CannedChicken 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 It feels outdated and inconsistent compared to other similar abilities.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This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same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.
CannedChicken 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 It feels outdated and inconsistent compared to other similar abilities.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This feels especially outdated because a lot of older target caps and limitations on AoE CCs were removed or standardized years ago, but Werewolf Fear seems like it never received the same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
CannedChicken wrote: »CannedChicken 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.
CannedChicken wrote: »CannedChicken 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 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.
dark_hunterxmg 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.
dark_hunterxmg 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.