Please reduce the time it takes for animist turret to pickup a target

Started 2 Aug 2020
by exveer
in Suggestions
With the changes to double-checks of LOS and range at the beginning and end of a cast, animist turrets are increasingly easy to play around and, in effect, useless. In the time it takes a turret to acquire a target and cast, a speed 6 person can reliably be in and out of range of the turret, passing straight through it (see https://youtu.be/w9UjpsJXHrU).

Animists are a favorite class to hate so I don't have high hopes that this will go anywhere, But the change to pet behavior nerfed animists into a really rough spot in mobile RvR, where targets are coming in hot and moving in and out of range regularly. Not saying it should go back to where it was, but doing something to make animists useful again in anything other than silly camping situations would be appreciated. Extended range, a faster cast time (maybe just on the first cast?), or simply picking up targets before the target is almost on top of the turret. It's silly and frustrating that the opponent can completely ignore a shroom field if you're on speed 6.
Sat 5 Sep 2020 1:06 PM by Toss
It is incredible how little light is shed on this. Same with the TWF problem. Instead of "forcing" people to learn to play the game things are nerfed.
I havent played my Animist in a long time and tried now. The Turrets are pretty much useless by now. You just dump your power for no reason.
But like always, the biggest whiners get what they want. Instead of learning to play around Turrets (Mez them or kill them) people just cry nerf nerf nerf
Sun 6 Sep 2020 10:04 PM by Fribrand
It is not just speed 6 people.

In Thid... I have a guy buff'd with SotR take very little damage.
He got all the way in and about half way out before he was tagged once.
With 5 shrooms down he ran all the way through and got tagged 1 time only.

So... yah... I stopped playing the Animist... Complainers won that battle.
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