Increase Animist turret range

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cmtempest
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Increase Animist turret range

The turrets themselves have such a small range, example DDs=1000. I placed one below a keep door, it couldnt even hit the person up top. Making DD Turrets useless. Plus by the time the turret can cast on the player, they are already within melee range. I say move it up to 1500 or 1350 for all turrets. Otherwise whats the point of them?

Heal Turrets - 850 - Id say make 1350
DD Turrets - 1000 - 1350/1500 is needed
Disease Turret - 850 - 1350/1500 is needed

Plus since the range is so close... Its way too easy for sorc's to mezz them all. Also melee can kill them easily because of slow casting time of turrets and low range... again makes them pointless.

Meanwhile Theurgists ice pets get 1350 range?! Not balanced
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rileyfops
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Re: Increase Animist turret range

In PvP Animists are only for rooting with tanglers, and nuking with wisps. They're really great at it. Very useful.

It's been decades since animists could defend keeps or otherwise be any kind of serious threat via forest heart turrets.

On live they were once ridiculously overpowered. Then they got nerf (ground target limitations) after nerf (shrooms per area cap) after nerf (personal shroom limit) to get them in line, and they probably went a little overboard.

Now limits that made sense like high power cost, short shroom duration, short shroom range, and low damage per shroom aren't really fulfilling any of their old balance objectives. They're just kind of old parts of the class that don't serve a useful purpose.... but eh. It's an old game and things change.
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anjohu / Andreas
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Re: Increase Animist turret range

Heal Turrets - 850 - Id say make 1350
DD Turrets - 1000 - 1350/1500 is needed
Disease Turret - 850 - 1350/1500 is needed


So you want to drop 8+1 shrooms that can rupt/dmg/disease mass of people for 2 minutes+ on caster range? And that sounds balanced for you? Tanglers are still strong + the dmg from animist.

And theurg pets are useless after the target dies, shrooms not.
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