Well, it’s been a while since I’ve commented on the forum, but hey, here I am back.
I suppose the druid community is very divided, regarding the added idea or concept of the Grove Guardians in S2, because it is appealing to some and not to others.
And well, I will give my opinion from my point of view.
From my point of view as a PvEro player, I feel that the idea of adding Grove Guardians as a “panic” or “support” button in critical moments or when we don’t have cds, was the best.
Since previously in S2, in M+ we druids were among those who suffered the most when it came to healing, due to the high “Oneshot” mechanics that there were, without taking into account the ultra-dependence (I’m surprised that they complain more about the trees than the CD) with the talent of Flourish (thanks to the S2 tier), making us very weak when we did not have the “Flourish” CD.
However, with the arrival of Grove Guardians in S2 and the boost it received in S3 with the tier, it made the issue of healing and maximizing our dps feel more relaxed (because we were also one of the worst at doing dps for different reasons).
So, at least for my part Gfrove Guardians are a blessing in PvE, I would only add that they should be able to give them an improved brain or give them the ability to follow or teleport close to the caster, so that it is not wasted.
And now returning to my opinion regarding Keeper of The Grove, I would say that…
It is too much or without a doubt a very pilot or rather very beta concept.
Let me explain, comparing the others that have come out, this is without a doubt the poorest in terms of bringing something new to the table, it is practically a healing/dps buff and that’s it.
It doesn’t bring anything new or unique to the mechanics of boomy or healer, we have seen the other concepts (Mage, hunter and Priest) and without a doubt, they have had a lot of imagination because they bring different things to their gameplay, while ours almost nothing.
My complaint would be more focused on the issue of adding improvements or changing some ideas for others, such as:
“Protective Growth”, the idea behind this hero talent, is incredible, since we druids lack a more versatile damage reduction, however what bothers me is that it is only for the druid and that doesn’t really appeal to me. attention.
I would change the idea of the talent to have “Regrowth” apply an 8% damage reduction to the cast target instead of the caster.
Since we Rdruids desperately need a passive defensive CD (for the party) and this idea is very well done, it just needs polishing.
“Expansiveness”, no offense… but this isn’t a hero talent, it’s an enchantment. Ready, I said it… it’s an enchantment for healers, this talent would be better to change since it doesn’t match the concept of hero talents at all (they could add “Living Seed” and many Rdruids would be grateful and add a separate effect for Boomy ).
“Treants of the moon”, this talent is very poor, I would change the idea of using “Moonfire” to cast between “Starfall” and “Starsurge” or change the text from “every 6s” to “every 2”.
“Harmony of the Grove”, this final hero talent, needs something extra as it is too simple. For my part, I would add the following “And now your Grove Guardians cast healing pulses in a 20m area” along with “And now your force of nature treants cast damaging pulses in a 20m area”
This way you max out the druid’s hero class tree very well.
It’s not really that complicated, you just need to polish it and try to make some synergy between the talents and the druid’s kit.
And obviously not leaving it in an alpha/beta version (as happened with the druid class tree).
But to be honest, I’m very excited, I just really hope that the class fantasy theme in the hero tree is improved a little ^ ^
PS: Don’t forget about the class tree, please we druids in general are not asking for a change to be annoying, it’s just common sense because the class tree is very restrictive