I think the original intent was pretty clear: Frighten enemies, chase them down, and shred them in isolation. But that premise didn’t take CC mechanics into consideration. That and how frustrating it is to chase down fleeing mobs when your build has terrible mobility.
It also seems weirdly at odds with the Bastion’s chains and their emphasis on splitting damage to nearby enemies. I mean, that’s cool, but what’s the point of splitting up damage when you’re scaring the crap out of mobs and scattering them? Why bother splitting up the damage at all? If the 2-piece bonus offered a beefy damage buff to mobs when they were alone (no nearby mobs), I could see the thematic design and set mechanics working in harmony. But that’s not what we got, and adding Frozen to the set was a real head scratcher.
Won’t Frozen mobs build up CC resistance just as fast as if they were Feared? Of course they will! And once they’re immune, the 2-piece damage bonus is kaput.
And how are we supposed to freeze them? Cold Rush? That makes our mobility even worse!
Freeze rolls on items? Great. The build already juggles AD and CDR, and now we also need fussy secondary rolls that can only come on a few certain items, and can only be rolled if the item is otherwise perfect. Oh good. What fun.
I don’t want to sound bitter or unappreciative–I really don’t. I love that we have a set for Frenzy (though why it couldn’t apply to all Primaries is another good question), and I love the creativity present in the design. I would love nothing more than to see the Fear effect put to good use but it simply doesn’t work in its present state, and the buffs on PTR were far too conservative.