Ideas for improve summoning tree and SS tree

Oi! This topic is collection of interesting ideas from other people and my personal ‘wishes’, how the druid class can be improved by DEVs in the future updates, if such are planned of course

About myself, i spend a lot of enjoyable time to play as a summon, ss druid

First of all the summons IA. its feels like too slow runs and unplayable without ‘enigma’, especially when the other gear are almost perfect. Most of time the main summons wolfs and bear just stay AFK, their move speed slow, they stuck, going for nothing… and block each other
The revens are best of them, but they have 66 hits in late game, feels like too poorly, u need all time to resummon them, and it become unintresting at all and unusable for hybids builds
The spirits have low max HP and they IA is stupdie as all other druid summons, they do nothing except buff ofcourse, have zero abilitis to safe and died all time from random monster puck, and u need to resummon this little friend… But u didnt whant to do this, bacouse u whant to summon the hights lvl of ech summon and use max prebuff for it…
Vines except the start of the game before act 4, they are uctually ussles at all, die all time, have low max HP same like, a spirits but more useless… Because the Poinson Creeper low damage at late game, Carrion Vine heal only druid for some reason, and the Solar Creeper the most usable for most builds, but same too low and weak, and exactly the same restore mana only for druid

For example the dead warriors of necromancer run like crazy, and it was a skeletons and they are move faster then wolfs and the grizzly bear, seems like unfair…

Whats can be improved in summoning playstyle and directly in druid summoning tree, ss tree, except the main thing of this topic that the druid summons, merchants needs better IA and models for not to block each other

The first thing is the resummoing, summons from the game to game, it doesn’t make any sense and takes, a lot of time of players for any reason. Feels like in 2024 it would be better then all natural summons in game of any classes except necro revives, must have mechanic like irongolem of necromanser, and go from game to game with your cherecter. D2R players whant, a lot of farm and grinding especially in bnet, and the speed of u runs is of great importance and this little feature(fix) can be a greatfull improvment for speed of summoning builds runs

Lets starts from the beginning and back to druid summoning tree

Raven
Its seems like damage was nearly good, but not for late game of end game builds. Numbers of hits are too low, its annoing in late game to resummon them all time, bacouse its not of u most importent skill and this skill do not enough damage for use it all time and spend time for it. So it would be great if the ravens have no limitets of hits at all. This was be more ussable for any builds especially not only for summon druid builds. And the damage problame can deal just with +1 to max ravens, 6 ravens feels like OK

Summon spirit wolf
The bigest problem of spirit wolf is low damage and low max HP and as a result low survival rate at hight lvl encounetrs. It would be great to increast base damage and their survive abilities. If they are a spirits of wolfs they can be more defenetly from phisical damage, feels like they need DR like 30 % and evasion like 50 %, and if they are the spirits then they have must no block other allyens and must be more faster then other pets

Sommon Dire Wolf
They almost good, but the base damage was insufficient, and the time of they rage buff too short. It would be great to increast the number of max dire wolfs to 4, give them some exclusive ability like 50 % chance of open wounds, increast they base damge a bit, and increast a duration of rage buff and give more attak speed when they are raged

Summon Grizzly
The king of druid beasts. Actually stats of grizzly, at lvl 45, not bad at all, but still the basic damage is feels like low, especially at lvl 30 whan u get it and he has like 75 max damage its feels like a big jocke. His unique abillity is sucks, knocks back target for melee summon feels like NOT a jocke. It would be great to increase base damage or increase, a number of max summoning bears to 2, and rework his abllity to crashing blow + increast attack speed for a short time, instead of usless stun and absolutely disgusting knocks back

Spirits
The spirits feels like not super bad, but still bad, except the last one, spirit of barbs really are sucks at all. Their ability to survive is close to zero(without teleportation), so what, a resson to put 20 skill points at summon, who die all time, feels like a mysterious…

Fist of all the spirits should have DR like 40 % and evasion from range 75 % and melee 50% attacks, and active unique ability like decrepify(immunity to phisical damage, and untargeting) for a short time, 10 sec when the enemy come closer to him with short cooldown, 10 sec. The resistance of spirits should be max from fire and light, cold should be 25 %, and magic 0, as well as immune to poison damage. Each spirit should have synergies exactly like wolfs and bear skills with exclusive synergies mechanic, so that in the end results each of spirit have 50 % auras bonusses from two others in addition to their main ones

Oak Sage
The oak sage should give besides HP, faster hit recovery bonus 30% at lvl 1, and 3% per lvl. This update gives druid summons, merc, party and himself more dynamic

Heart of Welverive
The heart of welverive is fine

Spirit of Barbs
The spirit of barbs should give bonusses to attack speed and faster run/walk. This update also gives druid summons, merc, party and himself more dynamic, and make this spirit type usable

Vines
Vines are very sad, and these little beautiful creatures are most unusable, except the poisson creeper, eraly game, befor u going to 4 act of normal. They have low max HP and almost any defense abilities, so they die all time to random monster pack

Fist of all the the druid should summon two of crepps at same time. Vines should have synergie bonusses to max HP from each other. The carrion vine should have a synergie from ‘Solar Creeper’ skill, its meant the carrion vine get all bonuses from ‘Solar Creeper’ skill to himself and restore HP and mana at the same time. The Vines should have immunity to spells and magic except the ground spells like nova, meteor, volcano etc. and immunity to range attacks

Poison Creeper
The poison creep beautiful early game, but loses relevance at late game, so he should have more synergies to inrease poison damage from other two creeps and have unique abilitty which must reduce enemy defence while they under the poisson effect

Carrion Vine
Near absolute ussles skill, restore HP only for druid, seems like its should restore HP for all in party, summons, merchant, druid and himself to be really ussable. And like i wright top carrion vine should have, a synergie from ‘Solar Creeper’ skill. Also the carrion vine should have exclusive ability like passive heal and mana regeneration from each corpse which it ate. Its should to look like, the vine eat the enemy corpse and restor of % HP and mana to summons, merc, party, druid and himself, and after it the vine get 1 stack of passive heal and mana regeneration, max stacks should be 6. First stack should active passive regeneration HP and mana, and each next should increase this effect. After vine get max 6 stacks vine cant eat corpses and give summons, merc, party, druid and himself huge passive HP and mana regeneration, until the corpses are being digested, not for a long time 1 - 2 min stacks fall down, and vine finding, a new dead body to eat it

Solar Creeper
The solar creep is pretty nice, but at same time its not a skill then u whant to put, a 20 skill points… So it should bee, a synergie(with druid skills exclusive synergies mechanic) for carrion vine to restore HP + mana, and poisson damage synergiey for poisson creeper

It’s incredible if you’ve read this far, but I continue Shape Shifting

The first thing like what make SS druid player crazy is when druid fight witch two packs of unique with might and fanaticism aura and in the middle of the battle shape shifting are end… Second when druid travel from one act to another one in any shape, the form is end… Im understand that traveling between acts takes, a long time, and that was a reason, but it was annoying. Third thing are mobility without teleport under the shape shifting

Enable the druid to teleport in every forms, seems like ok, but why not to give a druid shape shifting tree, a new skill like sorc teleport at lvl 30, somthing like ‘shadow step’ or ‘spirit portal’. That sounds pretty good, and give players more flexibility

Werewolf
First of all the, each of the beast form should give druid DR 10 %, and increase time of tranformation per skill point, instead of lycanthropy

Lycanthropy
Lycanthropy should be 30 lvl skill, and shouldn’t have any prerequisites. The lycanthropy, should’t increase time of shape shifting, instead of this it should give druid permanent shape shift in each of from, after u put in lycanthropy 1 skill point, as well as increase FHR and passive HP regeneration per point in addition to max life % bonus

Werebear
The werebear same as werewolf should have DR 10%, and increase time of transformation per skill point, instead of lycanthropy and it would be 1 lvl skill same like werewolf

Hey, nice compilation of ideas. Was an interesting read. I would like to provide some more ideas though:

Pet Spirits: Buff base life and add physical immunity for Hell difficulty. Give Spirit of Barbs an extra buff like +% to Mana

Vines: Give them immortality and make them better at what they already do, so that you want to invest points in them.

Ravens: Indeed give them more hits so that you don’t need to resummon them all the time

Spirit Wolves: Make them convert physical damage to cold damage and give them more base damage

Dire Wolves: Give them something like a chance of Deadly Strike that increases by 50% if they eat a corpse

Grizzly: Indeed give him Crushing Blow

Werewolf: Add 30% Frw and 15% damage reduction

Werebear: Add 25% Crushing Blow and 25% damage reduction

Feral Rage: Let any Werewolf attack refresh Feral Rage so that you can use Fury or Fire Claws more freely

Maul: Let any Werebear attack refresh Maul …

Shockwave: Increase the damage of Shockwave drastically and give it another synergy

Hunger: Make this attack always hit and apply more percentage of weapon damage, else its useless

I hope i didn’t forget anything, but this is it for now.

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