Suggesting Animist Change

Started 31 Mar 2019
by tweedledee
in Suggestions
Not sure if this change is needed but I'd still like to suggest it.

-Buff DD pet's damage
-Debuff Animist DD/Tangler pet's duration to the same amount as Theurgist's pets.
-Grant mobility in a 300 unit radius circle of GT so it can path around walls to attack. The turret should try to seek visibility based on location of enemies to cast on. After summoned the pets will automatically be in aggressive mode and the entire stack will be controlled by the pet window so if told to attack a specific target they will all stack damage on that target. Setting pets to passive would move them back to GT.
-Lower pet cast time to the same of a Theurgist.
Sun 31 Mar 2019 2:52 PM by Milchschnidde
tweedledee wrote:
Sun 31 Mar 2019 6:41 AM
Not sure if this change is needed but I'd still like to suggest it.

-Buff DD pet's damage
-Debuff Animist DD/Tangler pet's duration to the same amount as Theurgist's pets.
-Grant mobility in a 300 unit radius circle of GT so it can path around walls to attack. The turret should try to seek visibility based on location of enemies to cast on. After summoned the pets will automatically be in aggressive mode and the entire stack will be controlled by the pet window so if told to attack a specific target they will all stack damage on that target. Setting pets to passive would move them back to GT.
-Lower pet cast time to the same of a Theurgist.

unfortainly will never happen, but increasing the cast range of FnF turrets would be a fair trade off,(i mean the range which you could place a shroom to be extend to 1500 range, since 1000 units of range to cast the fnf turrets and 1000 units of cast range the fnf have means a maximum total range of 2000 in theory, which the ICE theurg has 2000 castrange and additonl 1500 dd range of pet - which chases enemys, also the theurgh pets seem to be immune to any CC.

Also the range of the controllable pet seems to low, to be honest a range of 1000 is a joke.
The actual dmg table is fine, but missing range, maybe a demezzcast for pets or any of those thing, right now the animist is not a very viable RvR char you have to engage in close combat (on mobile roaming) because of the low range and have a casstime of 5 seconds per shroom, which for PvP its an eternal time.

I suggest switching the controllable pet at least to an instant spell (cooldown of 60 seconds). which can be used infight to summon the creature.
The animist had allready be nerfed to dead at least in RvR, well certain location are blocked where shrooms cannot be build anymore etc.. the limit of 15 shrooms in an area...

remove themax counter of 15 shrooms at least for support shrooms like resistance shroom, mhb buff shrooms and debuff / root shrooms they shouldnt count to the maximum stack of 15 fnf dmg turrets... maybe to anown counter of 10 buff shrooms 10 debuff/cc shrooms or something like that. so increasing the total stack of all shrooms to 35 shrooms, so having an Arboreal animst, a Creeper and Verdant animist at least in Zerg RvR wont kill each other by placing shrooms of theire speciality.

I mean technical you could also divide between baseline castable shrooms and specline shrooms would also work ... he doesnt deserve more OP but devs definatly should look at him, he isa GOD in PVE no doubt but its not all about PVE in an mainly driven RvR game.
Sun 31 Mar 2019 3:50 PM by BaldEagle
Definitely do not buff dmg.
Sun 31 Mar 2019 6:03 PM by dreenk317
definitely do not let the animist have all of his shrooms be controllable and able to assign a target.... that would create insta gib machines at every milegate.... Horridly unbalanced idea.
Tue 2 Apr 2019 3:19 PM by Amp_Phetamine
Only point I agree with is removing support pets from the DD pet maximum limit - although tanglers should count towards the 15 pet cap. The DD pets do quite well as is, they can kill some toons in a single round and solo tanks within two rounds.

Mobility on the FnF turrets would be terrible. Animist's are strategic gems, placement is key. I do agree with increasing turret range from 1000 to 1500, don't really have a problem with that.
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