I dont see what albs problem is :/

remi

Fledgling Freddie
Joined
Jan 14, 2004
Messages
1,427
Vermillon said:
theu pets are 2000 for sure, + ToA cast range bonus not very sure. :p
And mids have many fucking insta spam classes, why dont you play one since your SM cant swim fast enough :p



im a rm, lack both insta shit and a friggin pet~
 

Awarkle

Fledgling Freddie
Joined
Feb 1, 2004
Messages
1,131
well most of the LOS issues have been brought up by the animist team leaders they dont think its fair that our shrooms nuke when they shouldnt, likewise its not fair when they dont nuke when they should.

Some of the tether code for animists shrooms is totally broken, if you see mushrooms apear next to you but they seem to be doing nothing Ignore them. If they start casting then nuke them because of how the current tether code is working sometimes if i get lucky i can pop mushrooms through the windows of a keep now sometimes those mushrooms will pop but will refuse to nuke as long as you leave them alone mushrooms wont nuke back its as soon as you attack them they become agressive.

personally i would prefer if they halved the total mushroom animation and polygon use its meant to be somtime quite silly, if they changed the model then the lag wouldnt be half as bad (yes usp i know about net code) but give mythic a poke and get us fixed before we get nerfed even more.
 

Wholdar

Can't get enough of FH
Joined
Jan 4, 2004
Messages
323
Awarkle said:
Some of the tether code for animists shrooms is totally broken, if you see mushrooms apear next to you but they seem to be doing nothing Ignore them.

Problem is they are usually nuking my fellow realm-mates. =)
Ahwell, maybe in 1.74 or something then.
 

Boggy

Fledgling Freddie
Joined
Aug 10, 2004
Messages
491
Vermillon said:
Shroom placement effected by ToA range bonus though right?

TBH I still don't know if my range is being boosted by my +9% range. I have yet to find a situation where I can place a shroom more than a 1000 away.

Vermillon said:
And i doupt you stand ON a lvl 10 wall, you just go down the lowest narrow window and cast from there as it gives you enough cover.

Towers have no windows. Inner keeps have no ground floor windows.

Even in keeps, the lowest level is not ground level. You get about 750 from there IF you stand in the window in fall view of the enemy for the 5 sec cast duration.

Vermillon said:
So is ~2000 range or more just like theu, with the diference that one you cast the pets you dont have to risk any more and you can go at safe place and wait for the shroooms to do the job what ever, if they get killed you go and repeat the proccess, simple.

Simple answer - no.

Long answer - it's nowhere near 2000 (more like 1750 even from the lowest level), and a pile of shrooms will either be nuked, mezzed or avoided usually. Even the ones that hit rarely actually kill someone unless the person is damaged already. The usual scenario is for people (naturally) to run away as soon as they start getting hit. Many people get out of range easily before they are dead. If a GROUP of people approaches the shrooms it's even worse. Due to random targeting a big enough group can stand next to my shrooms until they expire without actually taking enough damage per person to die.

Shrooms are most effective when there are not more than 1 or 2 enemies in range of a single animists shrooms.

If you think being an animist is so easy and so powerful come play one full time like I do. You'll soon realise that for your 2 hours of glory at a big keep defense you've got countless days of being ganked by most other classes in the game. You'll also find that setting GTs in difficult places when your computer has gone slideshow is not actually easy.
 

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