I really dont get why there is such a difference between Barb and Druid skills. The biggest examples I can think of:
Rupture vs Howl - 40% attk speed for 5 seconds; 15% attack speed for 4 seconds. Rupture can be reset in similar ways or even on bosses with a unique too.
Furious Whirlwind vs Toxic Claws - 40% base damage done as bleed; Critical strikes do 12% base damage as poison (plus Barb has Berserk Ripping to add on top of this). Druids is conditional on a crit and a lower amount even with full investment of 3 points.
Hemorrhage vs Heightened Malice - increased bleeding based on a multiplicative amount off your Vulnerability; flat 45% damage boost on multiple enemies (useless on bosses). Would almost prefer a similar paragon node for Druid to scale poison or just make it a 45% vs bosses too.
Gushing Wounds vs Lupine Ferocity - hard to compare but both focus on crit chance but one sees play, the other doesnt; think Lupine Ferocity should work in a similar way to scale poison damage (plus if we could revert Grizzly Rage to stack crit dmg, could really help Werewolf poison).
Counteroffensive vs Stone guard - same damage multiplier while Fortified but Druid’s only applies to Earth skills, so again, just a worse option.
Aggressive Resistance vs Iron Fur - 12% damage reduction while berserking; 9% damage reduction while in werebear form. Both are conditional I suppose and Druid does have others so maybe not as big of a deal.
Plus Druid has to run an aspect to turn Howl into a shout… Druid has less aspect slots…so why?