I definitely think revives are too fast in this game. It is impossible to win in most situations when I am outnumbered. Revival takes barely longer than a stomp, so all it takes is 1 CC (which for most classes can be a downed skill) for a teammate to successfully revive an ally. When I down somebody and a teammate comes to revive, if I have no stability, my only option is to try to CC the reviver (assuming I have one that is not on cd from the battle). If the reviver has stability then I have no chance. It is all a CC battle.
I think a lot of the problem stems from the fact that revival out-heals any DPS I can output by a significant margin. If I could significantly damage the ally while he is reviving, then I might be able to wear them down and eventually win. But that is not the case, so it becomes 100% a CC battle. I think that is a terrible mechanic.
You guys just aren’t representative of the masses that don’t use the forums and love Skyhammer.
You’re welcome to provide proof and evidence instead of just saying a few words and trying to pass them off as fact.
Until then, the forums are the masses, as are the 80% (the other 20% obviously being tired of voicing their opinion) of people in the skyhammer games I’m blessed to be in who vocally announce their hatred of it.
I wasn’t being serious. I just know I’ve seen such remarks from ANET in the past. I’ve heard enough reactions from solo q players when the map loads to know that almost everyone hates it. I’m sure ANet knows too if they play their own game. But I think they like to point to this map so they can say they have not neglected pvp while they continue to focus on their LS garbage.
You guys just aren’t representative of the masses that don’t use the forums and love Skyhammer.
These are definitely my most hated maps, particularly Skyhammer. It is a complete troll map and unbalanced in the extreme. I hear so much complaining every time before the match starts. But it seems like ANet takes the attitude ‘You really do like the map, you just don’t know it!’ I would bet if we had the option to pick a single map that we do not want to play on, 90+% would check off Skyhammer.
I think I know how this works. If you are facing away from your target, are moving in any direction, and then use a directional skill, it will put the skill on interrupt cooldown (auto-attacks will simply not do anything). If you are standing still, you will turn and fire the skill. It has the same behavior when immobilized. So if you do get immobilized, keep your hands off the movement keys and you can continue to fire at your target in any direction. That is probably a bug, but it works.
You weren’t facing him, if you use a skill while the opponent is behind or far enough to the side (think of a 90 degree angle from straight ahead to the right or left, if they’re past that point), it won’t activate and go on 4s CD.
You were immobilized while facing to the left, and used the skill when the opponent was around to the right.
This is the answer. You were immob facing the point and he was in the corner of the far side of your screen. This is the same reason none of your auto attacks were hitting.
As to your other video where you turn and transfer immobilize… I would love to know how you did that, because dagger 4 never turns for works for me when I get dodge rolled through like that.
I would ask you re-test that with him starting behind you and try it again…. I would bet it won’t work. I think the only reason it worked this time is because he was right in that 180 arc just passing you when you started the cast (so it will succeed), and then the game for whatever reason turned you… Seems more like an oddity than the rule.
I have never been able to get the auto-turn feature of using a skill to work while immoblized
Immobilized from behind, I can still fire the skill and turn towards my attacker:
http://youtube.com/watch?v=Sqjrr2MFWsI
We tried a lot of different combinations and could not find anything that put the skill on an interrupted cooldown. Also, my auto-attack DOES let me turn and attack while immobilized as well.
I know this is off-topic, but thought I would throw this out there.
Proposal Overview
Reduce the mobility of alpha/omega golems
Goal of Proposal
I don’t think ANet intended for servers to be able to build 10 or more golems and just steamroll and take over an entire map. And I don’t think people like seeing their keeps that they worked so hard to defend and upgrade go down in just a couple minutes because a blob of golems insta-ported right to the door. Golems are supposed to be moveable siege weapons, but they are supposed to be slow. Mesmer portals completely eliminate this restraint. If the server is organized, the golems can be at a keep gate in just a few seconds, and the keep can be gone just seconds after the white swords appear.
Proposal Functionality
Remove the ability for golems to use mesmer portals and waypoints. Keep golems true to their nature of being strong but slow-moving pieces of siege.
Associated Risks
I guess there is the possibility that this reduces the usefulness of golems too drastically to the point that they don’t get used much anymore. But ANet can re-balance them if necessary.
(edited by krippler.9826)
I don’t think that is it. I had a friend help me test this out. We tried a bunch of things, but I could not make the skill go onto an interrupted cooldown. And despite what the wiki says, immobilize doesn’t prevent me from turning when I try to use a skill, including my auto-attack. Take a look at this video: http://www.youtube.com/watch?v=VQq3NIbWcaQ&feature=youtu.be. He dodges behind me, I activate Deathly Swarm, and I turn and fire the projectile. He in turn becomes immobilized from the transfer.
I think this particular skill just bugs out on me A LOT. I am wondering if others experience the same thing.
I wanted to see if any of you can tell why this skill went on an interrupted cooldown in this video. The other guy dodges, but that shouldn’t cause an interrupt. And I have a TON of issues getting this particular skill to work, so I would like to know why this happens.
I just tried logging in to the website from a new location, and so had to do the email authorization process. After clicking the link to authorize, it said successful, but the original login page displayed “Unknown Authorization” and took me back to the login screen. I tried it several times with the same result. The only way I could get it to work was to permanently allow access, and even then I had to re-login.
I don’t really understand what ANet is trying to accomplish. They say their intent is to nerf ‘full zerker builds’ and then they do something totally different. They are nerfing critical damage from trinkets and traits (e.g. Soul Reaping) MUCH more than they are weapons and armor. Additionally, the nerf is ONLY to critical damage and not to precision which triggers the crits. Thus, the damage obtained by Cavalier trinkets (and Soul Reaping traits) will be hit even harder.
So, if you were to look at the damage reduction to typical DS builds, which use SR points and often use Cavalier trinkets, compared to zerker builds, you would in fact think they were targeting DS builds.
Obviously I am basing this off assumptions since we don’t have hard numbers yet, but this is what I see based on what was said in the dev stream.
Anybody know if there are any one-a-day ascended armor items I need to make before reset? How to craft them?
I am wondering how critical hits apply to AoE attacks. If the attack hits 5 targets, is there a chance for a single critical hit that hits all 5 targets, or does each target have a chance to critical hit independently. This is important to me for a couple reasons. First, I would like to know how effective the Necromancer trait Reaper’s Precision (chance to gain life force on critical hits) would be. Secondly, how does it affect Superior Sigil of Intelligence? If you swap to a weapon with this sigil, if a critical hit is guaranteed to be applied to all targets that are hit, that is much more significant than if it only was guaranteed to crit on a single target. So does anybody know the answer to this question?
If the condition transfer changes were intended, why wasn’t such a MAJOR change included in the patch notes? Why does ANet pick and choose what they want to reveal and what they don’t?
Can’t escape. You can say I never should have hung around at the start, but still…
That is due to randomized matchups. Just because JQ was in a T2 matchup doesn’t mean their ranking based on their rating had fallen below 3rd. JQ was below 3rd in the early days of GW2 before the ratings had a chance to settle. If you look as far back as mos.millenium.org goes as far as documented matchups (53 weeks), JQ was never below 3rd. http://mos.millenium.org/servers/history/29
No, it isnt. This screenshot is from a time when randomization did not exist. Your ranking decided where you placed. The SBI/JQ/DB match is from 3 day matches (yes, ranking placement existed), and the JQ/DB/CD match is from 1 week matches, pretty sure it was the very first or second one.
If you really want to know how this works. There was 4 1/2 T1 servers: HoD, JQ, SBI, ET (NSP), and BG was getting beat on by HoD every once in awhile even though they didn’t have the population to be there. The first screenshot it was HoD/NSP*/BG I’m pretty sure and the second screenshot was HoD/SBI/ET. Ask the people who have been on your server since the beginning.
*I don’t remember when AA transferred off of NSP, I want to say it was during 3 day matches though.
JQ has been top 3 throughout the history of mmo.millenium’s records. Those records include all but about the first month after the game was released. In that first month, there was all kinds of craziness in the ratings, along with people leveling chars, running through all of the PVE content, and figuring out how to play their classes. If you want to knock on JQ because they weren’t in T1 throughout all of that craziness, then you are missing the point. After things settled down, JQ never dropped below 3rd place.
Also, to respond to the guy pointing out that JQ has 54 medals to the EU server’s 55, if you add up the total medal count for the EU servers, they add up to 165. The NA servers’ total medal counts add up to 162, so for whatever reason, the EU count includes an extra week. Thus, you can conclude that JQ has actually been top 3 for at least 54 weeks (162/3 = 54).
(edited by krippler.9826)
It has to have fallen to 4th or lower at some point, Total Medals for JQ is 54, the EU counterpart has 55. That means at the very least since medals started being handed out (for 1, 2 or 3) JQ didn’t recieve one of them.
JQ has been down to T2 at least 2 times legitly (ranking), I was there for those.
That is due to randomized matchups. Just because JQ was in a T2 matchup doesn’t mean their ranking based on their rating had fallen below 3rd. JQ was below 3rd in the early days of GW2 before the ratings had a chance to settle. If you look as far back as mos.millenium.org goes as far as documented matchups (53 weeks), JQ was never below 3rd. http://mos.millenium.org/servers/history/29
Contrary to popular belief, there are some differences between the three big servers. My opinion could be wrong here since I don’t zerg, but here is how I have seen T1 play out over the last 10 months.
Blackgate and JQ have smaller guilds which sometimes run separately, and sometimes run together to create a massive blob. SoR tends to run one blob more often. This might vary depending on timezone, so what I’ve seen mostly applies to NA. Running in a smaller group might sound appealing until you get run over by a 40 man zerg a few times, so each has it’s merits.
SoR is arguably the most competitive server, with Blackgate in close second. JQ is competitive too, but they don’t seem to be all about winning in T1.
BG by far has the better smaller roaming guilds, although SoR is starting to pick it up a little. JQ is still a bit behind on the small organized roaming front. If you are a roamer looking for fights, join JQ.
With leagues coming up, all three of these servers are getting transfers, so things will probably change a lot soon.
If you believe SoR blobs any more than the other 2 servers you’re delusional. BG and JQ blobs just as much if not more.
The stigma is absolutely true. You have not seen blob until you have seen SoR blob. They never send anybody, they send everybody.
Seems pretty silly that FA can be outscored 134k to 203k to 270k and still gain MMR points (and quite a bit of them) whereas SOR is winning 308k to 163k to 134k and loses points. It’s like the system already knows it f’d up making these matches.
I know I know, yet another build guide… But I put a lot of effort into this, so check it out. It is specialized for zerg fights, so don’t expect to be able to 1v1 as effectively.
http://hzh.guildlaunch.com/forums/viewtopic.php?t=9537093&gid=307426
I spent 200G on this because I thought it would be great to pop a merchant whenever I wanted, but then I found out that nobody else can use it. It’s the same thing with the Personal Trader Express. So now I never even want to use either of them because I don’t want to troll everybody into thinking they also can use it. If they aren’t going to let anybody else use the merchant/agent, can they at least make it invisible to them or remove the icon for them?
PERSONAL means just that, it is yours and yours only, very evident.
It is NOT VERY EVIDENT to everybody else when I pop it out, that’s the point. Every time I pull it out in WvW I get like 10 people that try to use it and can’t.
I spent 200G on this because I thought it would be great to pop a merchant whenever I wanted, but then I found out that nobody else can use it. It’s the same thing with the Personal Trader Express. So now I never even want to use either of them because I don’t want to troll everybody into thinking they also can use it. If they aren’t going to let anybody else use the merchant/agent, can they at least make it invisible to them or remove the icon for them?
I did some calculations like Molch did. For these calculations, I used my build which has 20 points in Death Magic and 10 points in Blood Magic. I am assuming the choice is between Rabid and Carrion stats.
Basic Information:
Base Health: 18372
Base Armor: 1836
From exotic weapons, armor, and ascended trinkets you can acquire a total of 728 stats. I will assume from runes (undead or necromancer) you will also receive 50. Since I have 300 stats from traits, I will add that in for a total of 1078 available stat points.
The formula for calculating how much ‘attack’ it takes to bring you from full health to zero (no healing) would be:
[total health] = [# of hits] * [weapon damage] * [power] * [skill coeff] / [armor]
I will simplify this to
[total health] = z / [armor]
[total health] * [armor] = z
And we want to maximize z.
Let
V = Vitality from stats
T = Toughness from stats
Subbing in the base stats, we get
(18372 + 10*V) * (1836 + T) = z
And we know
V + T = 1078 or V = 1078 – T
Subbing for T:
(18372 + 10*V) * (1836 + 1078 – V) = (18372 + 10*V) * (2914 – V) = z
k + V*10768 – 10*V*V = z
To maximize, we take the derivative and set to 0:
10768 – 20*V = 0
V = 538.4
T = 539.6
Conclusion: If you want to maximize the amount of time it takes to get you from full health to zero with no healing, you basically want an equal amount of vitality and toughness from your weapons, armor, trinkets, runes, and trait points. Take that for what it’s worth.
Since I have 200 toughness and 100 vitality from traits, I would want to achieve about 438 vitality and 340 toughness from the other sources.
(edited by krippler.9826)
Wow 0/30/10/0/30 builds are so f——- now with the greater marks and terror changes. They made one OP build so they nerf across the board. ANet balance team is garbage.
The current ‘OP’ build is 30/30/10/0/0. In spite, take dhuumfire and your choice for the other traits. In curses, take terror and your choice of two other traits. Personally, I like weakening shroud and spectral attunement. In death magic, you always take greater marks. For utility skills I use spectral wall and spectral walk (making use of the spectral attunement trait). The third skill I switch up a lot. Generally I go with epidemic, corrupt boon, blood is power, or flesh wurm. But you can experiment with others as well. For elite, I think flesh golem is standard. For runes, nightmare and necromancer are pretty popular. You can also opt for runes of the undead or melandru for better survivability. For the amulet, I think most run with pure rabid, but my current build uses a carrion amulet and rampagers jewel. It doesn’t matter all that much, you can have success with either.
Maybe it is obvious, but be sure to utilize death shroud as much as possible. All of the skills are useful.
EDIT: Totally forgot about weapons. Staff and scepter/dagger is standard for condition builds. Everybody generally uses sigil of earth on the scepter/dagger and possibly also on the staff. Myself, I use sigil of geomancy on both sets but feel free to try others.
(edited by krippler.9826)
PvP is small scale battle – small worlds, small skirmishes, short games. WvW is all about pushing things to the limit, with huge maps, massive battles, and week long matchups. That is what makes development for WvW so much more difficult than PvP. Things like the culling issue, skill lag, encouraging anti-zerg tactics are all things they don’t have to worry about in PvP. So ANet is not neglecting WvW for PvP. It’s just that the technical issues they face in WvW are so much greater.
Anyway… fun stuff, didn’t have time to think about it too much… i spent the last 5 days making my latest video. Going to upload it tomorrow… ohhhh the feedback it is going to get.
Can’t wait
Still waiting! Impatiently.
Taking away portalling from golems makes them completely worthless. It takes coordination to portal golems in a group; and I approve of anything that puts tactics > zerging.
Just put the same restrictions on golems as they do on other mats, that they cant be cheaper than the vendor cost.
Golem rushes generally require a zerg to pull it off. And making 10 golems to go roflstomping around the map with your zerg isn’t my idea of great ‘tactics’. Golems are way over-abused in this way IMO. I think golems should be useful for building at keeps as portable seige to take two gates down. I don’t think they should be take over the map seige.
I find it far more likely that they would give us something along the lines of “Fear steals life force” than providing direct heals. They have said they wanted to increase our sustain through life force generation. I would actually have no problem with this sort of thing as long as they made the gain sizeable enough.
Yeah with the fact they cna be purchased on TP, i have seen zerging about a Boarderlands using Mesmer Portals to get around faster.
Maybe that’s the answer, golems can’t be portaled.
You can call it tactical all you want, but its just a bad mechanic. Somebody that is condition heavy is not going to be able to time when somebody is going to go down, so it basically becomes a game of chance.
Then the condition heavy player simply isn’t good enough.
If you know what you are doing, you can estimate quite well when an enemy might go down.Another thing to keep in mind is that looking at the fight also means checking if there are other enemies that are downed rather than just the one you are targeting, or if your side have downed players that needs rezzing and so on.
It’s ridiculously easy to say someone “simply isn’t good enough” but the reality is that when you are dealing with conditions, a single condition or two isn’t going to cut it. You have to load somebody with them to do any meaningful amount of damage. The problem is that they work like a train. They are slow to build up but once they get going, you can’t stop them. You can’t just take off all the conditions you threw on somebody because “Oh somebody on my team is about to die!” Like I said, it becomes a game of chance whether you down them too quickly or not; it is not a L2P issue.
Rally is a good mechanic. It slows down the game’s pace and prevents it from being a race to instagib. It also makes Death less frustrating, since even when you get downed there are still things you can do.
The alternative would be to make everyone tankier, and that would suck for different reasons.
I agree there is something to be said about what the rally system adds to the game as far as you still being able to fight your way back into a fight. I just think the difference between going down and then rallying to 50% health and going down 1/2 second later and receiving zero benefit is too much.
Aside from rallying from NPCs, my biggest beef with rallies is that it punishes downing people too quickly. Why should somebody be restored to 50% health just because I downed them immediately before somebody on my team died, but if I killed him 1/2 second slower, he gets no benefit? Seems like bad design to me.
Because that means you have to pay attention to the fight rather than just down people as fast as possible?
You can call it tactical all you want, but its just a bad mechanic. Somebody that is condition heavy is not going to be able to time when somebody is going to go down, so it basically becomes a game of chance.
Aside from rallying from NPCs, my biggest beef with rallies is that it punishes downing people too quickly. Why should somebody be restored to 50% health just because I downed them immediately before somebody on my team died, but if I killed him 1/2 second slower, he gets no benefit? Seems like bad design to me.
It doesn’t appease the people who don’t like the defeated resurrection at all really. When a smaller group goes after a zerg, they are already at a disadvantage. The problem is that even if you are able to pick off a few of the zerg, they will simply revive everybody after the battle and continue on at full strength. That is what needs to be removed because otherwise the tactics in the game will always be about who has the biggest army when the engagement occurs.
I tried to do some testing with a friend at lunch. But I was getting inconsistent results. He would have no conditions on him, but once he ran into a mark or spectral wall, sometimes he would get a terror tick and sometimes he wouldn’t – without changing the trait setup. So we got confused and gave up.
When you do your testing, are you able to consistently get a fear tick or not get a fear tick every time you try it?
Well let’s ask this question: If there was no greater marks trait and staff marks were the ‘standard’ size, do you think many people would consider it a viable weapon and actually use it? Probably not. If there were no greater marks trait, people would have been demanding a significant buff to the mark size from the very start, and I am sure we would have received one.
I used staff for months, perfectly fine (in PvP, PvE, and WvW), without Greater Marks. I couldn’t do it now without retraining myself because I am used to being lazy with the mark size. Perception means nothing, the game cannot be balanced around what people feel, it needs to be balanced around what is actually best for balance. People might feel marks need to be larger, but if that is not the best balance option, then too bad.
I LOL every time I see a standard mark in PvP or WvW.
Must have been this patch, because mark effects were easily wasted by someone dodging over them.
I was dodge rolling marks last night and I am 90% sure I was evading the effects. I am not even sure how marks would apply conditions to someone in dodge roll as the only skills that can do that right now are DS 5 and epidemic. Evade is not the same as block.
I will try to find some marks later today and test this, but I am pretty sure it works like it always has.
I’ve dodged rolled through many marks recently and neutralized them. It hasn’t changed.
I’m not one to be bitter over bugs or nerfs, but it’s hard not to scoff when the paralyzation bug was fixed immediately when it became widely known, but this one wasn’t touched.
Yeah, some kind of dev acknowledgement that they know this issue even exists would be nice. At this point it seems like they just want to ignore it because of balance.
In the last BoC podcast with Tenderly they were talking about a conversation with a dev who commented on making increased mark size standard: there’s a 90% chance it’s not going to happen. The reason for this is that there’s too much aoe in WvW/PvP already, and with the necro’s good access to aoe the staff probably won’t get this buff.
But (!!!) here’s the reason why this argument doesn’t hold up:
I think everyone agrees by now that if there’s going to be a change then the most reasonable one would be:
- increased size by default
- unblockable is combined with Staff Mastery
- Staff Mastery becomes master tier
As it is now, you either take Greater Marks or you don’t run the staff.
So would this change really improve the necro’s aoe?
Imo no, maybe even the opposite, because if this change is made then some (or even most) players wouldn’t have unblockable marks. For them it would actually be a nerf.
So the real question is: if you had 10 extra trait points that you don’t need to invest in Death Magic, would you gain more aoe if you placed them in a different line?
Considering that absolutely nobody uses the staff w/o Greater Marks, can anyone else see how larger mark size being standard would actually increase aoe? Because I can’t…
A change to the big aoe marks without the trait would cause the biggest anti-necro qq to date. You know why? The new build would be 30/20/0/0/20 using that extra 10 pts to get master of terror in the SR tree. Making the recent sigil of paralization nerf moot.
On that note, Anet, PLEASE PLEASE do this I want to own everyone! Fear me!
Move terror to GM
The reality is staff can be used as a single target weapon untraited. Is it easy when you are used to greater marks? No, but that is a skill shot (l2p) issue. If you want more AoE strength, you should have to give something up, that tradeoff right now is 10 trait points.
Well let’s ask this question: If there was no greater marks trait and staff marks were the ‘standard’ size, do you think many people would consider it a viable weapon and actually use it? Probably not. If there were no greater marks trait, people would have been demanding a significant buff to the mark size from the very start, and I am sure we would have received one.
(edited by krippler.9826)
We know that sigil of paralyzation was being applied multiplicatively, but most condition duration modifiers are applied additively. I bet what is happening is it is subtracting the condition duration first and then multiplying by the stun modifier.
(1.75 – .25) * .75 = 1.125 s
So you get just over 1s of fear for 1 terror tick. A small reduction to the initial 1.75 would mean no tick.
Edit: If my theory is correct, then my calculations say that you should be able to put 9 points into spite and use master of terror for 59% increased fear duration. Then the calculation becomes
(1.59 – .25) * .75 = 1.005 s
If you change it to 8 in spite it is
(1.58 – .25) * .75 = .9975 s
So try using 9 in spite and then 7 in spite (to account for possible rounding issues) and see if you go from 1 tick to no tick.
(edited by krippler.9826)
The cannon platform is the most poorly designed room in multiplayer video game history.
What’s sad is developers will likely take this to be highly subjective and emotional, when I’m being perfectly calm and serious.
I’m sure they respect your opinion more than almost anybody else in the thread. I definitely do.
I guesss what I’m getting at is, what is it about changing your spec that you do not like? Is it just having to learn how to play a different spec, or is it the idea of having to click all those buttons and change your gear around (ie helped with templates)?
For me, I would prefer to tweak my spec to fit a map but not be forced into totally revamping my build. At the very least, there should be multiple styles of play for each class that you can bring to a map and have some success. When a map pushes everybody to the same type of build, it ruins the unpredictability that makes pvp fun. I don’t want to know exactly what to expect every time I encounter a warrior, necro, etc. I want to adapt and require my opponent to adapt as well once we engage. This map basically forces everybody to load up on as much CC + stability that they can and then find out whose one-shot hit goes through first. It’s too predictable and unfun.
dislike for any purpose
The meta of this map is whoever executes the best CC wins. You can say it takes skill all you want, but if that’s all it comes down to, then it is a terrible map.
(edited by krippler.9826)
lol Thanks for demonstrating how dumb all of the learn to dodge, use your skills, l2p arguments are. As a necro, I probably could learn how to use the map to my advantage and effectively and instantly send people to their doom, but I refuse to play on such a troll map.
People.. it is not immunity, it is 100% cond reduction, which means even if you have 10% cond duration your bleed will still tick at least once etc..
It wont. Test it and please stop spreading misinformation
Can you just stop posting here?
The guy is absolutely right. We just tested it. I had 30% condition duration from traits, 10% from 2 lyssa runes, and 10% from 4 nightmare runes. Once my friend popped the skill, I could put no conditions on him whatsoever. I put down spectral wall and he walked right through it. So please don’t tell somebody to shut up when they say they’ve tested and you haven’t.
Anyways, with this skill warriors will be able to mutilate necros if they are also equipped with lots of CC’s. I have had hammer warriors keep me CC’d for over 10 seconds before. So you are telling me that after that elapses I have to put up with 10 more seconds (with boon duration) that I can’t put a single condition on them? There is no way I am going to last through that.
I just rolled a necro and i’m having a blast!
I’m eating popcorns while playing with my feet and killing anyone that comes to my node!I think necros are just fine!
And I’m sure you were never focused down, CC’d, and thrown around like a pinball by the other team.
Fear’s been stated to be both a control effect and a condition, but which parts of the game effect / respond to it are still kind of foggy right now.
It comes down to when it’s convenient for ANet to balance the game. They said they never intended for sigil of paralyzation to affect fear, but they were just trying to cover their a—. It’s pretty clear that they intended to treat fear as a stun but now that they don’t like the balance, they want to cherry pick situations where it’s affected and situations where it’s not.
