Fear Spell from NPCs

Danku

Dalayan Beginner
I am incredibly happy that fear was put in and find it a great tool for players. There is a drawback though. NPCs are given advantages over players, which makes sense. But, when an NPC 30 levels lower than you can cast a single fear spell and potentially wipe a group there may need to be some tweaking done. The probem is even worse for even cons, of course. Fear put a huge tool in NPC arsenals. Huge to the point it is unbalancing. In one fight we had 3 group members feared. One 3 times, one 2, and the last one once.

I have a few suggestions to even it out a little more. When feared, move at 1/3 speed. This would limit the problems of people being scattered everywhere and getting smeared by half the zone. Another option could be to make fear notably easier to resist. A last idea would be to limit the number of times a mob would cast fear in a set time period. Perhaps no more than one cast of fear every 6-10 tics.

What I am not calling for is the removal of the spell. It makes sense in the game and is a great tool for many people. Just needs a 2nd look at the effectiveness.

Thanks
 
Agree, first night fear got put back in.. my paladin and shaman were destroyed by green con fearing mobs. Both toons were basicly kept perma feared as they trained half the zone onto themselves running from the greenie mobs who then inlisted the help of any green mob they came across.

Definitly reducing speed and reducing how many times a mob spams you with a fear spell would help bring things back into line.
 
imo fear spells cast by npcs of level 64 or lower should be reduced in duration based on the level of the npc (with level 30 npcs' fear spells lasting a very short duration and level 64 npcs' fear spells lasting almost full)
 
I 150% support this...

Ending up using a camp spot because you have found out that fear pathing there makes you run in circles instead of aggroing all the zone is kinda meh....
 
I don't like fear effects myself. I haven't had the bad luck that some of you have had, but I'm all for a change on the effect of fear. It's one thing to have a tough fight with a mob because it's casting on you and interrupting your ability to fight/cast, but it's pretty sucky when you get unlucky on a save and one spell basically gets you killed because you train a zone. It's like a death spell.

That ain't no fun. :(

I wish there was a distinction of how it worked differently between players and mobs. If players could be frozen (stunned) instead of running all crazy around a zone, that would be great. It can still make sense from a RP point of view (frozen with terror), but it doesn't have to be a random cluster fuck train. :)
 
/agree. Fear is a stupid. Cheapass effect for mobs to use. It's like mez with like a 80/20 chance of a kill. Far too powerful at the moment. Granted, I haven't been feared as of yet. But considering I generally avoid the mobs/zones that do so, and when I do go to these places my mr usually wins, but mine is a mite high, especially when one factors in clickies.
 
I've noticed this as well where greens or light blues can chain cast fear and have it stick every time. I was run almost clear across a zone once because of this.
 
I have no intention of turning this back into stun, but I will lower the speed at which you run away.
 
Are you planning on looking into resist rates as well?
It seems a little off when level 20 and 30 mobs can successfully fear a level 65 with 100+ MR repeatedly.
Mobs that can cast a fear effect on you should actually be somewhat scary to your character, imo.
 
Why not make fear change to "cower" (stand still and do nothing, or run away at a slower pace) when you are out of LOS of the original caster, and not being damaged, for a full tick?

When a mob fears you, you'd run away -- until you could not see the source of your fear and you are not being beat further.

This would make fear less deadly in the hands of mobs, and more useful in the hands of players in dungeons. It would not affect "fear kiting" outdoors at all.

I think it also avoids most fear exploits: fear used in this way becomes a ghetto mez effect that relies on there being somewhere for the feared creature to hide nearby.
 
Wiz said:
I have no intention of turning this back into stun, but I will lower the speed at which you run away.

Thanks! I am sure that will help alot with the problem.
 
Wiz said:
I have no intention of turning this back into stun, but I will lower the speed at which you run away.

I couldn't care less if it makes you run at full speed, heck from a reality standpoint if i'm scared i'm running faster than normal.
However, do you have some way to fix the player going all NPC and walking through walls? Toying with a noob the other day he was 3/3 on fear deaths in Yaralith.
Feared in the main courtyard = beeline through the walls through the maze, aggroing about a billion things and insta-gibbed by new adds.
I got fed up and skipped that entire section, which is a really lame solution.
 
Pretty simple, I just stay away from zone's with mobs that fear..seem's most other people do also as most of them after the "fear fix" are ghost towns. Sad though they just made zones like Paw and Yaralith not worth the hassle of going into due to getting feared through walls. Mobs casting Fear in dungeons is just cruel anyways 8)
 
Few days ago in HHK I got feared from the second floor into the basement. I have no idea how I ended up in the basement but suffice to say I spawned some traps and got my group killed pretty quickly (being the tank and all). Fear should not be as powerful as it is on some fights, and if it is, it should not be as difficult to resist (I was getting feared with 300 + MR from blue con mobs).
 
Ansley said:
Pretty simple, I just stay away from zone's with mobs that fear..seem's most other people do also as most of them after the "fear fix" are ghost towns. Sad though they just made zones like Paw and Yaralith not worth the hassle of going into due to getting feared through walls. Mobs casting Fear in dungeons is just cruel anyways 8)

There are other factors to particular ghost towns, one of them being hhk too. Like the out of the way pain in the ass nature of getting to there, recovering there since the valeneck nerf etc. But yeah pretty much xpwise and generally $wise as well the zone without fear (or with only a few fearing mobs as opposed to a ton) generally always wins out for groups. Look at fearstone for example. Always has been pretty avoided b/c of many many fearing and harmtouching mobs. Even though it's location is pretty convenient.
 
Actually, I think Thinkmeats has a good idea as well:

imo fear spells cast by npcs of level 64 or lower should be reduced in duration based on the level of the npc (with level 30 npcs' fear spells lasting a very short duration and level 64 npcs' fear spells lasting almost full)
 
The resists too...

before the new fear i almost got never feared by lvl 64- now i get almost eveytime, if not twice or 3 times
 
ANy zone with most of its NPC useing fear (and HT) needs a serious look at how worth while the zone is to players. Risk vs Reward

If the reward is big enof players will try to deal with the fear, currently most of those zones seem rather lack luster for the reward and just get avoided :(

Hidden Temple
Fearstone keep

Are 2 great examples of zones that dont get touched even with there large xp bonus.
 
Back
Top Bottom