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Re: Suggestion Animist.

Posted: Tue Feb 21, 2023 5:34 am
by Stan
At least got to 10 pets for PvE so animists can farm again.

Re: Suggestion Animist.

Posted: Wed Mar 01, 2023 11:21 pm
by Epicburn
8 fnf would benefit pve and pvp.. but if they were to do pve'ish zones only.. would they include PoC and DF?

It would only make sense.

Re: Suggestion Animist.

Posted: Wed Mar 29, 2023 6:41 pm
by kpax
I think we are the only one still tried to implement 2 anis in 8v8 and can report about the experience. Well animist lost the biggest advance to be able spread lots of shrooms, cause only 5 is rly limiting the real utility of the animist. Imo they should have same cap like a theurg of 15. And inside keeps and towers there should be an area 1000 radius cap of max 30 shrooms. Similar solutions were made on several other free servers before, which worked fine.

Another issue is the baseline debuff which is an disadvance casue instead fnf turret its an direct damage which makes no sence to the mechanic of animist nukes. ONly the lifedrain like in old patches should be direct dmg.

Even cause Pilzpower is playing animist and is such high rr doesnt mean its op, he has just too much free time :mrgreen:

Re: Suggestion Animist.

Posted: Wed Mar 29, 2023 7:07 pm
by Megrim
kpax wrote: Wed Mar 29, 2023 6:41 pm I think we are the only one still tried to implement 2 anis in 8v8 and can report about the experience. Well animist lost the biggest advance to be able spread lots of shrooms, cause only 5 is rly limiting the real utility of the animist. Imo they should have same cap like a theurg of 15. And inside keeps and towers there should be an area 1000 radius cap of max 30 shrooms. Similar solutions were made on several other free servers before, which worked fine.

Another issue is the baseline debuff which is an disadvance casue instead fnf turret its an direct damage which makes no sence to the mechanic of animist nukes. ONly the lifedrain like in old patches should be direct dmg.

Even cause Pilzpower is playing animist and is such high rr doesnt mean its op, he has just too much free time :mrgreen:
Indeed, Animist is really weak here, they could at least increase shroom duration, hitpoints and damage and make the mainpet moveable if they still think the shroom cap of 5 is a good idea. Also the +15% damagebuff (that only works for PVE) is a joke too, not noticeable.

Re: Suggestion Animist.

Posted: Fri Mar 31, 2023 7:56 pm
by kpax
Megrim wrote: Wed Mar 29, 2023 7:07 pm
kpax wrote: Wed Mar 29, 2023 6:41 pm I think we are the only one still tried to implement 2 anis in 8v8 and can report about the experience. Well animist lost the biggest advance to be able spread lots of shrooms, cause only 5 is rly limiting the real utility of the animist. Imo they should have same cap like a theurg of 15. And inside keeps and towers there should be an area 1000 radius cap of max 30 shrooms. Similar solutions were made on several other free servers before, which worked fine.

Another issue is the baseline debuff which is an disadvance casue instead fnf turret its an direct damage which makes no sence to the mechanic of animist nukes. ONly the lifedrain like in old patches should be direct dmg.

Even cause Pilzpower is playing animist and is such high rr doesnt mean its op, he has just too much free time :mrgreen:
Indeed, Animist is really weak here, they could at least increase shroom duration, hitpoints and damage and make the mainpet moveable if they still think the shroom cap of 5 is a good idea. Also the +15% damagebuff (that only works for PVE) is a joke too, not noticeable.
definetly a good idea with moveable mainpet. I would fefinetly limit keeps /towers shrooms, even to 3 max. But openfield/8v8 it should be between 10-15 at least.