Suggestion Animist.

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Epicburn
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Suggestion Animist.

Since a good portion of the custom server changes outside of patch 1.9x come from 1.114, might I suggest making the increase of animist fnf shrooms to 8 that was introduced in 1.114 as well. That seems like a solid balance between the low amount of 5 and the top of 15 cap or if we are unable to make that change possibly allow the change introduced in 1.111 that allows a animist to have one controllable mobile pet. Introducing both would be a fantastic balance but if only one could be done 8 would be a whole lot better for solo/farm or 5 with the controlled pet for a bit more mobility.

I made this suggestion on the discord as well but not sure what one is monitored more closely.
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zonks
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Re: Suggestion Animist.

Would be nice to have a few extra shrooms to place down utility shrooms along with the damage dealers you need. And not having to release and call you pet over and over would be nice.
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Zerogeist
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Re: Suggestion Animist.

Epicburn wrote: Wed Jan 25, 2023 6:09 pm Since a good portion of the custom server changes outside of patch 1.9x come from 1.114, might I suggest making the increase of animist fnf shrooms to 8 that was introduced in 1.114 as well. That seems like a solid balance between the low amount of 5 and the top of 15 cap or if we are unable to make that change possibly allow the change introduced in 1.111 that allows a animist to have one controllable mobile pet. Introducing both would be a fantastic balance but if only one could be done 8 would be a whole lot better for solo/farm or 5 with the controlled pet for a bit more mobility.

I made this suggestion on the discord as well but not sure what one is monitored more closely.
This is correct and would help immensely
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rgarrett
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Re: Suggestion Animist.

have you seen how many theurg pets go out at once

specially in the low level bgs have you fought against a theurg?????

simmer those down
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Epicburn
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Re: Suggestion Animist.

Lets not Hijack the suggestion with rants about other classes.

I understand your ongoing frustration with theurg pets as witnessed in your forum posts but that's not really what is trying to be accomplished here.
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Ebenezer
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Re: Suggestion Animist.

Wandering main pet is great, heck we asked for that on live for a couple decades before we got it.
We were even willing to give up it's ability to fight while it was moving - just so we didn't have to rebuff it. (If it's not on "Stay", it's locked on "Passive")
Best as an ability on the regular controlled, not a special shroom gated for high level play.

More FnFs? Nobody needs that. Maybe a split cap to get some utility shrooms down though. 8 total shrooms, but no more than 5 offense or 5 defense (so you could go 5+3 or 4+4 or 3+5).
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Epicburn
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Re: Suggestion Animist.

I mean I disagree with no one needing 8 fnfs but glad you bumped the post. They could make a 3k shroom cap for all I care but 8 fnf +1 is fantastic for solo/small and farm.

It was a kinda a Either/Or type of deal but both would be fantastic.

If I only had 5 Fnfs but I had a mobile 6th that would be great or if I had 8 fnfs and a 9th control that would be great.. obviously both would be fantastic but I think either changes would be a massive improvement.
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