force shroom death in rvr when higher level shrooms summoned

Started 5 Mar 2019
by Awarkle
in Suggestions
When you run a high level creep animist to a keep to find a low level animist has shroomed everywhere and there is no way to deploy high level pets can be frustrating. This is especially bad for creep anims my suggestion is if I put down a higher level shroom it should autokill any low level shrooms or you need to revisit the shroom cap distances
Tue 5 Mar 2019 12:49 PM by Sepplord
Imagine being the lower animist, camping a keep for a long time and then, shortly before inc, another higher one rolls up and kills all your shrooms...

I agree that the situation you described sucks too...but making the higher ones kill the lower ones doesn't seem like a reasonable solution at all
Tue 5 Mar 2019 2:28 PM by Milchschnidde
The limit should count per player not per area, theurghists do not have a natural limit, they are limited by castaspeed and mana. Reduce the number of shrooms to 12 per player, its a lot of them, but makes the creep spec less valueable in rvr to the limits so 2-3 creeper will allways cause the 15 limit for the entire zerg if in the same area ...which is absurde while beeing at keep defense all theurg zerg you down with pets...
Tue 5 Mar 2019 3:04 PM by Amp_Phetamine
I agree that higher level animist pets overriding lower level ones would be an incorrect method to resolve this. Perhaps reducing the radius in which the pet cap is set? There is still going to be a factor of opportunity in which you may find yourself the last animist to have arrived and all turret locations are maxed out. But other players shouldn't be penalized for that if they happened to be positioned better from the start.

Interesting dilemma though. I would definitely be against having a personal character pet max. In that scenario, hypothetically, 10 animists could deploy 120 total turrets if the individual cap was 12 per character haha.
Tue 5 Mar 2019 10:58 PM by Awarkle
The problem with shrooms was too many animists are overpowered. What about allowing each animist no matter of cap at least 5 shrooms in any one area. That would allow buffer and rebuff shrooms as well as hearts. Then if you turn up late to a fight your not stuck with just your.controlled pet you can at least deploy something. It just seems to be a massive need against animists when in classic you didn't have any cap and were only limited on mama pool and casting speed. Or just have the pet cap apply to hearts not tanglers vents melee debufferz ablatives
Wed 6 Mar 2019 12:38 AM by Milchschnidde
Awarkle wrote:
Tue 5 Mar 2019 10:58 PM
The problem with shrooms was too many animists are overpowered. What about allowing each animist no matter of cap at least 5 shrooms in any one area. That would allow buffer and rebuff shrooms as well as hearts. Then if you turn up late to a fight your not stuck with just your.controlled pet you can at least deploy something. It just seems to be a massive need against animists when in classic you didn't have any cap and were only limited on mama pool and casting speed. Or just have the pet cap apply to hearts not tanglers vents melee debufferz ablatives

But this counts for any Bonedancer (max 5 pets x10 bd = 50Pets(permanent) and theurgist 12% per bet so theretical 8 pets per theurgist x 10 theurgists 80 pets(duration 25s).
To be honest, there is no relation, Ani pets have only an attack range of 1000m and are stationary, while the BD is total mobile and the theurgist has a cast range of 2000 which is total absurd, because they chase you...and are immune to mezz.
while ani has simply 15 pets * n/n players. -The current solution is absolutly ok for PVE content to balance that out i am fine with that.. but for RvR its anoying. The casttime also make them not a viable skill for RvR, as annoying they might be for some players, they can be easy counterd by cc and die by 2-3 hits.
Cold theurghs have Total Range of 3350! You summon a minion on a target, the target decides to moves backward to 3000M range from you you minion runs to 2K range and still may cast uppon the target. Thats absolute insane.
Wed 6 Mar 2019 12:16 PM by Awarkle
Then the cap should be removed or adjusted to be inline with bonedancer pets ie 5 out per animist or theugs. Either way it's a massive nerf to animists that hasn't got a justification in classic.nor up the dps of shrooms in rvr
Wed 6 Mar 2019 4:06 PM by brewtus23
it would be much more beneficial to just delete animist all together. problem solved
Wed 6 Mar 2019 4:42 PM by Tree
I am getting tired of this animist bashing. The class is nerfed and degenerated to a mostly pure PvE class here anyway.

Have you played an animist here? If you had you would not demand that BS.
Wed 6 Mar 2019 5:02 PM by Amp_Phetamine
Tree wrote:
Wed 6 Mar 2019 4:42 PM
I am getting tired of this animist bashing. The class is nerfed and degenerated to a mostly pure PvE class here anyway.

Have you played an animist here? If you had you would not demand that BS.

The Animist is one of the most powerful classes in the game. They're essentially opportunistic Gods. No other class can systematically stalwart a choke point the way Animist's can. Let alone if you have multiple Animist's in your BG/Group.

So if you personally feel that you can only play an Animist effectively in the sense of PvE then I'd highly recommend re-considering how you're playing your animist and employ some strategy.

I agree that the 15 pet cap CAN BE problematic in certain scenarios and there may be a potential for a slight adjustment but calling them crap for the sake of calling them crap is pointless.
Wed 6 Mar 2019 5:07 PM by Expfighter
this is the best idea for shroomers that anyone has EVER had, REMOVE SHROOMS from RVR Period!

there problem solved
Wed 6 Mar 2019 5:07 PM by kedelin
The only needed for animist change is to make it so pets die after owner dies
Wed 6 Mar 2019 5:11 PM by Vkejai
Awarkle wrote:
Tue 5 Mar 2019 12:24 PM
When you run a high level creep animist to a keep to find a low level animist has shroomed everywhere and there is no way to deploy high level pets can be frustrating. This is especially bad for creep anims my suggestion is if I put down a higher level shroom it should autokill any low level shrooms or you need to revisit the shroom cap distances
That is one selfish suggestion right there. Not to mention pathetic. Try waiting for his shrooms to die and re cast yours as you should have higher dex for starters. You would have the same problem if you ran to the keep and found more Animists there the same level as yourself. As to the other comments , Animists already have a shit shroom cap as it is.
Wed 6 Mar 2019 5:15 PM by Tree
Amp_Phetamine wrote:
Wed 6 Mar 2019 5:02 PM
The Animist is one of the most powerful classes in the game. They're essentially opportunistic Gods. No other class can systematically stalwart a choke point the way Animist's can. Let alone if you have multiple Animist's in your BG/Group.

So if you personally feel that you can only play an Animist effectively in the sense of PvE then I'd highly recommend re-considering how you're playing your animist and employ some strategy.

I agree that the 15 pet cap CAN BE problematic in certain scenarios and there may be a potential for a slight adjustment but calling them crap for the sake of calling them crap is pointless.

Let me repeat my question:
Have you played an animist here?

In theory animist is one of the most powerful classes in DAoC, but that just doesnt run true for Phoenix. Play the class, then come back here and explain all the ways youve been wrong.
Wed 6 Mar 2019 5:19 PM by Amp_Phetamine
Tree wrote:
Wed 6 Mar 2019 5:15 PM
Amp_Phetamine wrote:
Wed 6 Mar 2019 5:02 PM
The Animist is one of the most powerful classes in the game. They're essentially opportunistic Gods. No other class can systematically stalwart a choke point the way Animist's can. Let alone if you have multiple Animist's in your BG/Group.

So if you personally feel that you can only play an Animist effectively in the sense of PvE then I'd highly recommend re-considering how you're playing your animist and employ some strategy.

I agree that the 15 pet cap CAN BE problematic in certain scenarios and there may be a potential for a slight adjustment but calling them crap for the sake of calling them crap is pointless.

Let me repeat my question:
Have you played an animist here?

In theory animist is one of the most powerful classes in DAoC, but that just doesnt run true for Phoenix. Play the class, then come back here and explain all the ways youve been wrong.

Okay, let me flip your question on you.

Have you played an Animist here?

If you have, please come back here and explain all the ways the Animist is terrible.

Edit: You essentially opened with: "Animists are bad, if any of you don't believe me you obviously haven't played one. Play one on Phoenix then tell me I'm wrong."
How about, since you claim to have experience with the Animist class, detail exactly how you're struggling in RvR with the class...
Wed 6 Mar 2019 5:24 PM by Arkeon
Give the new pet, which can move
Wed 6 Mar 2019 5:29 PM by Amp_Phetamine
Arkeon wrote:
Wed 6 Mar 2019 5:24 PM
Give the new pet, which can move

Since pet caps are in place, this may be a more viable solution rather than reducing/altering the zone radius limiting pet caps. The base pet would be fine, none of that crap Live DAoC did with giving each spec line a unique pet and all the other crap they added.
Wed 6 Mar 2019 5:48 PM by Arkeon
It is already a custom
Thu 7 Mar 2019 4:41 AM by Milchschnidde
At least some instant casttime for the primary pet would be great with a cooldown of 1 minute. A permanent line respec would also be aviable solution so you can switch between arbo and creep and At least and you are not demand to creep path....
Thu 7 Mar 2019 11:34 AM by Awarkle
I think get rid of the cap it was only an issue on live due to fonts of power.
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