I agree with the ideas that fear immunity is too widespread and that fear (as well as many other save or suck abilities) last way too long.
Being outright immune to fear is logical and fluffy for paladins. Improving saves versus fear for the party makes sense with bards, knights and so on. But we shouldn't be in a situation where a large chunk of the server is immune to this kind of play style.
A few characters back I played as a guy named Valgaroth Hinflayer who fought with two scepters of tyranny. The two or three times that I fought another player and the enemy rolled a one for their save were truly epic.
It felt like a freak occurrence, totally hilarious. Was it fair? Not really. But it was far from imbalanced by D&D standards. I took a hit build-wise by taking weapons with only a +3 enchantment and no keen or additional bonus damage. Wizards who take actual fear spells take a hit build wise by walking around with wet garbage HP and no ability to physically hit things. I say let these sorts of characters have their fun.
However, as someone who's done some work with a fear build I know all too well that the ability should probably last about ten seconds or less. It's no fun for the opponent waddling around in circles for a full minute, and it doesn't feel like a real win if you're chasing a guy whose slow movements glitch away your sneak attack damage for over a minute trying to chip away his HP.