I've been a Druid for some time, and I admit that the sole purpose of why is because it makes my lazy life easier. As the years go by and new more flavorful and advanced aspects of gaming are presented to us, I cant help but look back to some of our oldest and sadly outdated classes. Druid -was- the first Forestral class, literally the core of what being a Forestral was back in the first days of Achaea and as such was incorporated to define the aspect of their bond with nature. With time, breaking away from the class happened giving us sentinels and sylvans, and as time went on with nerfs and better developed classes, Druid become almost obsolete and invisible.
Now dont get me wrong, there are still pros of being of the Druid class. The skill Metamorphosis which gives me the track ability (the single most useful and best travel ability in the game) allows me jump around sapience almost effortlessly, I havent walked in ages. The skill of Groves, now severely nerfed in power and offense from the fearsome beast it once was, still offers the ability to return to safety from any forest/garden/jungle room back to your loving branches. It also offers the ability to self-resurrect yourself, as well as your allies, and travel to any being in a forest room. Let's not forget the ability to harvest herbs and sell for profit. However as I said these are all generally luxury abilities and offer nothing more than easier travel and lazy life.
Now let's look at some of the basics. Firstly Druid is the single most non-unique class we currently have, having not one unique skill to it, nor any unique flavor to itself. Yes it has the forestral flavor, but that is shared with two other classes (stronger and more reliable classes at that) which overshadow the Druid's use in such an environment. Heck sylvans are more druids than druids currently. The Druid skills are severely outdated and some generally just dont make sense. Metamorphosis offers general abilities with each form, yet in the end there are only 4 morphs you will ever use since they contain the abilities of all the rest. Their abilities dont mesh well together at all, their "instant kill" ability of Incinerate requires both the target to be below 50% hp and the druid to prepare his flame beforehand by 10 seconds..something that is extremely unlikely to occur ever at the same time. The only chance a druid has of lowering a proficient enemy's health to 50% is if they are a troll in jaguar form with reflexes up and mauling away (sadly yes, jaguar form does not summon flame :P).
Metamorphosis in itself is just a poorly made ability and seems to be directed (or attempted to be) more towards thematics of "animal spirits" rather than general game mechanics. Taking the new Groves into consideration, it has I believe the most abilities of a skill in the game currently...and yet over half are never used/useless. There are 3 abilities which "show all those in the forest" and some abilities that are just never touched. Forestbinding is the most costly and "powerful" ability in groves..and yet it is more a hindrance if used since you are pretty much trapping yourself and your friends in too, not to mention there are still several ways to get inside easily.
Ever since the grove changes that made quarterstaves more useful and gave us portable grove powers... a grove have become practically empty space. A grove is useful for only 3 things now: Making quarterstaves, resurrecting others, Having a hive to summon bees from and that's it. Honestly other than the ability to preserve 1 forest room against exterminating forest-griefers, a grove has literally no use anymore, they may as well be scraped and those 3 abilities become doable from any forest room/via quarterstaff.
Druids should get some remodeling done to shine as a class in Achaea should, not just have the look of some copycat'd class of the "2 other forestral classes". Make Druids the prime core of forestral life again please.
Edit: I forgot the ability to make gateways, which isnt very necessary unless you want to bring someone to your grove. Also a Druid will usually just Wyvern form and Track to someone if they want to go to them. With the new introduction of evoke-able gateways to those nearby, well then that also becomes useless to Druids since they could already track to them.
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The Druid class does require some tweaks, but not along these lines. It might simply be that you aren't seeing the abilities used much because you're not in a forestal org.
Im not sure why you would...one shows those in the forest, and another shows those in the forest AND the room they're in. Not sure how different purposes can arise from that .
That is somewhat incorrect. In the past a Druid was feared in their groves and forest, which fitted very well thematically. Yes the problem was when they left the forest they lost an entire skill, however now with the changes they didnt gain much in favor for that either. However the concept behind a Druid being powerful in the forest was a nice one and Druids were actually considered very formidable within their groves, it is a shame they lost so much of that strength.
With Track you can travel at any time you wish, Gate requires you be in your grove. With Track you will 95% of the time find someone just standing in your city meeting area, allowing you to effortlessly return home whenever you choose, with Gate you cannot unless you are in your grove AND there is no monolith. With Wyvern form you can see the locations of all trackable targets in the land, allowing you to quickly hop to someone in a location closeby to where you wish to go, gateway you cannot. If you want to bring someone to you and you are not in your grove, you can still TRACK, HOIST <person>, TRACK back to city if you wish, gate would be more useful here I admit. Tracking costs nothing to use, gateway costs 300 energy. I still see Tracking as a far superior traveling ability than gateways, added with grove isolation you almost never walk anywhere as a Druid.
Breaking shields with a golem is as you said above, a situation ability in which the target must be in your now de-clawed grove, also the golem can be taken down fairly easily, I do not see him as worth mentioning sadly. Gating I talked about above. Flowing to enemies is also situational and usually a suicide mission as a Druid. If a forest enemy is foolish enough to enter the forest alone then yes perhaps, but flowing to an enemy will find you in gravehands and vivisected in seconds. Calling loyals...unless you have a special pet you need back, then there is no need for this for the Druid. Bees are callable back from anywhere, and steeds can be whistled back. Grove Concealment is a flawed idea in itself since if you suddenly DO have a veil across you then the enemy can easily guess "ah he is in his grove then". Honestly all you have to be is a little bit known, like yourself, and enemies will quickly know where you are. Telepathy screen is also flawed, it doesnt remove a mindlock already on you, but will (for a short time and a painful energy cost to keep recasting) stop future mindlocks. Unless you are expecting a monk to attack you any time soon you cant stop it from happening. Also in all honestly the monk could just walk into the grove and whoop the druid's ass anyway with little effort. Rain is helpful yes, forgot to mention that. Grove summon is only usable if the target is in a forest location though, and gives warning beforehand.
I honestly think revamping groves into just a quarterstaff ability might be a good general idea as the few left mini-abilities in groves can be easily made into quarterstaff cast abilities now.
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There are several classes that are just "ok" without artifacts. With artefacts, Druids can be damn near impossible.
The problem is that a majority of those who play the class enjoy it because of the utility. Those who prefer combat will get frustrated with the class, but you can't have a class with the best utility in the game AND some of the deadliest offensive abilities. Since the majority of Druids prefer the utility, I agree with the admin in not making it an extremely easy, deadly combat class. The Sentinels are considered the "fighting arm" of the forest. You can't choose the best class to be lazy with and rave about their utility and then bitch because you can't 1v1 top tier combatants without arties.
I may not be a combatant at all, but I know, first-hand, that Druids can really help pin someone down in a group fight or simply deliver massive damage. Druid, in my opinion, isn't designed with damage and dueling in mind - it was designed for utility and group combat.
In a nutshell, Druid is fine as is, with some minor tweaks.
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Edit: So yes by all means keep Druid as mainly a utility/support class if you wish, but perhaps cleaning up their skills to better even reflect that wouldnt be a bad idea?
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Grove eyes for seeing who's already in (e.g. to stop an extermination in progress), forestwatch to see who enters (to prevent other attempts). Grove who is the third one, and it goes unused.
In the past, people would refuse to enter groves to fight. This isn't because, hey, that Druid is such a Barney Badass that he's going to wipe the floor with me -- it's because the class was unbalanced. The design also forced Druids into a position of irrelevance for anything beyond forest defence, which encouraged stagnation. In a conflict-based game, fights are a good thing; discouraging it from both angles is bad design.
I'll just tell the Mhaldorian defenders to pause while I hoist our raiders into their city one by one. Or hey, I'll tell them to come outdoors. Here's hoping none of our guys have a mass salve.
Do you realise that I play an actual forestal? Like, who does foresty things? I'm not just a rogue. There are defence things and protect-the-green-stuff initiatives that people actually use when they aren't just making their "lazy life easier."
Honestly, I'm not just arguing to argue here, and it has nothing to do with the fact that I've played the class for a long time. It comes from the fact that I use most of these abilities on a daily basis, and often to our marked benefit.
TL;DR: The Druid class does need changes, but they mostly revolve around a lack of reliable, versatile, class-centric 1v1 strategies. None of the stuff mentioned in this thread needs to be changed.
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Eject: Throws victims from your grove. The victim doesn't have any balance loss, however. They can very, very easily just go right back in while the druid is off balance, or worse, jumpkick back in or something. Cage used to force the person to crash past, and eject was rather useful (And a rather unbalanced, if I'm being honest). However, the lack of cage just makes this ability not really worth bothering with if someone is on the ball, especially since mass prevents it.
Fertility: I can only claim to have heard this second hand, but I've been told that fertility only lasts a day now. It's been a very long while, but I believe it used to work for an entire month, though only in the grove. I feel like this could be lengthened to maybe two or three days. Seems like the benefits for using fertility are extremely low, and I can see why. It essentially speeds herb growth for almost nothing. Still, at best, you're not really speeding growth very much, so in the end, I don't -think- people really bother with it.
Lightning: This used to be a quasi-area attack where it hit anyone in the same area as you were, as long as they were in the forest. Didn't break shield or anything, just did straight damage. I'm not entirely sure why it was decided to be changed to an LOS attack, though I'm certainly not complaining. Just curious as to the reason for it's change. Seems logical to me that it should have been changed to just a straight area attack, though I'm not really a combat mastermind here.
Everything else I can understand perfectly (Especially hinder/displacement when grove totems were a thing), except Summon, really. It's been nerfed pretty hard, with the fact that if you move even one room away (And it's been a while, but shield stops/prevents it, I believe), the summon stops. In theory, this really shouldn't ever work unless someone just missed the prompt, or was off balance from combat already in progress, but people still get caught by it, so I really can't complain. Simply that it's not viable when you're not in a large group.
God I miss lighting, used to be so much fun! Also was a true expression of who is master in the forests.
Its worth noting that Eleusis' primary strength when it comes to factional advantages is unquestionably melee. They boast the classes with some of the best in room potential in the game: maul (very fast, good damage), hydra bind (hinder plus damage with the instant followup attacks), good tanking across the board (druids awesome, sylvan good, sentinel decent), probably the most viable group instakill on the game when dealing with large numbers (incinerate), wildgrowth (its no ghands/piety but its something), darts if the people rush you, trumpet, the list goes on. With that in mind, Eleusis' ranged all seems to be primarily LoS based. It would be counter intuitive for them to also excell at area combat when practically speaking they should be attempting to rush (gate change facilitates this) to take advantage of that potential.
Druids one v one is lackluster, but its also one of the most potent group combat juggernauts around, and having just one in your team can change the name of the game completely. This comes back to the old argument of should classes be able to be both good at one v one and group combat. My opinion has always been yes or delete monk, but the changes needed to make druid high tier viable aren't that significant. Adjustments to freeze pound would probably be sufficient alone.
And grove summon is prevented by moving away from the room, not the area.
And I do get the point about mobility, but a lot of the skills seem like they're still clinging to the older system. Like Grove Cure, I cure myself with that in my grove. Evoke Remedy cures others, and only other people. Grove Roots, which is essentially like mass for you in your grove, Grove Shake, which knocks people out of the trees in your grove and the rooms adjacent, Grove Guardian, which summons a golem that only stays in your grove, and so on.
See what I mean? It's a little MPD with both grove only abilities and the later evoke abilities. I'm not advocating deleting the grove itself, though I would suggest simply using it more as a place you are bonded and ultimately get the power from, rather than the place where some of the power is tied up in. As it stands, the skill itself is kind of split on the issue, at least at the beginning section. Granted, I have -no- idea what would happen should those above abilities become evoke skills. Probably somehow swing us back into OP territory.
Druid 1 v 1 is good and it is one of the best support classes to have in a melee.
There are other classes that require much more attention, like apostate imo. Deadeyes should do limb damage so we are on par with knights.
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1. The forest side does need some attention after we're done giving Mhaldor steroids.
2. I had a fleeting thought the other night about merging the three forestal classes together for one class that has Elementalism, Groves, and Woodlore. Call 'em Drusylvinels.
I don't know where we'd put concoctions though and I don't want to see it become a miniskill. So it could be merged into groves and/or woodlore. But hey, like all fleeting thoughts, it was probably a bad one.
Grove deliver sounds awesome!
No to listen and illusion. Way too much abuse potential. We jesters have to fashion before abusing people that way : P