Unbeatable Animist Hib Zerg

Started 28 Jan 2019
by ughsmash
in RvR
There seems to be no counter play to how hard a Hib zerg can hold down an area with Animists. I don't know what can be done about this issue other than not including them in the Freeshard. Which I know will never happen, but yeesh. they are so oppressive at a mile gate or a keep it is ridiculous.

It is to the point of when you play against the Hib Zerg you are doing PvE, cause you have to kill so many shrooms.

Maybe with the task clumping everyone in one area and promoting only zerg play, it is making the issue worse. I don't really have any solid suggestion though. Maybe someone who is better at Busting the Hib Zerg can chime in.
Mon 28 Jan 2019 9:17 AM by relvinian
The keeps are too tough, so it is only the animist realm who can get them down.

The milegates are too channeling. There used to be doors which had to be opened and that has helped some but with the populations it is possible to put shrooms up on top and then fan out and kill anyone go through the gate with the shrooms targetting.

Any realm can put so many people in a huge fan around the choke point that going through it is useless.

Keeps too tough, and milegates too chokey.

I have actually been in shade form and went and looked and once you see what is going on then you realize how stupid it is for someone to be saying push guys we can take them.

No you can't.

And because it takes so long to get the lords down, you end up with your pants down and both doors open for so long.
Mon 28 Jan 2019 9:49 AM by Sei
I dont agree with op title, but i agree something need to be done about animist in structure even thought i m not sure what would be a good solution (:
Mon 28 Jan 2019 9:57 AM by Lollie
Could make shrooms act like theurg pets do when some one casts amnesia (or confuse, cant remember which) and kills them, would mean they'd at least have to fan them out instead of clumping together?
Mon 28 Jan 2019 10:27 AM by Tavi
Not sure if this is already in place, but maybe limit the amount of shrooms to ~30 in an area of 1000 units
Mon 28 Jan 2019 1:08 PM by Koljar
What about theu pets vs lords? Or are there just not that many theus?
Mon 28 Jan 2019 1:21 PM by Dominus
I hear mezz works on shrooms.... jus sayin
Mon 28 Jan 2019 1:35 PM by Patron
I dont get the sense of OP and any Animist criticism.
Ani is a very unique class, same as Theurg or Bonedancer.
Ani was always this way, so why you wondering about?
ANyone talking about the make the theurgpets not moveable? Anyone crieing about Bonedancer is OP?

Shrooms are mezzable, stunable, and just have 1k range.
Its so easy to counter them.
And there is already a shroomcap which allowing more shrooms only in pve area.

Animist get lesser xp and lesser RP cause of shrooms and grollies.

And you want more nerfing the most nerfed class?

I hope GM dont hear on you and plz stop crying.
Peace

And btw: there is no animistzerg, because of shroomcap.
Mon 28 Jan 2019 1:36 PM by Patron
Sei wrote:
Mon 28 Jan 2019 9:49 AM
I dont agree with op title, but i agree something need to be done about animist in structure even thought i m not sure what would be a good solution (:

Why?
Mon 28 Jan 2019 6:46 PM by Sarrath
IMO (and I didn't read many of the above post, just the OP) shrooms need to die as soon as the Animist dies AND they need to die when the animist moves a certain (reasonably far) distance away from them. This fire and forget from miles away makes no sense.

Also, confuse kills them like theurg pets I believe.
Mon 28 Jan 2019 8:22 PM by Quik
Sarrath wrote:
Mon 28 Jan 2019 6:46 PM
IMO (and I didn't read many of the above post, just the OP) shrooms need to die as soon as the Animist dies AND they need to die when the animist moves a certain (reasonably far) distance away from them. This fire and forget from miles away makes no sense.

Also, confuse kills them like theurg pets I believe.

I think Shrooms should die as soon as the Ani dies as well...same goes for theurgs though, don't their pets keep attacking if the Theurg dies?

The distance thing is not very fair considering no other pet class stops functioning after a certain distance away, so why should the shrooms?

I have played Alb and Hib and just recently I played Mid...right now the Hibs seem to have the most people who organize things better. I read in /as as 1 or 2 people are very good at getting people into action.

In Mid the last few days all I read was how Hibbies are dominating the server with lvl 50's and that no other realm could compete. Someone was trying to get some action going in /region and again the 50's argument popped up yet when you typed /serverinfo there were currently more Mid lvl 50's then Hib and Alb, yet the Mids wouldn't jump into the action. Even with someone posting to check the /serverinfo so see that Mid had the most 50's on, people STILL argued in chat that the /serverinfo was wrong and that Hib had twice as many 50's...

The server is remarkably close to equal population:

Game Server: Up - Last Update: 5 hours 20 minutes ago
Albion: 1040 Midgard: 1091 Hibernia: 1072

That was at exactly 12:22PM PST
Mon 28 Jan 2019 11:08 PM by relvinian
For sure alb needs to get some leadership. I tried. I made a bg this morning and people ignored me, plus im not in a group, and people won't group me.

What can i say, i guess I'm a dick and people don't like me.

Regardless, we need some leadership. ANY leadership.
Mon 28 Jan 2019 11:30 PM by joshisanonymous
This seems like a bizarre complaint to me. I mean, this is about the only thing animists are good for in RvR as far as most people are concerned. Granted I haven't gotten to doing any RvR here yet, but I've played since SI and there have always been pretty simple counters to animists, namely mez.

I also don't agree that animist and theurgist pets have to die with the caster. They're not controllable pets, so let them live, especially considering that you get full RPs for killing things after you die.
Tue 29 Jan 2019 3:31 AM by Frieza
whilst this "ani zerg" sits at AMG, if youre a stealther and sit and wait at their entry, you pick off about 1-2 ani's every so often, its a great thing for some of us!

Ani's are also so easy to counter, you literally need one PA/ long range scout and they die.....i really dont see the problem.
Tue 29 Jan 2019 6:24 AM by ughsmash
Frieza wrote:
Tue 29 Jan 2019 3:31 AM
whilst this "ani zerg" sits at AMG, if youre a stealther and sit and wait at their entry, you pick off about 1-2 ani's every so often, its a great thing for some of us!

Ani's are also so easy to counter, you literally need one PA/ long range scout and they die.....i really dont see the problem.

Very Idealist situation there. If they are on a milegate or keep they can put shrooms in your line of sight from out of line of site. They lock down the chokes by having the shrooms on the side of los and crush you. They hop on the wall and place the shrooms on your side of the wall. All sorts of things that are not even close to being repeatable by any other class.
Tue 29 Jan 2019 7:54 AM by Koljar
Quik wrote:
Mon 28 Jan 2019 8:22 PM
I think Shrooms should die as soon as the Ani dies as well...same goes for theurgs though, don't their pets keep attacking if the Theurg dies?

The distance thing is not very fair considering no other pet class stops functioning after a certain distance away, so why should the shrooms?
Theu pets only attack the target they were fired at, shrooms attack whatever is in range.

Also. Necro pets die if they run to far away from the shade (and vice versa). Leaving the nec @10% HP if the pet was hurt.
Tue 29 Jan 2019 4:33 PM by kistfd3s
relvinian wrote:
Mon 28 Jan 2019 11:08 PM
For sure alb needs to get some leadership. I tried. I made a bg this morning and people ignored me, plus im not in a group, and people won't group me.

What can i say, i guess I'm a dick and people don't like me.

Regardless, we need some leadership. ANY leadership.

Nail on the head right here, it's been something I've paid close attention to since launch and its not getting any better. If Albion doesn't figure something out in the next week or two we might start to see a substantial population decline as players who are not getting to participate in the RvR slowly stop returning to the server.
Wed 30 Jan 2019 8:21 AM by Clartiex
I'm currently playing mid, and it is true. Most of the people on Midgard just sit around and complain about Animist. People run around in their 3-4 mans, or duos. Seen a small man yesterday of a skald and 3 healers.... 😐
I'm sure if half the people mid stopped complaining and just ran as groups like hibs do, we wouldnt lose so much to ani's. Like once you hit a MG, rush through it, healers run to to the side and immediately aoe mezz shrooms. Animist shrooms are pretty useless then. 🤷‍♂️
Wed 30 Jan 2019 8:33 AM by Druth
Animists were a great idea, but proved to be a constant problem in DaoC for alb/mid, and even for hibs who didn't play them.
Wed 30 Jan 2019 8:55 AM by tsteken
Druth wrote:
Wed 30 Jan 2019 8:33 AM
Animists were a great idea, but proved to be a constant problem in DaoC for alb/mid, and even for hibs who didn't play them.

The problem isnt the animist its the players behind them. Putting the pets in trees and inside walls. Untargetable and unkillable.
This is always an issue with privateservers cause GMs are just everyday joes like the rest of us with jobs etc and no time to properly check this abuse.

We need a harder stance on this however. We need GMs to properly intervene and BAN those blatantly bug busing Line of Sight.

Its not a problem when hib zerg drops shrooms in open field. Just like theurgs isnt a problem. But once they become unkillable its a different story. And this goes on day after day after day with no repercussions.
Wed 30 Jan 2019 11:07 AM by relvinian
during the beta there were times when there was no stealth working due to too many people playing stealthers.

Possibly you could make the mile gate area a no shroom zone or limit them to 5 or something.
Wed 30 Jan 2019 12:02 PM by Der_Eisbaer
FoF-shrooms have a cast range of only 1000 units.

Thus they can safely be

- mezzed
- aoe dotted
- aoe damaged

What is more, Amnesia can easily prevent the Animists from casting with its 2300 range.

So, no, I disagree with the OP as there is plenty of possibilities to counter Animist shroom camps.
Wed 30 Jan 2019 12:21 PM by faliv
Der_Eisbaer wrote:
Wed 30 Jan 2019 12:02 PM
FoF-shrooms have a cast range of only 1000 units.

Thus they can safely be

- mezzed
- aoe dotted
- aoe damaged

What is more, Amnesia can easily prevent the Animists from casting with its 2300 range.

So, no, I disagree with the OP as there is plenty of possibilities to counter Animist shroom camps.

You will nearly never have 1000+ free castingrange in a keepfight, if the animist is not totaly incompetent in casting his shrooms..

Beside that, just raid another keep, if one keep is stacked with animist. maybe it is more a problem with the rvr-task atm?
Wed 30 Jan 2019 12:49 PM by relvinian
Albs just have to decide if they want to be cattle going into slaughtering pens or work together.
Wed 30 Jan 2019 4:15 PM by Sei
Der_Eisbaer wrote:
Wed 30 Jan 2019 12:02 PM
FoF-shrooms have a cast range of only 1000 units.

Thus they can safely be

- mezzed
- aoe dotted
- aoe damaged

What is more, Amnesia can easily prevent the Animists from casting with its 2300 range.

So, no, I disagree with the OP as there is plenty of possibilities to counter Animist shroom camps.
Yes in roaming, but all your arguments fail in MG/ keep fight especially with the abusive shroom los,which is i believe the main issue

The idea of having pet die + range limitation seems good, and you should not compare with theur since a Theur actually has to on someone and not just groundtarget, full cast and wait
Wed 30 Jan 2019 4:35 PM by kmark101
Isn't the main problems with shrooms is that they damage through walls and animists are deliberately setting them up in such places, such as behind keep walls, corners, milegate rooms to bomb below, etc..?

I mean if that would be fixed then this would be not an issue because it could be countered. The reason that it can't be countered is that the shrooms are behind something that other casters can't cast through.
Mon 4 Feb 2019 2:10 PM by Sepplord
shrooms are also a much bigger problem because they are now smartguns focussing unmezzed targets, instead of being mezzbreakers.

I guess the intention was to make shrooming viable in 8vs8 and that completely broke shrooming in other parts
Mon 4 Feb 2019 3:25 PM by Gatlgard
Are GTAOE nukes viable counters? All I see alb-side are theurgists, who as far as I can tell have no way to hit things without establishing LOS.
Tue 5 Feb 2019 1:07 AM by dansari
kmark101 wrote:
Wed 30 Jan 2019 4:35 PM
Isn't the main problems with shrooms is that they damage through walls and animists are deliberately setting them up in such places, such as behind keep walls, corners, milegate rooms to bomb below, etc..?

I mean if that would be fixed then this would be not an issue because it could be countered. The reason that it can't be countered is that the shrooms are behind something that other casters can't cast through.

Correct. And having the pets live after the animist dies, and dropping tangler pets while transporting a relic and the animist being 50000 range away with pets still alive behind them. Both need to be corrected.
Tue 5 Feb 2019 2:35 PM by tzaaaaa
as an hib I say: crazy shrooming animists are really really annoying in rvr. i really don't like them, the way they work is really unfair towards albs and mids.


seems that BD Anis and Necros are objects of much complaints. Personally I hate those 3 classes that were borned with a clear intent to be superior or unfair toward other already existing classes.
Tue 5 Feb 2019 9:43 PM by dansari
As a Mid player I don't see the similarities between BD/necro and Animist. Yes, clearly in small scale BD and Necro are strong.. but they don't have nearly the same issues that Animists present in large scale. Maybe I'm ignorant to this issue but BD pets die when the player does.. BD/necro pets have to be controlled whereas shrooms will target anything as soon as they get LOS on it.. etc.
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