Mass Shrooms on Tower Walls?
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like i said before do like live 5 pet cap each player
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wrong and wrong Pets have to walk all the way like players, Theurg Pets too. If the door is intact, they just stand in front of the door and wait until they die. And you cannot cast shrooms up on castles from below, you can cast them down however. |
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Actually, you can cast turrets on top of structures and any object, provided you have line of sight and appropriate range as demonstrated in this vid i made on live some weeks ago:
http://www.wegame.com/watch/SummoningTu ... levation3/ It isn't a bug, and it is definitely possible to do it on live =) For anyone wanting to replicate, it just go over to the relic gate and try it out. Uth results may vary though =P |
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Damn, i could have sworn they fixed the up-casting, but maybe i was wrong, BUT:
Even Mythic was aware of the Problem of massive amounts of Mushrooms being casted on Walls and through windows in Keeps (yes you can cast them through windows inside Keeps too) and experimented with safe spots where shrooms can't cast on, of course those safe spots are none existant on Uthgard. http://www.camelotherald.com/news/news_ ... oryid=1580 There's a lot of concern in the community about Animists and their use of summoning turrets in New Frontiers keep sieges. This post is to explain how Animists turrets work (with our current line of sight code), what the problems are, and what we are going to do to alleviate some of the frustration. First of all, line of sight in New Frontiers keeps works in such a way that anyone standing at the edge of a top of a wall can be targeted by players standing below. Animist targeting is implemented so that they can summon turrets to any place in the game where a player standing in the same spot can also be targeted. This means that Animist turrets can be placed up on top of New Frontiers keep walls. As keep defenders under attack from Hibernian invaders well know, there is a dynamic in New Frontiers where Animists summon turrets on top of the defender's walls. This makes it extremely difficult - and immensely frustrating - for the defenders, as they have very few safe spots from which to deal with the turrets. In addition, perfectly placed turrets on the top of the outer wall of a keep can sometimes cast on defenders standing on top of the center keep. While the ability to place turrets on top of the walls was an intentional design choice, we have decided after reviewing logs and player feedback that we need to place limits on this dynamic. Today, we are implementing on Pendragon a system that will allow keep defenders to have a "safe spot" from which to be able to deal with the onslaught of turrets. It is intended that Animists can summon turrets to the top of walls (and to the "balcony" of towers). Under the new system, now turrets placed on those areas will not be able to target players standing on top of the tower (in the case of a tower) or on the center keep (in the case of a keep). Now, to defend yourself against the turrets, have a ranged damage dealer (AE caster, archer, nuker, etc.) ready on top of the tower, or on top of the center keep, to deal with the turrets once they start popping up. This change will be on Pendragon this afternoon, and will roll live in the next few days, depending on testing. We'll keep looking at this situation and making changes as necessary. EDIT: Found more: =================================== Dark Age of Camelot Test Version 1.70ao Release Notes July 13, 2004 =================================== NEW THINGS AND BUG FIXES - All Animist 'fire and forget' turrets have been reduced in hit points by 70%. NEW FRONTIERS NOTES - Animist turrets cannot be cast upward over 250 units onto enemy keep or tower pieces. This is to stop turrets from ending up on the keep/tower ramparts, but still allows defenders to cast down onto attacking forces. Please note that Animists will still be able to cast upward over 250 units for their own realm's tower and keep pieces (or their own guild's tower and keep pieces for the PvP ruleset). - Turrets cannot be cast into the lord tower of a keep unless the Animist is also inside the lord tower. This is to stop turrets from being cast into rooms inside the lord keep through windows. |
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Yes, and those patch notes were for the pendragon 'test' where they changed it up to see how it would work. Obviously, that didnt make it to live since it is to this day, still possible to cast turrets in those spots.
Honestly, that situation described above is only in like extreme cases where (at the time) animists could cast up to 100 mushrooms in a spot. Uthgard is limited to 30...and easily crowd controlled. I see this as a non issue...however...the af buff stacking is a different matter.. |
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but please check the shrooms'HP. that seems strange you need so much cast to kill them and AE dot don't kill them
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">
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hp on highest level turret is 900 or just under it. Second highest is around 600, on uth that is. |
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The HP is already lower than our live test showed us. Currently they have about -80% HP penalty. So its like a normal mob with 20% HP. We can't go any lower. Its only a temporary fix until we have more tests.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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Tests on what? |
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Easy fix. Limit the amout of pets that they can cast. One caster with 15-20 pets is stupid. Its literally insta death to anyone near em. That or you are PERMA rooted when they throw out root shrooms and there is no immunity. Something has got to give.
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they give root imunity
![]() don´t even have to test that . seen it in rvr with my ani enough - trust me. just like the ench pet snare dd ... it is giving root imunity for no reason. root shrooms are supposed to give root imunity (and they do) - enchpet snare dd does not (it actually does on uth). |
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If this were really implemented like live had it around 1.80 then this would already be in place as by this time the pet limit per char was 16. However given that, the TOTAL limit on mushrooms in the area was 100 at the time as well. IMO if a limit per char is going to be done hten this 30 mushroom limit per 1500 unit nonsense should be removed as well. |
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sorry but... LOL ??? LOOOOOOOOOOOOOL ???? ROOOOOOOOFL! you really think thats right? I say it again: ANIMIST JUST CAN CAST HIS SHROOMS. ITS THE ONLY THING HE CAN DO. The other Lines aren't implementet yet. So artex this was a really really bad joke. And i dont know. why so much people QQ here. You think its better if there are 4 animists. with cap 15 shrooms. if they can cast 60 shrooms? oô I cant understand you. ATM 1 Animist (highrr) could hold 30 shrooms. and 4 could just hold 30 shrooms together too. And an Shroom limit <10 is a really bad joke. its like nerfing celerity by recast timer 2 minute. And as Blue said. The Shrooms life is atm LOWER as the Shrooms life on live. So dont cry about to much HP. So please. Think more about what you write, before you do it. Play more caster. Shrooms just auf 1000 range. Kill them with ae dd with higher range.... so easy it is. |
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The whole point about this post is that the scale of RvR has shifted to castle attack and defense. Right now a few animist can hold off 1-2 fg of people attacking or defending a keep. How fair is that? Name ANY 3-4 man group that can beat a few animist when it comes to this? (castle attack and defense) You cant because 1 animist with 15 pets out is just like fighting a full group. Yes, you can cc them IF they are in los but lets be honest. 90% of the time they are hidden around a corner or sat in a place to where they can not be targeted. Aparently the animist have never ran by the shroom farm and died instantly with 120 damage x16 pet spam. In the open field of battle....only very few animist are good unless given time to set down a few shrooms. I do understand your pain when it comes to this part of rvr. Your made for exp/keep attack and defense but in those situations are very much game breaking especially in lower lvl BGs/RvR. |
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DAoC is not fair.
There are many examples of things that are not fair: Animist can use a massive amount of shrooms to defend/raid a keep or inst kill players who come to close to shrooms. Bonedancers with pets, Svg, Eldritch Stun, RR, Ganking, SM intercept, Positional Styles vs Face/stick, Keep defenders vs keep raiders... shall i go on? |
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