The animist is mostly a cheesy camping class, and I applaud the devs for doing a wonderful job in curbing their many undesirable behaviors in RvR. For example, no longer can they place shrooms on the milegate structure, have unlimited shrooms in an area, or assault keep parapets with shrooms. However, the class has many wonderful abilities and speclines that go unused in RvR because they were never optimized.
PART I: MILD CHANGES
Many of the animist's support spells have unnecessarily long-cast time in order to cast a spell that's short-range, and static to the location its placed. I recommend that these support spells get shorter cast time in order to make them possible in open-field RvR. I see zero downside, as these spells are strictly supportive in nature (and relatively mild in effect).
SUPPORT SPELLS
12% resistance turrets. 5s to create turret, casts 15s resist buff within 350 radius - recommend reduce summon time to 2.5s
25% ablative turrets. 5s to create turret, casts 10m 1-time use ablative to targets within 1000 units - recommend reduce summon time to 2.5s, increase cast range to 1500
5-25% melee absorb, lasts 15s, 3.0s to cast. This Verdant spell requires specialization, but sees little use due to its long cast-time. Strangely enough, the offensive melee ABS debuff has a 2.0s cast time, but the defensive abs buff has a 3.0s cast time. Recommend reducing summon time to 2.0s
PRIMARY PET
The animist gets one controllable pet, which also has a special attack. The verdant spec pet applies a ranged low-damage taunting DD, the arborial spec applies a high damage DD, and the creeping spec pet applies a medium-damage snare DD. You can only use one at any given time, and these pets are not baseline, but require specialization. They have a 1k attack range, as all animist pets do (take note, Albs/Mids!). This is a good counterbalance as the Fire and Forget (FnF) shrooms would be overpowered if they had 1500 range. However, for this special pet to see utility in open-field, I propose two changes:
1) The 5s summon time decreased to 2.5s
2) The 1000 range boosted to 1500 range
PART II: SEVERE CHANGES
The FnF shrooms are the most, and probably only, controversial part of the Animist class. The animist sets up their shrooms, waits for enemies to round a corner, and then watches as the FnF shrooms unload on the enemy--once visible to the enemy, the shrooms will finish their cast, even if the enemy is around the corner. (All pets behave this way, including necromancer).
This behavior is cheesy as it encourages camping and exploiting only the slightest unawareness of the enemy, to which they are disproportionately punishing--more so than any other class in the game. There is a cost to this strategy, which is that the animist needs to be stationary and consume all their mana in only summoning FnF shrooms. This does not appear to be good gameplay design, and I propose to attack this in several ways:
1) Limit the FnF pets to six (6) maximum (this number may need adjustment)
2) A sight reduction in the FnF shroom's effective hitpoints (they are damage, not tanks--currently require too high investment of enemy to remove)
These two features are a significant nerf to both the RvR and PvE effectiveness of the class. I think there should be a counterbalance to these changes:
1) All shrooms decay HP over time, such that after 2m, they die. Currently they die at end of 2m, regardless.
2) The controllable pet (only one can exist at any time) prevents decay to shrooms within 1000 range. This keeps them alive, as long as the primary grovekeeper, if you will, is alive.
3) Slightly reduce the summoning cast-time of the DD shroom (5.0 -> 4.0 seconds perhaps--would probably need iteration)
These changes will ensure the Animist can still perform decently with their static grove, but no more instant kills, nor will it require an overly high investment of enemy resources to counter. Meanwhile, animists will gain more versatility, become more fun (imo), and also become better RVR teammates.
PART I: MILD CHANGES
Many of the animist's support spells have unnecessarily long-cast time in order to cast a spell that's short-range, and static to the location its placed. I recommend that these support spells get shorter cast time in order to make them possible in open-field RvR. I see zero downside, as these spells are strictly supportive in nature (and relatively mild in effect).
SUPPORT SPELLS
12% resistance turrets. 5s to create turret, casts 15s resist buff within 350 radius - recommend reduce summon time to 2.5s
25% ablative turrets. 5s to create turret, casts 10m 1-time use ablative to targets within 1000 units - recommend reduce summon time to 2.5s, increase cast range to 1500
5-25% melee absorb, lasts 15s, 3.0s to cast. This Verdant spell requires specialization, but sees little use due to its long cast-time. Strangely enough, the offensive melee ABS debuff has a 2.0s cast time, but the defensive abs buff has a 3.0s cast time. Recommend reducing summon time to 2.0s
PRIMARY PET
The animist gets one controllable pet, which also has a special attack. The verdant spec pet applies a ranged low-damage taunting DD, the arborial spec applies a high damage DD, and the creeping spec pet applies a medium-damage snare DD. You can only use one at any given time, and these pets are not baseline, but require specialization. They have a 1k attack range, as all animist pets do (take note, Albs/Mids!). This is a good counterbalance as the Fire and Forget (FnF) shrooms would be overpowered if they had 1500 range. However, for this special pet to see utility in open-field, I propose two changes:
1) The 5s summon time decreased to 2.5s
2) The 1000 range boosted to 1500 range
PART II: SEVERE CHANGES
The FnF shrooms are the most, and probably only, controversial part of the Animist class. The animist sets up their shrooms, waits for enemies to round a corner, and then watches as the FnF shrooms unload on the enemy--once visible to the enemy, the shrooms will finish their cast, even if the enemy is around the corner. (All pets behave this way, including necromancer).
This behavior is cheesy as it encourages camping and exploiting only the slightest unawareness of the enemy, to which they are disproportionately punishing--more so than any other class in the game. There is a cost to this strategy, which is that the animist needs to be stationary and consume all their mana in only summoning FnF shrooms. This does not appear to be good gameplay design, and I propose to attack this in several ways:
1) Limit the FnF pets to six (6) maximum (this number may need adjustment)
2) A sight reduction in the FnF shroom's effective hitpoints (they are damage, not tanks--currently require too high investment of enemy to remove)
These two features are a significant nerf to both the RvR and PvE effectiveness of the class. I think there should be a counterbalance to these changes:
1) All shrooms decay HP over time, such that after 2m, they die. Currently they die at end of 2m, regardless.
2) The controllable pet (only one can exist at any time) prevents decay to shrooms within 1000 range. This keeps them alive, as long as the primary grovekeeper, if you will, is alive.
3) Slightly reduce the summoning cast-time of the DD shroom (5.0 -> 4.0 seconds perhaps--would probably need iteration)
These changes will ensure the Animist can still perform decently with their static grove, but no more instant kills, nor will it require an overly high investment of enemy resources to counter. Meanwhile, animists will gain more versatility, become more fun (imo), and also become better RVR teammates.