Time to bring animists in line with other pet classes.

Started 27 Feb 2019
by Mauriac
in Suggestions
Simple fix with animists. If the caster dies, the shrooms go inactive against players. In PvE, who cares. But in RvR it's literally idiotic how an animist who managed to spam pets into a wall can die and then collect 4 or 5 kills. At least with theurgs the pets only go after ONE target. It's ridiculous, particularly in areas with LoS issues. At LEAST give shroom pets a 2nd LoS and range check because in their current state they're amazingly stupid.
Wed 27 Feb 2019 10:08 PM by Tree
Yeah great idea, give animists another nerf. Because they are such a blast to play the way they are now.
Wed 27 Feb 2019 10:53 PM by Seige
Agreed pets should die when the caster dies.. But the truth is Animists are pigeonholed into one style of play and to be unbiased about it (which is hard every time I step foot near a shroom tree) it would be unfair without giving them something else.. Possibly a buff to their DD nukes. Faster speed? I'm really not sure.
Thu 28 Feb 2019 12:16 AM by Yint
did you mean bonedancers? 15 pets within 1500 range sounds nice
Thu 28 Feb 2019 12:17 AM by teiloh
FnF pets keep going after owner dies.

Animist controlled pet does indeed die when the Ani dies.
Thu 28 Feb 2019 1:01 AM by jg777
Animists need a reworked skill tree- it’s not their fault they are a (very efficient) one trick pony class and utilize that almost exclusively.
Thu 28 Feb 2019 1:05 AM by waffel
I’m certain if the devs could go back in time they would have never designed the animist class. What an absolute [edit - Language] class design.
Thu 28 Feb 2019 2:30 AM by Frieza
just let animists be. Yes they suck when you encounter one in rvr that is setup, but the idea is if they setup and you never go to them, they are at a disadvantage.

I think things are working as intended but maybe the only change id make would be to decrease their dps slightly. Un templated chain get about 1/5 hp from every DD, i feel like it should be a little less. just my thoughts though
Thu 28 Feb 2019 7:19 AM by Sepplord
Frieza wrote:
Thu 28 Feb 2019 2:30 AM
just let animists be. Yes they suck when you encounter one in rvr that is setup, but the idea is if they setup and you never go to them, they are at a disadvantage.

that is broken by design though.
Simply not going somewhere an animist set up camp in a game like DAoC can not be the solution. It is frustrating for all participants.
(i don't think it is THAT bad though, people need to learn to not break mezz on shrooms (and on players too ))
Thu 28 Feb 2019 7:32 AM by Ceen
Seriously why is everybody so hyped by animist shroom farms.
Yes I do die to them once in a while. And next run I wipe them since they are stationary.
Also I do enjoy the moment when I see that even after 10++ years of daoc someone tricked me
Thu 28 Feb 2019 9:24 AM by HtGeist
Only change to them is decrease the dd..they seem to nuke hard and get very little resist in pve on orange and red cons..sure made levling easier..but feels abit too much...i mean 6 shrooms and i guarantee the assasin dies with me if i can stall them to 2round of nukes so it lands before vanish...as a lvl 34 on a 50 in temp..yeah bit too good.
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