As somebody who has been playing a druid for the past two years, I agree that they are in need of a few tweaks to bring them back in line with other classes.
Whilst Druids have for the most part a lot of weaknesses, the benefits can outweigh the negatives. So I have compiled a list of tweaks I would like to suggest be added, to give more flavourable choices, but also bring them back into line with say Warlocks, Battleclerics and Spellswords.
Druids are in a strange Jack of all Trades position amongst casters thanks to the Forms. And have always been a defence-oriented class. So these suggestions will reflect that but not make them useless.
The Main Bulk -
One of the main issues with Druid at the moment is Damage Reduction and Elemental Immunity stacking. The "EDR 3" Druid using Fire or Earth Monolith can reach the following Stats
Earth Monolith - 19 DR (More than any other class with exception of DD) and 40% Slash 35% Pierce immunity Whilst only having a moderate weakness to bludgeoning and a bigger weakness to Sonic damage.
Fire Monolith - The HP and DR of this are out of line, However I think the Fire Shield is appropriate, as it is counterable by Gearing and Wands of the endure Elemental line. Nearing around 800-900 HP with 35-40% Immunities in all physical aspects with 14/- Damage reduction as well.
So to act upon these, I would actually suggest the following. - Epic Damage Reduction feats 1-3 should not stack with Monolith Damage reduction, Immunities however should. Or Vice-Versa, but not both. These feats are "The Best" for pure non-totem druids at the moment and are consistantly suggested.
Lower the CON of the Fire-Monolith to bring it around the 600HP Mark, but increase it's strength to bring it to around 42-43 AB.
Air Monolith is in a strange place, with high AC and AB but very weak damage and Strength which makes pure-monolith easible Knockdown-able.
Water Form is also in a weird place, With good damage but no AB/AC to really be utilised outside of PvE in specific dungeons (RDI/Burning Shores) the Regeneration is lovely however.
Stopping Elemental-Immunities and damage reductions from stacking into Forms is also a suggestion I'd like to make, Which would give more pressure to the Elemental Weaknesses of each form. Meaning the Endure-Elements spell-line would be the only source of staunching said weaknesses.
Dragonshape - Stop Uncanny Dodge from working in this form, Flanking a druid should drop most of their AC and uncanny dodge stops that. These are otherwise fine, with strengths/weaknesses and no crit/sneak immunity.
Totem Druids - Deal around 23-26 damage a hit. I would not suggest tweaking these as now the insta-polymorph is gone. But give a scaling +1/2/3 enhancement bonus (For Damage reduction pierce on PVE mobs) without increasing AB/Damage. Around the following levels
Level 12 - +1 enhancement bonus
Level 20 - +2
Level 28 - +3
I'd also suggest changing Monk AC to stop working with totem forms. Just like with the Dragonshape forms
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Big Suggestion change to Elemental Forms
Give them Weapons. This would stop three feats from giving a bonus to all druid forms (Unarmed focus/Crit/Epic focus) And would mean a druid has to focus on one form via their leveling for it to then be "The Best"
Earth - Club, Move the damage bonus to here.
Fire - I would like to suggest Scimitar, but I can feel people frothing at the mouth at that suggestion, So I'll say Sickle instead.
Water - Spear
Air - Sling. This would need some thought, as it has low damage anyhow, with the same AB it would do a few things. Make it impossible to use Expertise with but also give druid a fast ranged form.
Prevent Weapons from merging with these forms ala Dragonshape, and I think it would give more flavour to each form as well. With a high Crit-range weapon for the lower AB fire form, a X3 weapon for the bulkier low-ab Water. A solid damage w/no crit for Earth form and a low-damage ranged weapon for the Air form.
With the change above about stopping EDR 1-3 from stacking with DR from regular forms, It would give space for taking some of the weapon focus line of feats, It would also stop Monk/Druids from being a thing with Elemental Forms.
Water Form Aura - Generally its a low DC low Damage cold aura which I would like to see be changed to a +1-3 Regeneration aura matching the Ancient Water Elemental aura but not stacking with it. Giving this form more utility in Parties
Air Form Aura - Its a low DC stun aura which is not particularly useful except when traveling through low level areas (dc14) for one round. I dont think it's really neccesary, and would instead like to see something along the lines of Gust of Wind on a Cooldown.
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Spells
I've played around a lot with druid spells and have a more simple list suggesting the following changes.
"Zoo Buffs" - Give druids the rest of these. There's no reason not to.
Flame Weapon / Magic Weapon - Same here, I cant see a reason why these wouldent be possible for a druid.
Inferno - The "Secret" nuke in the druids arsenal. This needs a nerf to its Duration and a slight tweak to its damage.
At level 30 its 10d6 for 30 rounds. Fire damage, averaging to around 26-38 damage. Maximised thats 60 damage for 30 rounds making for 1800ish fire damage. Without reducing that its...well insane, Extended thats also 60 rounds for around 1400 damage on average. So I'd say cap the rounds to 10 with 1 round/3 levels. or 2rounds / 3 its just..Out of line for the damage/duration it lasts (As hilarious as it is to set somebody on fire for that long)
Drown - It's fine, its a fort vs what is effectively death. I would say change the Physical/magica (one or the other) damage it does to Cold damage.
healing Sting - this uh, Is a little nutty. And I'd suggest changing it to having a saving throw that prevents the druids healing from it. And adding a touch attack, as it does not require either at the moment. It's very under-utilized but deals very high damage for a low level spell.
Elemental Swarm - The Big one, No other class can really summon FOUR allies at the cast of one spell (Except PM's which get 3). Though they are dismissable/Banishable. I would suggest making it summon TWO at once, and then have them cycle out once dead (Meaning you can only buff Two, and would have to stop and buff the replacement if one does) giving a much needed spell-tax.
Greater Magic Fang - This was something I think should be left relatively untouched. As changes to Animal Companions could make/break this spell in any case. I'd say remove the +10 Magical Damage it gives at 30, And also change the +10 to be +6 by 30. Scaling however is considered best for that. Giving a +4 AB nerf to the companions at 30 but leaving them able to pierce any magical DR for -pure- Druids.
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Animal Companions
Are a whole bag of worms on their own, With only really Two or Three "good" ones.
Bear - This needs it's strength lowered, Its a Glass-Cannon (And despite its massive damage, I've never had it used properly in PvP as it goes down like a ton of bricks) hitting around 57 strength and 55 AB. Bringing it down to around 50-48 is what I would suggest (IF buffed at 30 with GMF and Awaken)
Dire Wolf - Its a good Companion, Solid in all regards, I dont see much needed changes here.
Boar - Same as Dire Wolf, It could do with an instant Rage on Cooldown however
Badger - Same as Boar, Perhaps also give a slight change to give it damage reduction +1/2/3 during leveling making it a "Tankier" companion
Spider - It's terrible, The poison is good but the HP, AB, Damage of this is so very low. And it spams Web which could be useful if it did not run out, Changing its web/day to a cooldown and maybe scaling its poison to reach 31-32 DC at level 30 is what I could suggest, Give it some strength and Con and it'd be in an interesting spot. But needs to be balanced carefully as it does have poison.
Rat - Same as the spider honestly.
Hawk - Disarm, with high ab and a tiny weapon sure, but it could do with a tweak to its AB like bear, but the damage is alright.
Panther - Fix its darn AI from killing anyone who looks at it funny? Jokes aside, Its in a good spot, with nearly all of its damage coming from sneak attacks.
In Summary, I think if the following Tweaks/Changes were made it would stop the overwhelming defensive presence of druids but leave them in a good enough spot to still be Fun/Playable and not lose the thematic portions of the class as it is now.
I hope that some of these suggestions get taken under consideration before Druids go "under the Nerf-Scalpel" as it were.
Druid Changes
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Re: Druid Changes
This suggestions is far too extensive, though has clearly been the subject of mucht though. I can't give a give a simple yes/no on it, and a druid rework is not on the horizon at the moment (as far I'm aware).
Really this would have been better on the feedback forum, so people can give their input, and any developer interested in druids can say their bit (if they wish to), but as it stands, as a straightforward suggestion? I've little option but to reject.
Really this would have been better on the feedback forum, so people can give their input, and any developer interested in druids can say their bit (if they wish to), but as it stands, as a straightforward suggestion? I've little option but to reject.