Fearing the use of Fear

Yakk

Dalayan Beginner
So, Fear sucks. Especially in indoor zones.

What if Feared creatures had a chance to stop running if:
1> They have not taken any damage/been cast on in the last tick, and
2> They are not in LOS to any player/pet they have aggro on

The idea is that, once out of sight of the creatures they are fearful of, they cower rather than continue to run.

The chance to go into cower mode wouldn't have to be 100%. Different fears could have different cower rates.

If they are chased down and beat on, they will continue to run away. So there would be no change in fear-kiting tactics.

However, in dungeons, fear would still be somewhat dangerous. But using them wouldn't be a death sentance.

If a feared mob ran into the next room, it would bring aggro from the creatures in that room -- but it would then stop and cower.

Fear could be used as a ghetto-mez.

It wouldn't be as good as mez for CC, because:
A> Remezzing a mezzed mob is easy. Refearing a feared mob in the next room requires running to the next room, and recasting fear before the mob gets away. This gives extra chances for the mob to aggro more allies.

B> Breaking a mez to kill the creature when you want to is easy. Breaking a fear requires running into the next room (finding the feared mob), and then dispelling the fear before the creature gets away again.

Concerns (implementation details that could be expensive).
"Have I been damaged in the last tick" is something that might be hard to work out. I don't know.

A LOS check every tick on every player on a mob's hate list could be expensive. I don't know.

Am I crazy?
 
Yakk said:
Am I crazy?

That would require a whole new thread =P~

As for the rest I dunno but I really couldn't resist that, I mean come on, you all but sent an engraved invitation!
 
i know fear sucks, especially in indoor zones. considering blinds are usually my main point of aggro, I've wiped a raid blinding inside due to blind fear.

Simply, when it comes to indoor zones that are fear enabled, using fear on mobile mobs= insta wipe due to many adds. You gotta change tactics.

Also, the cower thing seems like it is rediculous. I don't know much about coding, but i don't think it would be the easiest thing to implement, and there may be client-side limitations that prevent it.

I'd love to see fear not cause 50 mobs to run at me when one runs away, but i think that is supposed to be part of the game, to induce more thought into strategy
 
Daelius said:
i know fear sucks, especially in indoor zones. considering blinds are usually my main point of aggro, I've wiped a raid blinding inside due to blind fear.

Simply, when it comes to indoor zones that are fear enabled, using fear on mobile mobs= insta wipe due to many adds. You gotta change tactics.

Also, the cower thing seems like it is rediculous. I don't know much about coding, but i don't think it would be the easiest thing to implement, and there may be client-side limitations that prevent it.

I'd love to see fear not cause 50 mobs to run at me when one runs away, but i think that is supposed to be part of the game, to induce more thought into strategy

Sow can't work indoors, flag fear not to work indoors. It makes sense. Then maybe rogues, bards, monks could use intimidation and not wonder "Is this zone fear enabled?" since fear is a random effect of intimidation.
 
Daelius said:
Also, the cower thing seems like it is rediculous.

Creatures run away from what they fear, until they can't see it. Then they cower in fear.

Sure, it makes more sense that monsters would run away until they found allies to salve their fear. Of course, it would make more sense for almost every intelligent moster to respond to being attacked with "send a messanger to get the rest of the army and destroy the interlopers". :)

Not having monsters in dungeons call the entire dungeon down on a group is a gameplay issue.

I don't know much about coding, but i don't think it would be the easiest thing to implement, and there may be client-side limitations that prevent it.

The position of monsters is determined on the server, not the client. :)

I'd love to see fear not cause 50 mobs to run at me when one runs away, but i think that is supposed to be part of the game, to induce more thought into strategy

True -- but it leads to "don't use any fear ability in any indoor zone". The tactical richness ... is lacking. The tradeoff is rather clear -- you simply don't use fear abilities -- it is better to just take the beating.

A fear that could bring some adds, on the other hand, is a fear that players would be tempted to use. They would have to be aware of fear pathing, and know if the room the mobs are likely to run into is cleared.
 
What about changing the basis of what fear does? When you are afraid you are less effective, so how about having it be a stat debuff and 10% stacking slow and add some fizzle factor without adding a run component?

Makes it useful at least. Could also be used anywhere with no pathing issues.
 
Danku said:
What about changing the basis of what fear does? When you are afraid you are less effective, so how about having it be a stat debuff and 10% stacking slow and add some fizzle factor without adding a run component?

Makes it useful at least. Could also be used anywhere with no pathing issues.

I honestly don't care what it does....anything but the "OMGZ RUN!!!" effect would be nice.

How about a 1% stackable slow or even something like it lowers atk by 5. Somethign tiny....anythign other than running. The running sucks.
 
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