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Animist Potential 1.88b
Posted: Fri Feb 23, 2007 2:59 pm
by chabio
I was checking up on later patch notes to see if Rangers were getting any love, as I was becoming frustrated at the lack of damage they were incurring on casters ( once a worthwhile target for bowmen ), when I came across the changes to Animists.
In 1.88b, Animists will only be allowed 5 active FnF turrets. I nearly choked.
Although they are given 50% hp increase, I cant see the use of turrets being viable anymore. This made me wonder why it had been nerfed again and if I'm missing something on the strength of said turrets. In my experience in RvR, other than scare tactics, they dont seem to be much use or that overpowered, as compared to theurg or bd pets. Could someone enlighten me.
I use my Animist as my farmer, to obtain a bit of beer money, but may now have to relook at another class. If you need at least 2 rooting turrets for inc mobs, I cant see 3 DD turrets doing much in the way of causing the mobs much problems once they arrive.
Do the people who "balance" the game actually play the toons they alter, or do they just listen the Whiners? I'm not so sure, as I use to be.

Posted: Fri Feb 23, 2007 4:56 pm
by OohhoO
Yeah it's kinda scarey!
BDs get nerfed into non-existance in 1.87
Anis look like getting nerfed into non-existance in 1.88
& Theurgs are from Alb so they won't get nerfed ofc
I dunno what they're thinking of TBH. The fluff they give Anis as compensation for this nerf isn't even worth losing 1 FnF pet for, let alone 10!
Posted: Fri Feb 23, 2007 7:13 pm
by Xest
Chabio wrote:In my experience in RvR, other than scare tactics, they dont seem to be much use or that overpowered, as compared to theurg or bd pets. Could someone enlighten me.
Well, 15 shrooms could insta-kill through walls, that was pretty op'd tbh

The other problem is that when you have hoardes of shrooms outside a keep it's near impossible for other realms to take it with a normal force because no one wants to run forward and lead the charge and be guaranteed death then miss out on the kills/keep take itself, even those that were brave enough were few and far between and would never be followed by anyone else so just ended up basically committing suicide. Arguably the biggest problem therefore overall was that shrooms would always target the same target, so that means if only one target is in range it was insta-kill. An alternative, perhaps more fair solution all round would be to change it so that someone can only be attacked by a maximum of say, 3 shrooms at once - it's the insta-kill that was the problem.
Posted: Fri Feb 23, 2007 7:50 pm
by Genedril
Xest wrote:... even those that were brave enough were few and far between and would never be followed by anyone else so just ended up basically committing suicide.....
Can't think of when that would be useful for a realm wanting to move some shrooms myself......
Posted: Sat Feb 24, 2007 7:13 am
by OohhoO
Xest wrote:The other problem is that when you have hoardes of shrooms outside a keep it's near impossible for other realms to take it with a normal force because no one wants to run forward and lead the charge and be guaranteed death then miss out on the kills/keep take itself, even those that were brave enough were few and far between and would never be followed by anyone else so just ended up basically committing suicide.
Only if a "normal force" has no mezz/stun/DI/AoE damage/archers/nukers/healers/clue etc etc etc
Posted: Sat Feb 24, 2007 8:02 am
by Gahn
They are redesigning the class to be more an "Open Field" traditional Mage Archetype (let's be honest the root bomber was the most retarded form of cc ever implemented in game) rather than a monothematic Siege strange class.
Good move imo, that said to counteract the shroom nerfing they should:
A) Lowering a tad cast time on shrooms
B) Give bombers same range as theurg pets
C) Give a level 50 spec LT
Imo

Posted: Sat Feb 24, 2007 10:40 am
by Lieva
seems like they making daoc purely into a rvr game
every change you see from now on will affect rvr. So everything that is overpowered in rvr will be nerfed.
Posted: Sat Feb 24, 2007 1:21 pm
by Arcsalin
Lieva wrote:seems like they making daoc purely into a rvr game
every change you see from now on will affect rvr. So everything that is overpowered in rvr will be nerfed.
Well, considering that most peeps now see DAOC as an rvr game and the pve is just a pain in the arse tells you alot about how DAOC has evolved as game. Sure, GOA say that most of their customers pve more than RvR but tbh, this evolvement is just a passage into the death of DAOC. It's lost its appeal on the pve side of it and thus RvR is the only way to go sadly. Most online games go this way and thus lead to its death due to the fact that there's no new ideas/marketing to improve an appeal that was way under marketed in the first place

Posted: Tue Mar 13, 2007 7:02 am
by judas
why dont they just make a 5shroom cap in the rvr areas then :<
tho i guess all fun farming is in Lab/ml10/df wich is rvr zones :\
still sucks loads as it will only make pve harder.