. There are some that do not, like Dawnbreaker but that is because it is a limited scope AoE. i.e. it is conal rather than circular. Same goes for Streak being it is a one directional skill. Aspect of Terror only removes the cap when it is the Mass Hysteria morph and notes that in the tooltip. Likewise Bone Totem doesn't have a cap as it is a static skill that only takes effect after a 2 second delay.

    Is Werewolf fear instant and circular? Then having it capped is it being standardized.

    Edit: Typos

    Werewolf fear has a cast time now.

    And? Does fear apply instantly at the end of that cast? Yes.

    The addition of the cast time was due to the animation lag. Players could be feared before ever seeing the werewolf animation.

    (Most "instant skills" are not instant btw. They have a 400ms delay. IIRC werewolf fear only has a 350ms cast time making it faster than an instant cast like Turn Evil)
    Edited by Gabriel_H on May 28, 2026 7:12AM
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
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    Yep. Everyone else gets instant cast or delayed effect to line up a guaranteed burst, but not Werewolf. Very dangerous to use defensively when you have to stop everything to cast it. Easily overridden by light attack, block, and bash.

    Instant casts are not instant. Most have a 400ms delay.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • dark_hunterxmg
    dark_hunterxmg
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    Gabriel_H wrote: »
    Yep. Everyone else gets instant cast or delayed effect to line up a guaranteed burst, but not Werewolf. Very dangerous to use defensively when you have to stop everything to cast it. Easily overridden by light attack, block, and bash.

    Instant casts are not instant. Most have a 400ms delay.

    This has an additional 300ms delay attached. This skill takes significantly longer to cast than any other skill in the kit. The word "instant" is relative to the ability of the game to register actions. We are referring to the additional cast time added. I think you know that though.
  • Artisian0001
    Artisian0001
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    Gabriel_H wrote: »
    Yep. Everyone else gets instant cast or delayed effect to line up a guaranteed burst, but not Werewolf. Very dangerous to use defensively when you have to stop everything to cast it. Easily overridden by light attack, block, and bash.

    Instant casts are not instant. Most have a 400ms delay.

    Your original point was WW fear was instant and in a circle. You got called out for being wrong, because you were, WW has a cast time. Your argument now is that "instant" cast skills aren't instant. True, nothing is instant though, so that's a complete moot point. WW fear has a cast time on top of the normal delay "instant" skills have.
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