Razor Cure Posted 19 hours ago Posted 19 hours ago I love Dark Armour, and I finally got around to slotting up a spines/da scrapper. The changes looked great, with the general increase in accuracy for some powers, and the stacking knock back res in CoF. Totally awesome upgrade! So I jumped into a mission with some x8 mobs, to see how it performed... I totally get that Fear is meant to 'let' someone take an action when they get hit, and of course I have 2 damage auras..but the performance of CoF was pretty bad. Granted, I havent played DA in awhile, but I remember it (with the same power sets, pre change) working much better, with mods being 'Feared' a lot more, and more importantly.. NOT running away. The running away is awful. Mobs run (admittedly, I have to try it with different mob types, maybe more melee centric ones will be better?) and keep running. It reminds me more of Burn from FA, with the Afraid effect, rather than Fear. Compare DA Fear to Fear control powers (the cones), and once a mob is hit, then dont instantly start running for the hills. It makes for quite a frustration experience. How have other people found the nee CoF? I imagine it might be better on a Brute or Tank with the taunt as well, but on a scrapper, it seems to have missed the mark.
Riverdusk Posted 14 hours ago Posted 14 hours ago Can't say I noticed this really on my ice/DA stalker, but then again a lot of times in that case they are slipping on ice patch instead of running. Part of it might be that from what I've read things can have the 'run' behavior trigger if they are hit by a bunch of attacks in a short period of time (including dots). Spines does have a lot of dots. They will also run if they get low health and in my experience damage aura's like death shroud make me end up with more runners since they slowly tic health away instead of taking it in big chunks. Do you notice they run as often or not if you don't have CoF on? Looking at City of Data: Both CoF and fearsome stare list "terriorized" as the effect, not 'afraid'. CoF's effect also only lasts 3 seconds, so I'd think they'd only flee for 3 seconds if it was that. Makes me really think it is just the normal annoying flee code that mobs have built in.
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