It seems odd to me cloth armor would have such a strong and unresistable CC effect. In my experience Fiend Robe is very strong in a 2v2 setting while being unrepresented in other aspects of game play. This is one of the most expensive soul artifacts with the demand being driven by its use in 2v2.
Fear Status on Robe(as I understand it)
While you are in a fear state you lose complete control and are unable to use any moves during the fear status. If you have a movement buff active you move at the standard movement speed is applied while feared. There is a short window to mash out of the fear robe, but the timing is ambiguous and could result in multiple fear procs back-to-back if missed.
Fear use in 2v2
These robes are most often employed in tandem by healer/DPS comps. These robes give a very strong match-up against melee DPS and any other healer/DPS comp not running this robe. Teams will stagger fear use to control opponent for an extended period of time. Getting feared into a wall is extremely punishing and difficult to recover from. Teams use this robe to alleviate pressure on themselves while dealing damage.
Counters
Purges- Most purge effects are on longer cooldowns that the robe so if the fight goes long or robe you is staggered you will fall behind the robe procs.
Knight helm-I see a lot of people suggest this as a counter, but there are a few things that make it a poor counter. 1) you can not activate a knight helm while feared and must attempt to mash out the activation between robe procs. 2)you are running something that does not give you an advantage to deal with beating the other comp. 3) robe use is staggered.
Ranged damage- keep out of range. In my opinion this the only valid counter. Keep out of range so they don't have chance to pop the ability in their advantage.
Dashes- can be interrupted mid dash, the interaction of the robe and dashes is unpredictable, sometime you pass though. Other times you are feared out.
Suggestions
-Make the ability Channeled like demon armor: Currently there is no drawback for popping this ability while you gain the ability to shutdown anything in melee range. Its ability to turn fights feels to strong currently, I think requiring a channel would balance the advantage it provides
-Improve knight helm: Add additional Buff effects to knight helm that are added when a movement impairing effect is resisted. Possible more resistance, move speed.. something to not make running feel like you are giving up some much in the helm slot.
-Allow use of abilities while feared.
-Fear move speed takes into account active move speed buffs.
In Summary: Fear Robe is very strong and I would like to see the spell as a channeled ability(like demon armor) to balance the effect.
Fear Status on Robe(as I understand it)
While you are in a fear state you lose complete control and are unable to use any moves during the fear status. If you have a movement buff active you move at the standard movement speed is applied while feared. There is a short window to mash out of the fear robe, but the timing is ambiguous and could result in multiple fear procs back-to-back if missed.
Fear use in 2v2
These robes are most often employed in tandem by healer/DPS comps. These robes give a very strong match-up against melee DPS and any other healer/DPS comp not running this robe. Teams will stagger fear use to control opponent for an extended period of time. Getting feared into a wall is extremely punishing and difficult to recover from. Teams use this robe to alleviate pressure on themselves while dealing damage.
Counters
Purges- Most purge effects are on longer cooldowns that the robe so if the fight goes long or robe you is staggered you will fall behind the robe procs.
Knight helm-I see a lot of people suggest this as a counter, but there are a few things that make it a poor counter. 1) you can not activate a knight helm while feared and must attempt to mash out the activation between robe procs. 2)you are running something that does not give you an advantage to deal with beating the other comp. 3) robe use is staggered.
Ranged damage- keep out of range. In my opinion this the only valid counter. Keep out of range so they don't have chance to pop the ability in their advantage.
Dashes- can be interrupted mid dash, the interaction of the robe and dashes is unpredictable, sometime you pass though. Other times you are feared out.
Suggestions
-Make the ability Channeled like demon armor: Currently there is no drawback for popping this ability while you gain the ability to shutdown anything in melee range. Its ability to turn fights feels to strong currently, I think requiring a channel would balance the advantage it provides
-Improve knight helm: Add additional Buff effects to knight helm that are added when a movement impairing effect is resisted. Possible more resistance, move speed.. something to not make running feel like you are giving up some much in the helm slot.
-Allow use of abilities while feared.
-Fear move speed takes into account active move speed buffs.
In Summary: Fear Robe is very strong and I would like to see the spell as a channeled ability(like demon armor) to balance the effect.