Druid Shapeshift and Health potions. Level 7 wearbear, 160 life still early in act 1. Small health potions heal for 30, which is less than 1/5th of the health pool. It’s such an awkward situation, i just have run around while healing so much more than on other characters.
Later in the game even super health potions barely can heal a shapeshifter druid. It’s really awkward.
Shapeshifting and beasts often associate with faster regeneration, not slower.
Use Hunger or Carrion Vine, those are good options for restoring life. You could even unshift/unsummon Oak Sage and drink a potion and then it will restore more relative life. Shifters don’t need a potion buff IMO.
There are potions that instantly restore 100% of hp and mana and you can spam them allowing you to kill uber Diablo at lvl 5 as paladin. Can’t have better potions than that.
in case you haven’t noticed, i was writing about a level 7 character in normal act 1. There are no full rejuvs there.
Well that’s not happening. It’s at the core of the game. I don’t know why do you even bother writing something like this.
i will try out carrion vine, but hunger is
a) level 24 skill, you get plenty of trouble before it
b) -75% damage, I think the leech is going to be quite pathetic until you get an end game weapon
you run around CHOOSING to heal much more than other characters, nothing about shapeshift druid makes it take more damage than other melee from mobs you just have a much bigger health pool which imo is a advantage not a problem.
maybe you are right with such point of view. You get more health than an amazon, but your potions are weaker at the same time. Kinda balanced. Still, did you ever play a support (shockwave) werebear or an SSF werebear? it’s such a pain lol
well to be fair the potions are the exact same you heal for the same amount of damage with both characters they are just a smaller % of your total health as a ss druid.
na this game doesn’t really lend itself to multiplayer haven’t played in a static group since like 2006
They aren’t. Amazon gets 45 hp from minor hpot and 480 from super. Druid gets 30 and 320. So you really need 10 Super Hpots to heal an end game bear… and that is if they are super. If they are greater (which they often are - 180 points only), it’s 20.
okay that’s fair i forgot about the class difference on healing pots my bad still not the biggest deal imo as i never use anything beside rejuv past early game you get so many gems its easy to have a supply until they just start dropping naturally.
It is also a problem for my barbarians, too. My modest D2R barb with 3k life still needs to run in circles waiting for two or three health pots to heal him up ever so slowly. Back in the day my 5k life barb could only use purple pots.
I find it amusing, though, that he ran into issues in normal difficulty. It was never an issue for my barbs until battle orders were maxed and his level was in the late 80s.
still it is irrelevant to the discussion, just flood. Something like complete potion removal just won’t ever happen. I doubt even removing them from vendors is in the realm of possibilities
barb’s fine, he gets 640 pts from a super pot, 1280 with crit… never had an issue with barbs potions, in SSF playthroughs, support role, or end game. Wolf\Bear druid is literally half of that with the same levels of HP.
Human druid should not get a potion buff, only shapeshifter
Again I gotta say. I like your idea. One of the most reasonable change requests I believe I’ve seen on the forums. Nice changes from all the whining. I’d toss that one up on the PTR feedback. It’s just a simple QoL feature really.
Probably just something along the lines of Werewolf/Werebear forms increases health potion effects by 50/100%. Could even be added to the tooltips.
Don’t forget about these cube recipes: 3 Small Rejuvenation Potions = 1 Full Rejuvenation Potion
3 Health Potions + 3 Mana Potions + 1 Chipped Gem = 1 Rejuvenation Potion
Use this formula if you are in need of instant healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use chipped skulls.
Act 1 normal is a great place to farm up the chipped gems if you’re wanting to mass produce some rejuves along with the ones found while farming the chipped gems.
3 Health Potions + 3 Mana Potions + 1 Gem (normal) = 1 Full Rejuvenation Potion
Use this formula if you are in need of instant full healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use skulls in the place of Gems.
Not really used due to the normal gem requirement… But if you happen to drop a normal quality gem, you can use it to create a full rejuvenation potion.