Why shrooms STILL cast without LoS?

Started 26 Mar 2019
by Menfany
in Ask the Team
there is NO REASON to keep it that way.. shrooms are fine with dmg etc.. just this LoS.
Fix it and everything will be fine.
Tue 26 Mar 2019 12:50 PM by Cirath
Because shrooms operate the same way as every other pet and mob in the game do and always have, i. e. there is no second LOS check. What this means is that as soon as a shroom (or other npc/pet) gets LOS on you and begins a cast, that spell will finish casting even if you move and break LOS. The npc/pet will not cast any subsequent spells unless you give it LOS again. This is how it has worked since 2001. There is nothing broken about it. There are already a bunch of custom nerfs to shrooms here (unshroomable zones at milegates, severely reduced shroomcaps in an area, etc.). At some point you just need to figure out how to deal with them through actually playing the game instead of starting another GoNerfMe campaign on the forums...
Tue 26 Mar 2019 1:54 PM by Amp_Phetamine
Agree with the above poster. This really comes across as an "I died to a clump of animist pets, they need nerfed".

Animist pets are one of the easiest things in the game to avoid.

Sometimes you just get unlucky or if the Animist is savvy they're difficult to see, /shrug I've ran solo plenty of times and past by a tree that had a clump of shrooms hidden behind them and was 2 rounded by em. /shrug it off and go again.
Tue 26 Mar 2019 5:24 PM by Menfany
Cirath wrote:
Tue 26 Mar 2019 12:50 PM
Because shrooms operate the same way as every other pet and mob in the game do and always have, i. e. there is no second LOS check. What this means is that as soon as a shroom (or other npc/pet) gets LOS on you and begins a cast, that spell will finish casting even if you move and break LOS. The npc/pet will not cast any subsequent spells unless you give it LOS again. This is how it has worked since 2001. There is nothing broken about it. There are already a bunch of custom nerfs to shrooms here (unshroomable zones at milegates, severely reduced shroomcaps in an area, etc.). At some point you just need to figure out how to deal with them through actually playing the game instead of starting another GoNerfMe campaign on the forums...

So plz explain to me how a shroom can continue casting on me after i left his LoS behind a wall... not moving for 2min and still casting on me?
Tue 26 Mar 2019 6:14 PM by Amp_Phetamine
Menfany wrote:
Tue 26 Mar 2019 5:24 PM
Cirath wrote:
Tue 26 Mar 2019 12:50 PM
Because shrooms operate the same way as every other pet and mob in the game do and always have, i. e. there is no second LOS check. What this means is that as soon as a shroom (or other npc/pet) gets LOS on you and begins a cast, that spell will finish casting even if you move and break LOS. The npc/pet will not cast any subsequent spells unless you give it LOS again. This is how it has worked since 2001. There is nothing broken about it. There are already a bunch of custom nerfs to shrooms here (unshroomable zones at milegates, severely reduced shroomcaps in an area, etc.). At some point you just need to figure out how to deal with them through actually playing the game instead of starting another GoNerfMe campaign on the forums...

So plz explain to me how a shroom can continue casting on me after i left his LoS behind a wall... not moving for 2min and still casting on me?

You stood in a single spot for 2 minutes while being nuked by animist pets? Are you sure you cut LoS? It's possible that specific location is bugged in which case I'd recommend submitting the /loc directions within a bug report.
Tue 26 Mar 2019 8:19 PM by Fooj Fujiyama
Anyone complaining about an animist hasn't fought a bd or necro anytime lately.
Wed 27 Mar 2019 1:31 AM by waffel
Every time I see an animist laying shrooms in RvR they’re face down eating dirt a few minutes later. Yeah maybe they killed some noob skald zooming through before dying, but sooner or later someone capable of staying 1100 range away roasts them.
Wed 27 Mar 2019 4:33 PM by Amp_Phetamine
waffel wrote:
Wed 27 Mar 2019 1:31 AM
Every time I see an animist laying shrooms in RvR they’re face down eating dirt a few minutes later. Yeah maybe they killed some noob skald zooming through before dying, but sooner or later someone capable of staying 1100 range away roasts them.

Yup, Animists, especially solo, are the kings of kill a few, die. If I run by a well placed clump without seeing the pets and die, I laugh and release.
Wed 27 Mar 2019 6:02 PM by Menfany
waffel wrote:
Wed 27 Mar 2019 1:31 AM
Every time I see an animist laying shrooms in RvR they’re face down eating dirt a few minutes later. Yeah maybe they killed some noob skald zooming through before dying, but sooner or later someone capable of staying 1100 range away roasts them.

But yet.. is there any reason why the shrooms cast on while the animist already down?
Wed 27 Mar 2019 8:01 PM by dansari
Menfany wrote:
Wed 27 Mar 2019 6:02 PM
waffel wrote:
Wed 27 Mar 2019 1:31 AM
Every time I see an animist laying shrooms in RvR they’re face down eating dirt a few minutes later. Yeah maybe they killed some noob skald zooming through before dying, but sooner or later someone capable of staying 1100 range away roasts them.

But yet.. is there any reason why the shrooms cast on while the animist already down?

"Because it's how it's always been"

Really wish they would die when the master does and stop casting if the master is too far away.. then make them better at mobile combat so they're not a one trick.
Mon 1 Apr 2019 5:13 AM by Milchschnidde
dansari wrote:
Wed 27 Mar 2019 8:01 PM
Menfany wrote:
Wed 27 Mar 2019 6:02 PM
waffel wrote:
Wed 27 Mar 2019 1:31 AM
Every time I see an animist laying shrooms in RvR they’re face down eating dirt a few minutes later. Yeah maybe they killed some noob skald zooming through before dying, but sooner or later someone capable of staying 1100 range away roasts them.

But yet.. is there any reason why the shrooms cast on while the animist already down?

"Because it's how it's always been"

Really wish they would die when the master does and stop casting if the master is too far away.. then make them better at mobile combat so they're not a one trick.

They will not die because the fnf shrooms somehow do not count as pets, they are more like a durarion based curse, they do not hit critical.(they cant) you cannot controll them. But you can full cc them other then the theurgh pets which are immune to cc. They are limited to 15 total spells in an area which is pretty hard in terms of that, support and debuff shrooms count to the total spells. Every char other then melee can simply counter the shrooms with aoe spells or cc. The animist needs some rework RvR. No one takes them to party... they are running solo around.
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