http://www.youtube.com/watch?v=YvqZunkd_MMEffects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.
What are your thoughts on this?
http://www.youtube.com/watch?v=YvqZunkd_MMEffects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.
What are your thoughts on this?
does it mather what someone thinks about this?
Its to counter the spamming of fear which is quite ok
I personally like the change. A cc ability is meant for cc not hey I get to rip your ass apart while you are cc'd. I welcome this with open arms.
Bubbles: Have a nice day, and go ____ yourself.
Question is that Lock's fear has same mechanic now?
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There is already a post about this :
[Fear nerfed again]
And..
Are you PvP'er or PvE'er? Because, I'm not sure If you get how important fear is for a Shadow Priest.I personally like the change. A cc ability is meant for cc not hey I get to rip your ass apart while you are cc'd.
Finally not getting chained feared while dying anymore, really finally!
Stuns are not for CC'ing? How many classes "Stun" a mob when there's too many before the pull? Rogues 'sap' them, but that also breaks on damage.
For PvP, the rogue's initial stun is very important. Trinket out of it and it screws them up - and if you don't have a trinket, well you really shouldn't be PvPing.
Chain feared? Okay okay, Stop right there Sir! We are talking about Priest, not a Warlock.
[ Psychic Scream ] got a 30 sec. CD, 26 if talented. How can you get any CHAIN out of that?
Also, Have you ever tried to kill any target that can heal, with DOTS without a CC?
We had a chance before, because We COULD fear them and hope we had time enough. But now.. >.>
Rogue without stuns, wtb! oh wait.. Stun and cc is miles away from each other.
I like this change, makes it a more defensive than offensive cc, as it should be.
I sincerely enjoy finding a Spriest in a BG and having him DoT me, fear me for a FULL 6 seconds, and then die from the DoTs before I can even catch back up to him when the fear breaks.
Really, it just makes my day.
Stuns were already nerfed to hell in 4.0.1. Especially for Rogues, the iconic Stunlocker.
---------- Post added 2010-12-01 at 10:48 PM ----------
Blizzard has said, MILLIONS OF TIMES, that no one DPSer should be able to kill a Healer of equal skill and gear. Because "If a Healer can be killed 1-on-1, what good is he going to be in Arena, when he has 2 other health bars to watch, and 3 different people laying into him or his friends?"
If Spriests could kill healers 1-on-1 before the Fear nerf, then they were clearly overperforming in that regard.
Good point, but if you mean "target that can heal" as a healer, it's not suppose to be easy or doable to some point. If a healer can't keep up himself against 1 person why have 'em at all in Arena/BGs?
If you mean as a dps class that can heal, the heal isn't too great anymore if you're not specced as a healer. Keep in mind that 4.0.1(a) is "balanced" for lvl 85. Things still change.
But fear should break but I can agree if it is like that, it's nerfed too much, should instead have a larger % of breaking while redotting or doing dmg than dots breaking it. As a survive ability if a melee gets near you for instance. But having a large gap between someone and just killing them while feared isn't fun, same goes with the stun.
Doesn't priests fear also disarm you forever? ;]
Hey guess what!! We have this super cool tool that everybody hates. It's called MIND SPIKE! That brings unique switching dynamics possible for a class that couldn't do much but cross their fingers when told to STOP DPS.
Well, affliction gets soul swap, but whatever.
So vs a healer/dps setup that you want to kill the dps you are bound to tank him till you kill him because fear will break instantly.No matter what you're saying (and for every NON priest in this thread fear seems OP,yeah right) fear should be able to at least handle a Dot tick or two so that it can gives us space.Also you choose how you want to use this spell defensively or offensively which determines the skill of the player the time he uses it.One last thing I want to say is why every $%&^ing time they nerf locks spammable fear,we suffer the same while our's have a damn 24sec cooldown, it's completely unreasonable.
What they should have done is lower the duration of fear against player controlled characters and pets, but possibly increase the run speed of a feared target by 50%, they're supposed to be scared right? :P Same distance to create some space, but less time to nuke them down. At this point fear is basically useless if it breaks on DoTs so easily.