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?
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?