[Feedback] Druid feedback

Druid is fantastic. It was the most hyped class for me but the actual gameplay vastly exceeded my expectations!

There are two points that I wish to mention tho:

  1. Pets feel so underwhelming :frowning: I wish pets would be more pronounced (having a raven(s) following you is SO BADASS) - please make companion skills feel worthy of a skill slot.
  2. I wish Druids could use totems while using a staff! Totems are awesome, totems are badass. I love totems! Imagine how awesome the Druid would look like wielding a staff and carrying a totem! I’d love that!
1 Like

I enjoy the theme of the Druid. I like the mechanics around owerpower and fortify. However I think the following points require attention to make it an enjoyable class.

    1. The early leveling is very difficult compared to other classes. Going through the early content took me ages compared to Sorcerer for instance. Some base damages need to be revisited. Even if we had access to the class specialisation, the few extra passives it will give would not have been enough to compensate.

-2. part of this feeling of weakness can come from resource management. There is 0 passive generation by default. Extra spirit generation from using other spells come very late (and after lvl 25). Every core spell costs a lot of spirit. Makes it feel very weak. For some reason the earth generator is very, very bad (it gives may be half of what other generators give).

    1. I like the Tornado idea, but the random pathing of the Tornado is really annoying, I do not feel like I control my character, and this was already annoying in D2. What about making it predictable on some sort (for instance: the tornado always go this or that direction; alternatives: create PREDICTABLE diversity, eg every other cast, the Tornado goes left, next cast: goes right). The Tornado leg affix barely improves it.
    1. Lightneting storm as a channeled spell does not feel great to use.
    1. I like the pets and I think the pets are really a strong part of the druid identity, however contrary to the necromancer, the pets feel weak -even with associated legendary affixes (exception for the vine creeper active). Moreoever, they take 3 of the already limited spell slots. For instance, if I am playing with the leg affix increasing the core spell damage per active pet, I have to sacrifice 3 of my spell slots to really benefit from it. I would recommend to increase the impact of the active of the companion spells (damage, aoe range…), while allowing to benefit from the passive even when the spell is not in the spell bar. This could become a part of the class specialisation.

-6. The spell animations are for some very, very slow, and my spells sometimes just don’t happen because I cast them too early before the end of the animation of the previous spell. It makes the character feel very clunky to play with, completely destroying the feeling of fluidity I had with other classes and that I enjoyed so much in D4