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.
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.