Terror fear interaction with stability.
I would like to see what people think of having stability interact with fear in a similar way like that PVE boss buff, as in the person doesn’t get CCed, but the condition is still applied and the damage ticks still go through. Stunbreakers can be related to the topic too but I’m more interested in seeing terror deal damage on foes with stability.
I agree. Stability just protects the player from control effects, not damage. They should be immune to the Fear component of Fear spells, but with Terror they should still take damage regardless.
Question: With Soul Marks, if you use Reaper’s Mark on someone with Stability, do you still get the life force gain associated with them triggering the mark?
Yes! I get so sick of it being ignored, that one stupid boon that honestly should not be in the game at all, ruins an entire build (if you are full terror/condi burst build) and that is not ok. It ignores the CC, fine, that’s what stability is for, but fear in terror builds is also a burst damage condition and stability, in no way, shape, or form, prevents condition damage. This needs fixing.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Yes! I get so sick of it being ignored, that one stupid boon that honestly should not be in the game at all, ruins an entire build (if you are full terror/condi burst build) and that is not ok. It ignores the CC, fine, that’s what stability is for, but fear in terror builds is also a burst damage condition and stability, in no way, shape, or form, prevents condition damage. This needs fixing.
Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.
Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.
Let’s not get into situational discussions please, would be nice to keep it purely about the terror traited fear damage part interaction with stability from a mechanical point of view. Another thing to be mentioned is that this interaction is unique only to the terror trait that belongs to our class.
(edited by Iceflame.5024)
Yes! I get so sick of it being ignored, that one stupid boon that honestly should not be in the game at all, ruins an entire build (if you are full terror/condi burst build) and that is not ok. It ignores the CC, fine, that’s what stability is for, but fear in terror builds is also a burst damage condition and stability, in no way, shape, or form, prevents condition damage. This needs fixing.
Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.
This is one of the reasons that Corrupt Boon is a MUST.
Maybe if the dmg still goes, it would increase build diversity?
Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.
Let’s not get into situational discussions please, would be nice to keep it purely about the terror traited fear damage part interaction with stability from a mechanical point of view.
While situational that is a point tho.
Mechanically it should still be applied n cause damage. Now from a coding point of view they’d have to separate Terror from being an attachment to the Fear effect and make it based on the skills causing fear.
Either that or they’d have to create two different fear effects. One normal fear effect that stability grants immunity towards.
Now the second fear effect would be one that is still applied purely based on if your character has Terror n if ofc the target isn’t immune to conditions… coding wise it would look something like this I’d recon….
If(Player.target.stability == true)
{ Fear.condition.standard = false; // Basically normal effect of fear not taking effect if target has stability//
If(Player.target.condimmunity != true && Player.trait.terror == true) //Just checks to see if the target has any kind of condition immunity I do prefer != true over == false just a preference imo also checks if the player has terror…
{Fear.condition.terror = true; //New fear effect without the actual “fearing” but still applies the conditon//}}
Only got double // Comment// to show where they start n stop… :P
Edit: Just to point out with Fear Effect I am referring to the effect Fear as in the running away.
Januk Monkeydoodle: 80 Engi
Knowledge is your friend: 1 of every class for sPvP except Ele.
Another possibility is that the condition Fear goes on a target with stability, it just doesn’t normally do anything.
This allows Terror damage to work normally as well as other traits such as Target the Weak. However, the control aspect does not operate on someone with Stability (the important part of the boon)
TLDR: You should still be feared with Stability on, it just doesn’t interrupt or disable you. This would be the ideal change.
Mechanically it should still be applied n cause damage. Now from a coding point of view they’d have to separate Terror from being an attachment to the Fear effect and make it based on the skills causing fear.
Either that or they’d have to create two different fear effects. One normal fear effect that stability grants immunity towards.
Now the second fear effect would be one that is still applied purely based on if your character has Terror n if ofc the target isn’t immune to conditions… coding wise it would look something like this I’d recon….
If(Player.target.stability == true)
{ Fear.condition.standard = false; // Basically normal effect of fear not taking effect if target has stability//
If(Player.target.condimmunity != true && Player.trait.terror == true) //Just checks to see if the target has any kind of condition immunity I do prefer != true over == false just a preference imo also checks if the player has terror…
{Fear.condition.terror = true; //New fear effect without the actual “fearing” but still applies the conditon//}}Only got double // Comment// to show where they start n stop… :P
Edit: Just to point out with Fear Effect I am referring to the effect Fear as in the running away.
The thing is, they already coded this for PvE. For a little while it acted just as it does now in PvP once they made fear not bypass defiant and they fixed it so now the CC portion doesn’t affect the defiant effect but the fear damage does, it even shows up on the damage tooltips.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
coding wise it would look something like this I’d recon….
If(Player.target.condimmunity != true && Player.trait.terror == true)
Haha, I’d hope not.
http://www.thecivilrebels.com
The thing is, they already coded this for PvE. For a little while it acted just as it does now in PvP once they made fear not bypass defiant and they fixed it so now the CC portion doesn’t affect the defiant effect but the fear damage does, it even shows up on the damage tooltips.
Didn’t know that since I rarely PvE n I rarely use Terror even in PvP
coding wise it would look something like this I’d recon….
If(Player.target.condimmunity != true && Player.trait.terror == true)
Haha, I’d hope not.
Well I will admit my C++ is a bit rusty, not done any coding for a year if not more. So from the sounds of it I apparently missed something if so feel free to point it out. But yeah trying to remember after a year is hard enough alone, trying to remember things at 2-3am is even worse. xD
Januk Monkeydoodle: 80 Engi
Knowledge is your friend: 1 of every class for sPvP except Ele.
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
LOL that was amazing
I’m usually typing on my phone
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
This was great…. it should be stickied.
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
Wow.
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
Teary eyed
You… you… sniff… you… deserve THIS!!!
(edited by HiSaZuL.2843)
Nice. I agree IceFlame.
The interaction between Stability and Fear should be exactly the same as between Defiant (PvE boss mob boon-like effect thing) and Fear.
Stability right now works as intended, though. Check the stability wording:
Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
whereas defiant reads:
Immune to crowd control. Crowd control skills remove stacks of Defiant.
I encourage you to put this on the sPvP forum (perhaps broaden the topic a bit to ‘Stability interactions’, there is more there) and co-sign this completely.
Gunnar’s Hold
Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.
I’m sorry I couldn’t get past the fourth frame, I just kept thinking Fear could never last this long…
perhaps you could add a part where he eats pizza or something.
No it was perfect and you are jelly. A subtle jab about durations very covertly tucked in.
More boxes with kittens please.
I’m going to fear you off a cliff. And take away your life force before that. I still think this one should be stickied.