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MongoJerry
There was an interesting post on the official Blizzard forums describing the new fear mechanic going live in 1.11. According to Putricia:

QUOTE
This info is for level-60 characters, because there are no low-level premades.


Fear will now break if a certain DPS threshold is breached. You have to do about 500 DPS over the span of one game tic (about 1.5 seconds) to do this. It means that one direct damage spell that does over 500 damage breaks fear. It also means that the fear-breakage criteria now implicitely takes into account the effect of +spell damage gear.

Dots work this same way. If a warlock loads up an opponent with Corruption, CoA, and Immoliate, then fears them, and then all three dots happen to do damage in the same tic that totals more than 500 damage, fear breaks.

Pet damage and damage from third-parties (like a warrior who charges you while you are feared) also figure in to the DPS threshold calculation. If a warlock fears someone and does nothing, but a hunter autoshots the feared person for 500 white damage, then fear breaks.

This is advertised as fear having a decreased chance to break from DOTs, but it's only decreased compared to direct damage because it isn't gauranteed that multiple DOTS will do damage in the same tic. Now for fear to be reliable, warlocks actually need to use *less* +spell damage to keep under the DPS threshold where fear breaks. 500 DPS in one game tic is easily exceeded by any warlock in epic gear.

Basically, expect to see seduce+nuke coming back into style big-time, especially versus healing casters where slowly grinding down health is not a viable option. If you remember warlocks in patch 1.6, this is what it will be like at level 60 post-1.11.

The secondary effect is that the PVP trinket isn't so usefull anymore, unless you want to use it to break seduce. Fear will break on its own pretty fast if the warlock is actually trying to fight you.

Finally, note that these are PVP changes. Fear doesn't break this easily in PVE -- I was able to do major DPS against mobs without fear breaking. I would guess that the fear-break threshold is calculated as a percentage of the target's total life. For players the percentage works out to around 500 damage on average, but for the mobs I tested on the percentage gave a higher DPS threshold (I tested the WS elite demons which have about 18K hp).


A CM said earlier that fear breaks three times more easily in PvP than in PvE, so perhaps you have to break the 1500 dps barrier for fear to break in PvE? How does shadow resistance factor into this?
Artega
QUOTE(MongoJerry @ Jun 2 2006, 01:05 PM) *

There was an interesting post on the official Blizzard forums describing the new fear mechanic going live in 1.11. According to Putricia:
A CM said earlier that fear breaks three times more easily in PvP than in PvE, so perhaps you have to break the 1500 dps barrier for fear to break in PvE? How does shadow resistance factor into this?


I'd assume Shadow Resistance affects only the initial part of the Fear; that is, whether or not it affects you at all. Since Fear effects have no damage components (except Death Coil, and that's a Horror effect), I don't think a partial resist would be likely. I'll strap on my Shadow Resistance gear on my retired 60 and test it with a friend or two after 1.11 goes live and see what I can find out.
Zarathustra
I hate to be cynical like this... but how much do you want to be Entangling Roots accidentally feels some collateral damage?
Watto44
Well, I hope that this doesn't put warlocks back where they were before their patch. (You know, back when you could beat them 1 on 1. tongue.gif ) I don't play a lock so I can't really judge, but the nerf seems reasonable, it's just a matter of judging the threshold at which fear breaks. Have it set too low and you basically have an unreliable sheep spell, set too high and you accomplish nothing.

QUOTE(Zarathustra @ Jun 5 2006, 04:01 PM) *

I hate to be cynical like this... but how much do you want to be Entangling Roots accidentally feels some collateral damage?

Entangling Roots is already so fickle in PvP that even if there was some spill over I doubt anyone would notice. Couple that with the fact that it can only be used outdoors and about 99% of the population wouldn't notice if you changed the duration to 5 seconds. smile.gif Unfortunately, you're probably right and my days of using roots to cat-form kite people are numbered. sad.gif

On a side note, I'd actually love some concrete knowledge on the mechanics behind roots breaking beyond the old "moofire/starfire makes it break really early".
Zippyy
QUOTE(MongoJerry @ Jun 2 2006, 02:05 PM) *

There was an interesting post on the official Blizzard forums describing the new fear mechanic going live in 1.11.

Is it just Fear? What about Howl of Terror, Psychic Scream, and Intimidating Shout? Death Coil's horror effect is getting a change too, is it not?

Fear is, I think, more abused in its current form than priests' or warriors' fears since Psychic Scream has a cooldown so it can't be used to keep a target feared indefinitely and warriors can't heap on ranged damage while their target(s) are feared. It makes me wonder whether these other fear effects will be changed as well just to maintain a standard.

What patch is this? 1.11? Fear nerf #11, then! tongue.gif
fractaled
QUOTE(Zippyy @ Jun 19 2006, 05:01 AM) *

Is it just Fear? What about Howl of Terror, Psychic Scream, and Intimidating Shout? Death Coil's horror effect is getting a change too, is it not?

Those first three are classified as "fears". Ie anti-fear trinkets can break them. I think Death Coil was made different because it's one sure-fire way for warlocks to get something off of them.

QUOTE

Fear is, I think, more abused in its current form than priests' or warriors' fears since Psychic Scream has a cooldown so it can't be used to keep a target feared indefinitely and warriors can't heap on ranged damage while their target(s) are feared.

It probably matters more in BGs where you'll often see 2-3 AOE fears in a fight. As a MS warrior (not undead), if I'm in the wrong stance when a fear goes off, I will often spend the next 15 seconds running around feared -- and I may die before it breaks.
Rinnhart
QUOTE(fractaled @ Jun 18 2006, 10:29 PM) *

Those first three are classified as "fears". Ie anti-fear trinkets can break them. I think Death Coil was made different because it's one sure-fire way for warlocks to get something off of them.


Howl of Terror and Intimidating shout have been skipped over in previous fear effect nerfs, notably by having the same base duration for PCs as NPCs.

QUOTE
It probably matters more in BGs where you'll often see 2-3 AOE fears in a fight. As a MS warrior (not undead), if I'm in the wrong stance when a fear goes off, I will often spend the next 15 seconds running around feared -- and I may die before it breaks.


And if you're anything but a warrior class and you're feared that long, with someone actively attacking you, you WILL be dead before it breaks. Group PVP, it's a fair change. But how it effects world PVP is going to define how the community responds to it.
Quark
QUOTE(Rinnhart @ Jun 19 2006, 05:19 AM) *

Group PVP, it's a fair change. But how it effects world PVP is going to define how the community responds to it.


Don't remind me. Rogues are still smarting because of the advantage Stealth gives us in world PVP, which I still have only participated in maybe 4 times total.
MongoJerry
QUOTE(Quark @ Jun 19 2006, 04:19 AM) *

Don't remind me. Rogues are still smarting because of the advantage Stealth gives us in world PVP, which I still have only participated in maybe 4 times total.


Which was your choice, of course.
Zippyy
QUOTE(MongoJerry @ Jun 19 2006, 10:08 AM) *

Which was your choice, of course.

*flames Bolty*
Lissa
QUOTE(Rinnhart @ Jun 19 2006, 02:19 AM) *

Howl of Terror and Intimidating shout have been skipped over in previous fear effect nerfs, notably by having the same base duration for PCs as NPCs.



That is due to the cool down on the spells. There is diminishing returns on spells that where the effect lasts longer than the cooldown (Fear, Seduce, Frostshock, and others). Anytime the effect is shorter than atleast double the cooldown, there is no diminishing return from that player (this may extend to other players as well as I remember several times being ganged up on by a pair of rogues and never leaving stun until I was dead).
oldmandennis
QUOTE(Quark @ Jun 19 2006, 04:19 AM) *

Don't remind me. Rogues are still smarting because of the advantage Stealth gives us in world PVP


And battle grounds, if you are trying to win and not zerg.
Rinnhart
QUOTE(Lissa @ Jun 19 2006, 10:04 AM) *

That is due to the cool down on the spells. There is diminishing returns on spells that where the effect lasts longer than the cooldown (Fear, Seduce, Frostshock, and others). Anytime the effect is shorter than atleast double the cooldown, there is no diminishing return from that player (this may extend to other players as well as I remember several times being ganged up on by a pair of rogues and never leaving stun until I was dead).


I didn't mean diminishing returns- those spells had the same mechanics for handling duration and break chance with players as with NPCs, meaning they usually lasted their full duration regardless of what was happening. Fear and Psychic scream haven't done that in a very long time, for good reason.
Concillian
QUOTE(Lissa @ Jun 19 2006, 10:04 AM) *

That is due to the cool down on the spells. There is diminishing returns on spells that where the effect lasts longer than the cooldown (Fear, Seduce, Frostshock, and others). Anytime the effect is shorter than atleast double the cooldown, there is no diminishing return from that player (this may extend to other players as well as I remember several times being ganged up on by a pair of rogues and never leaving stun until I was dead).



This is absolutely not the case.

I've used howl of terror and intimidating shout and seen an 'Immune' because DR had set in. Similarly with stuns (as a warrior charge is often the first thing you do... and the stun is 1 second with a 15 second cooldown, so fits into the Lissa-craft diminishing returns categories... to get an 'immune' on that pretty much guarantees things don't work like you think they do).

Kidney shot is the same thing, When using my rogue I'll cheap shot to open most of the time. People catch up and do some other stuns and I can get an immune on kidney shot (6 sec stun / 20 sec cooldown)

In my experience, diminishing returns works just like Blizzard has advertised, effect durations are reset after 15 seconds of not having the effect on them.

And even with DR, 2 rogues can keep you in stun for 9 seconds (CS 4 , KS 3 , KS 1.5). I'd think that long enough for 2 rogues to mutilate a warlock.
Quark
QUOTE(Concillian @ Jun 20 2006, 10:13 AM) *

And even with DR, 2 rogues can keep you in stun for 9 seconds (CS 4 , KS 3 , KS 1.5). I'd think that long enough for 2 rogues to mutilate a warlock.


Oh my god! Two people killing one! Someone call the presses!
Lissa
QUOTE(Concillian @ Jun 20 2006, 07:13 AM) *

This is absolutely not the case.

I've used howl of terror and intimidating shout and seen an 'Immune' because DR had set in. Similarly with stuns (as a warrior charge is often the first thing you do... and the stun is 1 second with a 15 second cooldown, so fits into the Lissa-craft diminishing returns categories... to get an 'immune' on that pretty much guarantees things don't work like you think they do).


Try it some time then if you think I'm wrong. If you wait out twice the lenght of the effect, which happens automatically with HoT, DR does not kick in. I've tested it and what I'm saying is correct. If you've ever watched a duel, you'd see this.

QUOTE
Kidney shot is the same thing, When using my rogue I'll cheap shot to open most of the time. People catch up and do some other stuns and I can get an immune on kidney shot (6 sec stun / 20 sec cooldown)

In my experience, diminishing returns works just like Blizzard has advertised, effect durations are reset after 15 seconds of not having the effect on them.

And even with DR, 2 rogues can keep you in stun for 9 seconds (CS 4 , KS 3 , KS 1.5). I'd think that long enough for 2 rogues to mutilate a warlock.


Not against a Warlock, against a Hunter with good armor. Stunlocked for around 15 to 20 seconds before they killed me. So, care to explain that?
Concillian
I'll continue to believe big IMMUNE letters rather than somone's sense of 9 seconds vs. 15 seconds when in the middle of getting a serious beatdown by 2 rogues at once.

Sorry, but sense of time when PvPing is quite skewed. And big IMMUNE letters when using charge, kidney shot, howl of terror or intimidating shout are about as clear as it gets.
castille
'15 second' stunlocks? I can explain 20 second if perfectly timed and coordinated. Work up 3 combo points, vanish, cheap shot, talented gouge, kidney shot. Done. Cheap shot and kidney don't share cooldowns, and getting 3 combo points is pretty easy with SS, SS, thistle, SS, vanish.

edit: and 'perfectly timing' is relatively easy with stunwatch/ccWatch/Carnival running
Quark
QUOTE(Lissa @ Jun 20 2006, 11:04 AM) *

Not against a Warlock, against a Hunter with good armor. Stunlocked for around 15 to 20 seconds before they killed me. So, care to explain that?


Ironically, you're talking about 15-20 seconds of stun when being alive that long, versus any 2 players, is pretty miraculous when you're alone. Anyway, stuns have seperate diminishing returns, fear as a whole has the same diminishing return.

Cheap Shot: 4
Cheap Shot(2): 2
Kidney Shot: 6
Kidney Shot(2): 3

15, right there, excluding Blind, Gouge, and a vanish to reapply Cheap Shot. Also note that Kidney Shot's diminishing returns timer lasts 20 seconds (not 15). The cooldown for KS is 20 seconds, so getting Improved Kidney Shot is a bad idea, because it only means you're subjecting yourself to diminishing returns when actually utilizing it.
Lissa
QUOTE(Concillian @ Jun 20 2006, 08:33 AM) *

I'll continue to believe big IMMUNE letters rather than somone's sense of 9 seconds vs. 15 seconds when in the middle of getting a serious beatdown by 2 rogues at once.

Sorry, but sense of time when PvPing is quite skewed. And big IMMUNE letters when using charge, kidney shot, howl of terror or intimidating shout are about as clear as it gets.


Not when you have a UI mod that has timers for when you're skill is available and you watch a timer that takes 30 seconds to countdown (Scattershot) go from 30 (when the fight started) to 15 or 10 before you go down.

No sence of time in PvP needed Conc, simply using a UI mode and watching what it says.
Watto44
QUOTE(Quark @ Jun 19 2006, 09:19 PM) *

[snippy].... which I still have only participated in maybe 4 times total.


Simulating World PvP 101: Standing in the middle of the field of strife when the zerg is elsewhere easily stands in for roaming pvp in realatively high traffic zones like EPL. While you're there, why not try ganking in front of the portal. It's just like camping the flight master in thorium point!

Dying to try a little Blackrock Mountain PvP? No problem! Just stand under the opposition's graveyard in Warsong Gulch. Defending a flag in Arathi Basin feels a lot like being the only person out front of the UBRS portal: you know something bad's coming, you just don't know when.

Unfortunately there's no equivalent to dressing up as pirates and taking over the Menthil-Theramore boat.

The moral of this story? Battlegrounds are okay, but pirates kick A#$@.

Back slightly on topic: Does anyone have any impressions of fear post-patch yet? I'm dying to have a bash at some warlocks to find out, but won't be able to play for a couple of days.
loonygloss
QUOTE(Watto44 @ Jun 21 2006, 11:44 AM) *

Simulating World PvP 101: Standing in the middle of the field of strife when the zerg is elsewhere easily stands in for roaming pvp in realatively high traffic zones like EPL. While you're there, why not try ganking in front of the portal. It's just like camping the flight master in thorium point!

Dying to try a little Blackrock Mountain PvP? No problem! Just stand under the opposition's graveyard in Warsong Gulch. Defending a flag in Arathi Basin feels a lot like being the only person out front of the UBRS portal: you know something bad's coming, you just don't know when.

Unfortunately there's no equivalent to dressing up as pirates and taking over the Menthil-Theramore boat.

The moral of this story? Battlegrounds are okay, but pirates kick A#$@.

Back slightly on topic: Does anyone have any impressions of fear post-patch yet? I'm dying to have a bash at some warlocks to find out, but won't be able to play for a couple of days.


I must say I'm a little disappointed that there is no indexing on DoT spells to make them less likely to break fear other than their DoT nature. OTOH, the break on DD sounds good. I pretty much thought fear should break on nukes.
Malakar
HoT is indeed subject to diminshing returns, and is on the same DR timer as other fear effects... which is the only way it will ever actually be affected by DR.

Lissa is correct though that if HoT is the only fear being applied, DR will not be invoked due to the lengthy cooldown.

So it's more of a coincidence than a "special" fear as far as DR goes.
Artega
QUOTE(Rinnhart @ Jun 19 2006, 08:38 PM) *

I didn't mean diminishing returns- those spells had the same mechanics for handling duration and break chance with players as with NPCs, meaning they usually lasted their full duration regardless of what was happening. Fear and Psychic scream haven't done that in a very long time, for good reason.


I don't see a reason to nerf Intimidating Shout further. It's on a very long cooldown (three minutes compared to thirty seconds for Psychic Scream and however long Howl of Terror is), costs a significant amount of Rage, and has been reduced to a maximum of five targets, and the primary target is automatically broken out of Fear if he takes any damage of any kind from any source.
Rinnhart
QUOTE(Artega @ Jun 26 2006, 02:10 PM) *

I don't see a reason to nerf Intimidating Shout further. It's on a very long cooldown (three minutes compared to thirty seconds for Psychic Scream and however long Howl of Terror is), costs a significant amount of Rage, and has been reduced to a maximum of five targets, and the primary target is automatically broken out of Fear if he takes any damage of any kind from any source.


Because axe-weilding wrecking balls don't need CC, especially in an environment that is group-centric when they're so easy to heal.
Lissa
Experimentation over the last week with Fear in PvE seems to indicate that Fear breaks a lot higher than 1500 DPS. Either that or the game is calculating the damage involved by dividing the damage the spell does by the time it takes to cast. I saw a number of times where I was running with Fel Stamina (Sacced VW through Demonic Sacrifice for 3% health returned every tick) where I would have Immolate, Corruption, Curse of Agony and fear a mob and then hit it with a Shadowbolt that would do around 1k damage and see 2 of the 3 DoTs tick at the same time the SB landed and not have fear break (this was definitely over 1.5k threshold if PvE is 3 times PvP). Fear also seemed to not break quite as often although the pRNG did get nasty on a number of occassions (Fear and a DoT at the same time cancelled several fears immediately).

For Testing purposes, I was farming Twilights (close to 20 Robes and 20 shoulders and only like 6 cowls to show for it... :x) and bugs in the Ashi Hive.
Rinnhart
Howl of Terror has a 2 minute cool, BTW.
Lissa
QUOTE(Rinnhart @ Jun 27 2006, 02:41 PM) *

Howl of Terror has a 2 minute cool, BTW.


40 seconds...20 seconds on the fear.
Rinnhart
What the hell, is that new? I could have sworn it was a couple minutes.
Lissa
QUOTE(Rinnhart @ Jun 27 2006, 06:38 PM) *

What the hell, is that new? I could have sworn it was a couple minutes.


Use to be 30 seconds and 15 seconds, now it's 40 and 20.
Rinnhart
QUOTE(Lissa @ Jun 27 2006, 07:42 PM) *

Use to be 30 seconds and 15 seconds, now it's 40 and 20.


as of when? Thott still has it listed as 15 second duration on the fear.
Lissa
QUOTE(Rinnhart @ Jun 27 2006, 09:49 PM) *

as of when? Thott still has it listed as 15 second duration on the fear.


Several patches ago. Thottbot really only updates new finds, drop rates, and new non-loot items added, but rarely goes back and edits other information that has been in game for a while.
Rinnhart


What's the effective PVP duration?
Lissa
QUOTE(Rinnhart @ Jun 29 2006, 12:31 AM) *

What's the effective PVP duration?


20/10/5/Immune

They changed both HoT and Fear at the same time. Fear went from a 1.5 s cast to 2 s cast and from 15 s duration to 20 s duration.
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