Fear is a bad boss mechanic

Fear is a bad boss mechanic

in Tequatl Rising

Posted by: Pendragon.8735

Pendragon.8735

When Anet designed their combat system, and class skills, it seemed like they had learned and understood a lesson from past games:

Players do not like losing control of their characters.

There was thankfully a lack of long or abundant crowd control skills in GW2. Outside of perhaps Moa, fears were short, stuns were short. Etc.

But now in these boss mechanics, more and more the developers seem to think increasing fear lengths and usage, somehow make a fight more fun or challenging. This is baffling, because its just the opposite. It makes them annoying and frustrating. Especially for classes lacking easy access to stability.

Teq’s fears now last seemingly 5-8 seconds, if you stun break them, you are just feared immediately again. Jormag’s fears are also now longer and more frequent.

Can we please stop resorting to these out-dated, annoying mechanics, simply as a crutch to make a fight more difficult? Please come up with something better. It is no fun to spend 25% of a fight running away from the boss.

I understand ‘Dragon Fear’ is kind of a fantasy lore staple, and it was alright in limited doses, like what the Bosses used prior to this patch. It was still annoying, but at least relatively short and infrequent. But now it has gotten carried away and to a severe irritating point, that really detracts from the quality and interest of the fights.

(edited by Pendragon.8735)

Fear is a bad boss mechanic

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Posted by: Aberrant.6749

Aberrant.6749

It’s good… it means better coordination is rewarded. It gives people even more reason to run stunbreaks and stability. Just learn when to use them (another good thing, you actually need to learn the fights).

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Fear is a bad boss mechanic

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Posted by: LameFox.6349

LameFox.6349

Personally if I’m not running to my death I just wait it out. Especially with the Claw. Yawn, stretch, run back and carry on.

Fear is a bad boss mechanic

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

It’s good… it means better coordination is rewarded. It gives people even more reason to run stunbreaks and stability. Just learn when to use them (another good thing, you actually need to learn the fights).

Are you taking into consideration that different classes have very different access to stability, stunbreakers, etc? I main an engi and stability has forever been a problem.

Fear is a bad boss mechanic

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Posted by: JNetRocks.3652

JNetRocks.3652

You can also avoid the fear completely now. If you time your dodge you can evade it and just keep fighting.

Before if you dodged the fear would be reapplied every few seconds regardless, but now it’s pretty easy to avoid!

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Posted by: Taku.6352

Taku.6352

You can also avoid the fear completely now. If you time your dodge you can evade it and just keep fighting.

Before if you dodged the fear would be reapplied every few seconds regardless, but now it’s pretty easy to avoid!

You could actually dodge the fear before. If you stood behind tequila the fear ticked 3 times in few second intervals. Dodge the first 2 then use a weapon/utility dodge skill.

Fear is a bad boss mechanic

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Posted by: Razon.8153

Razon.8153

Teq’s fears now last seemingly 5-8 seconds, if you stun break them, you are just feared immediately again. Jormag’s fears are also now longer and more frequent.

This is the main problem that makes it so annoying. But yeah I agree fear is a very bad mechanic

Fear is a bad boss mechanic

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Posted by: Changer the Elder.2948

Changer the Elder.2948

We had success with guardians countering the Fear by… was it “Stand your gound!” shout, or the other one? It really worked miracles on the main attacking cluster, didn’t get Feared once.

Fear is a bad boss mechanic

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Posted by: Azure Prower.8701

Azure Prower.8701

Use stun breakers or cleanse mechanics.

My thief is traited to cleanse on stealth so even blinding powder works.

Use your heads people!