Why all Fear CCs need a change, and proposed solutions [constructive]
So as of late, there have been a lot of threads regarding the CC category labelled as [Fear effect]. I’ve decided to put some thoughts of my own down on paper, in a constructive manner, and see what I could come up with in order to meet both sides with a solution that will not impact the PvE environment, while helping the PvP-side of the problem.
I’ll break each paragraph down into multiple fractions. Namely:
1) The issues encountered by the -receiving end- of the Fear CCs.
2) The problems the -practising side- of the Fear CCs has with the changes proposed up until now.
3) My personal view on the matter.
4) A proposed solution.
Please keep this form in mind when reading the article. Everything written after a ‘1)’ means they are not -my- thoughts, they’re the receiving end’s. Accordingly, everything after a ‘2)’ means they are not -my- thoughts, but the practising end’s.
In addition, I ask of any readers that you please read the entire article. If you don’t want to read the entire thing, then I am not so sure if you actually want to provide constructive additions to the writing in the first place. That having been said, let’s get down to the article itself!
First, let’s define a Fear. We need to make sure we’re all talking about the same thing in this thread.
A Fear is a form of crowd control practised by Priests, Warlocks, Warriors, and DKs to some extent, where, once used, the targeted player will lose control of his or her character for the fixed duration of eight (8) seconds. Fears follow a Diminishing Returns pattern similar to other CCs: 1, ½, ¼ . Fears are prone to damaging spells, and the chance for a Fear to break increases rapidly once the feared player starts to take damage.
Going by this definition, we can be sure that everything will be covered in the article.
-The damage threshold-
1)While it may sound trivial, the main issue most complaints originate from is the feeling that the damage thresholds on all Fears are too high. Players feel as if the Fear never actually breaks, even when they’re taking damage from multiple sources.
2)Oddly enough, the other end of the spectrum is often claiming the exact opposite. They feel as if their Fears break too fast, and feel as if they are left with very little room for damage once they use their CCs.
3)While not necessarily true, it does feel as if Fears never break when I am on the receiving side of the CC. When on the practising side, however, Fears always seem to break extremely fast. This doesn’t mean one of the two sides is wrong, it merely means that there is a very widespread confusion as to when and how Fears break.
4) I feel this is one of the easiest parts to provide players with a ‘fix’ that will colour both sides pleased. We have already established the difference between experiences from both sides of the spectrum. All we need to do is define, and perhaps add slight changes, to the damage threshold on all Fears.
The easiest way to do this would be to have Fears break after a certain percentage of health has been dealt in damage, rather than the number being obscure and unknown to most. This, however, brings another problem with it: What is a fair health percentage to have a fear break on, without making it too strong?
I’ve thought this out for quite a bit, and the most fair damage threshold I could think of, for the current state of the game, would be around 50k health. If we calculate this into the current health pools of players, going by full malevolent gear, this would mean it would be slightly less than 15% of a player’s health. Seems like a fair percentage to base Fears on, no?
Now, this brings the issue of health-increasing buffs. Things like a Death Knight’s Blood Presence increase a player’s health pool drastically. This would mean a player would be CC’d for much longer than usual if they would play defensive. The solution is simple, however. Have the game calculate the damage threshold based on non-buffed health. This way, players will not be penalized more severely than needed for playing a defensive style.