Restriction of mushrooms for animist

Started 5 Apr 2018
by Moreau
in Suggestions
Hello,

we all know the problem with to many mushrooms especilly in rvr. If there is a restriction how many mushrooms you may have as an animist, my idea is to split this restriction into pvm and rvr. There is no need to limit a animist in pvm. But it's totally reasonable to limit the mushrooms in rvr. Maybe it's a good compromise for animists. I don't know if it's possible to program this.

Moreau
Thu 5 Apr 2018 6:51 PM by Six
why would you skip the limit for pve? i dont think animist dragon farming with shrooms is balanced either.
even with "normal" use animist farming is an issue, they attack other players pulls, they lag the server (especially when used in mass for PL as we have seen).

imo this should all be discouraged, animist with bombers or pbae pet is still a strong class.
Fri 6 Apr 2018 4:08 AM by Isavyr
It's both possible and desirable, imo. Animists' shroom farms are a really shitty gameplay mechanism.
Fri 6 Apr 2018 1:42 PM by Seigmoraig
Isavyr wrote:
Fri 6 Apr 2018 4:08 AM
It's both possible and desirable, imo. Animists' shroom farms are a really shitty gameplay mechanism.

Especially in RVR.... turning a corner and insta dieing to a guy that is safe away in the keep is retarded
Tue 12 Jun 2018 3:05 PM by Fugax
So you limit Animist pets.. Do you limit thurg pets?
Tue 12 Jun 2018 3:27 PM by Seigmoraig
Fugax wrote:
Tue 12 Jun 2018 3:05 PM
So you limit Animist pets.. Do you limit thurg pets?

You can't set fire and forget Theurg pet traps...
Tue 12 Jun 2018 5:42 PM by Niix
Cap all pets to max of 5 and increase damage to compensate.
Wed 13 Jun 2018 2:08 AM by Fugax
Yeah, but them damn Earth pets on doors! mmmmMMmm
Sun 17 Jun 2018 2:40 PM by Wilfu
https://playphoenix.online/viewtopic.php?f=38&t=452&p=2126#p2126

I asked this question already and the response was that animist has a 15 count limit. Thuerg no idea but probably around 15-20.
Thu 28 Jun 2018 7:52 AM by Patron
Animist is a great class. I love it! And it is part of Daoc! Its the pioneer in the Hibernian Force
Thu 28 Jun 2018 3:31 PM by Tree
Last time I checked shrooms were still quite buggy. Maybe we should first get them to work right before asking for restrictions.

Plus why restrict them anyway? A shroom animist is highly situational. Sure if you run blindly into a shroom trap you are likely dead. If you avoid it or wait the 2 minutes timer after which the shrooms die, you will be facing an animist that hasnt a lot of power left to defend himself, same if you just mezz the shroom stack. Playing animist the right way isnt at all easy peasy as some seem to believe.
Fri 29 Jun 2018 12:35 PM by bamf
Tree wrote:
Thu 28 Jun 2018 3:31 PM
Last time I checked shrooms were still quite buggy. Maybe we should first get them to work right before asking for restrictions.

Plus why restrict them anyway? A shroom animist is highly situational. Sure if you run blindly into a shroom trap you are likely dead. If you avoid it or wait the 2 minutes timer after which the shrooms die, you will be facing an animist that hasnt a lot of power left to defend himself, same if you just mezz the shroom stack. Playing animist the right way isnt at all easy peasy as some seem to believe.

Yeah, i agree. I think some people just cant handle get roflstomped by a shroom stack while the animist is watching netflix.

Honestly, shrooms were much worse after ToA release, when you had tons of mana regen abilities and Traldors Oracle for a free pet every so often. This allowed for higher amounts of pets to be summoned. Chances are, most animists wont be able to even get close to that cap, and if they do, the first round of summons is falling down.
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