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Idea how to make Druid playable in WvW.


DanAlcedo.3281

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The issue is the design, CA is just to heavily focused on healing (healing that can be used selfishly). Due to this fact ANet can't let CA run for long or have a good uptime.

Since CA can't have a good uptime, you barely take the time to even consider using glyph in CA (especially since their effects are kinda redundant).

And since out of CA glyphs aren't expecially attractive (High CD for trash effects), you just don't use them.

 

All in all, it's a dead end. Either ANet rethink the Avatar (which they won't) or they add meaningless buffs on glyphs over and over to give a feeling that they at least try.

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> @"Dadnir.5038" said:

> The issue is the design, CA is just to heavily focused on healing (healing that can be used selfishly). Due to this fact ANet can't let CA run for long or have a good uptime.

> Since CA can't have a good uptime, you barely take the time to even consider using glyph in CA (especially since their effects are kinda redundant).

> And since out of CA glyphs aren't expecially attractive (High CD for trash effects), you just don't use them.

>

> All in all, it's a dead end. Either ANet rethink the Avatar (which they won't) or they add meaningless buffs on glyphs over and over to give a feeling that they at least try.

 

I have a few comments here.

 

1) I really wish ANet gave the druid access to some more condis. I would like to run Staff on a Sage amulet. A slight dmg buff to Alignment, and giving a few condis to Staff 1 and 4 (burn, bleed and poison respectively) would go a long way in making the spec interesting.

 

2) Glyphs are ALMOST ok with Verdant Etching. Seed of Life does aoe blind which mitigates a lot of damage. With the upcoming buffs, I would slot 2-3 Glyphs if Lesser SoL got buffed to remove TWO condis. This way, you'd get some disruption from Equality and Alignment, plus blind, heal, weakness stunbreak, and good condi cleansing.

 

3) CA isn't as terrible as you make it out to be. It's only kinda bad now because they gutted the healing coefficients. CA 2, 3 and 5 are fairly high impact abilities. But CA needs some of its healing back. Recent buffs are a step in the right direction. Next week you'll be able to heal your teammates for 12k in 2 seconds. But most people won't slot Glyphs if they don't get good condo cleanse with the. Lesser SoL buff is necessary.

 

I see druid as a buffer/debuffer support-bunker hybrid. Mender's is already viable on druid, and will be better next week. I just wish we could go for a condi support build. Currently, we can only run a bad condi build with traps and Trapper, with almost zero healing/support capabilities.

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> @"mistsim.2748" said:

> 3) CA isn't as terrible as you make it out to be. It's only kinda bad now because they gutted the healing coefficients. CA 2, 3 and 5 are fairly high impact abilities. But CA needs some of its healing back. Recent buffs are a step in the right direction. Next week you'll be able to heal your teammates for 12k in 2 seconds. But most people won't slot Glyphs if they don't get good condo cleanse with the. Lesser SoL buff is necessary.

>

> I see druid as a buffer/debuffer support-bunker hybrid. Mender's is already viable on druid, and will be better next week. I just wish we could go for a condi support build. Currently, we can only run a bad condi build with traps and Trapper, with almost zero healing/support capabilities.

 

I don't make CA look terrible, I say that CA is to focused on healing which force ANet to heavily limit it's access in order to prevent Druid from having the possibility to gain to much sustain. The point is that next week you'll be able to heal **You** and your teammates for 12k in 2 seconds.

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> @"Dadnir.5038" said:

> > @"mistsim.2748" said:

> > 3) CA isn't as terrible as you make it out to be. It's only kinda bad now because they gutted the healing coefficients. CA 2, 3 and 5 are fairly high impact abilities. But CA needs some of its healing back. Recent buffs are a step in the right direction. Next week you'll be able to heal your teammates for 12k in 2 seconds. But most people won't slot Glyphs if they don't get good condo cleanse with the. Lesser SoL buff is necessary.

> >

> > I see druid as a buffer/debuffer support-bunker hybrid. Mender's is already viable on druid, and will be better next week. I just wish we could go for a condi support build. Currently, we can only run a bad condi build with traps and Trapper, with almost zero healing/support capabilities.

>

> I don't make CA look terrible, I say that CA is to focused on healing which force ANet to heavily limit it's access in order to prevent Druid from having the possibility to gain to much sustain. The point is that next week you'll be able to heal **You** and your teammates for 12k in 2 seconds.

 

But 12k in 2 seconds isnt even that much.

And how often can you do that?

 

Also burst healing was never that important in WvW because if a player needs burst healing, then he fucked up by eating a burst AND survived it somehow AND the enemy doesnt follow up on it.

 

Having lots of small healing if far better in almost every single scenario.

 

If Burst Healing would be needed, Ventari Rev would be Meta. But its not.

 

Firebrand.

Tempest.

Scrapper.

 

None of them have strong burst healing.

 

 

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> @"DanAlcedo.3281" said:

> But 12k in 2 seconds isnt even that much.

> And how often can you do that?

>

> Also burst healing was never that important in WvW because if a player needs burst healing, then he kitten up by eating a burst AND survived it somehow AND the enemy doesnt follow up on it.

>

> Having lots of small healing if far better in almost every single scenario.

>

> If Burst Healing would be needed, Ventari Rev would be Meta. But its not.

>

> Firebrand.

> Tempest.

> Scrapper.

>

> None of them have strong burst healing.

>

>

 

None of them are especially balanced. The druid had it's healing nerfed because coupled with it's mobility it give him high survivability. ANet bringing back a bit of heal is just denying the fondamental issue of the design. Just like they deny the fondamental issue of the shade mechanism for scourge or the fondamental issue of FB. It's just bandaid fixs which are bound to lead to further bandaid fixs until they break the mechanism to take a breather.

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  • 4 weeks later...

In my opinion:

For large/medium scale fights, stab + aegis is often what you want first. There's a reason you wont find many healing eles anymore, they are just not needed. If you are in an ok group with a FB and a cleansbot Engie or Rev you are pretty much set there. A firebrand who camps Tome of Resolve is pretty much unmatched in this area already.

 

Could work in smaller roaming groups, or in a second tag group that often lacks support.

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> @"Magnuzone.8395" said:

> In my opinion:

> For large/medium scale fights, stab + aegis is often what you want first. There's a reason you wont find many healing eles anymore, they are just not needed. If you are in an ok group with a FB and a cleansbot Engie or Rev you are pretty much set there. A firebrand who camps Tome of Resolve is pretty much unmatched in this area already.

>

> Could work in smaller roaming groups, or in a second tag group that often lacks support.

 

After now almost 8 years, all i want for ranger is a viable zerg build.

 

It doesnt have to be top tier meta kitten.

 

Just enough to not make ranger a burden.

 

 

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> @"DanAlcedo.3281" said:

> > @"Magnuzone.8395" said:

> > In my opinion:

> > For large/medium scale fights, stab + aegis is often what you want first. There's a reason you wont find many healing eles anymore, they are just not needed. If you are in an ok group with a FB and a cleansbot Engie or Rev you are pretty much set there. A firebrand who camps Tome of Resolve is pretty much unmatched in this area already.

> >

> > Could work in smaller roaming groups, or in a second tag group that often lacks support.

>

> After now almost 8 years, all i want for ranger is a viable zerg build.

>

> It doesnt have to be top tier meta kitten.

>

> Just enough to not make ranger a burden.

>

>

 

Having 1 or 2 in a 50 men group for immob is actually quite good but that's not meta.

The thing is, ranger in GW2 and in almost every RvR games is designed as a skirmisher. E spec are expanding their roles within that core design that's why Soulbeast received a main hand dagger instead of mace or a hammer. Anet obviously care about this kind of stuff and a mace/hammer coupled with stances would have made soulbeast closer to warrior in design without retaining that core skirmisher design.

You probably noticed that Anet's plan for the last 3 to 6 months when it comes to balance has been to provide each class trinity roles. So Anet makes sure that each spec (core included) is provided with tools to fit a role within that trinity even if they are still figuring out on how to implement that without having an e spec for core. If you want that trinity to work supports cannot be able to sustain themselves too much as it is tank's role and it makes druid too strong in roaming/pvp.

 

So if you take those two design limits into account, the druid situation is quite complex to fix. On top of that druid viability relies on melee gameplay and it's still not there yet. Not even gonna talk about pets...

EDIT: adding a way to sacrifice some of your pet's life to sustain yourself would be nice.

 

Maybe they could switch some glyphs' effect so CA is not entirely about healing and non CA less about cc+mitigating damage. That would provide Druid with cleanse and group break stun out of CA. Even generating and staying in CA is a hustle compared to shroud for example. As someone said, allow glyphs to increase CA's duration.

 

But without a bit of stab druid is limited to a second support role and lacks the minimum self sustain for large scale without WS. Unfortunately boons are the main support in this game and without a good uptime on stab, resistance, protection it's hard to get a spot if your skills don't affects 10 targets like warrior or tempest. Glyph of the Stars could have been an answer but is badly implemented and as always packed into an elite skill. If you want stab you need an elite, if you want prot/vigor for your allies you need an elite in CA.

Another thing they could improve are sources of superspeed and stealth as they are packed on 1 trait.

 

At the moment scrapper is better at everything druid does: better prot uptime, better regen, better cleanse + convert condi to boons, better stealth, better superspeed and probably better heals (i haven't tested lately) so maybe nerfing scrapper is easier?? jk

 

 

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> @"Acyk.9671" said:

> so maybe nerfing scrapper is easier?? jk

 

To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

 

That trade is obviously never gonna happen, BUT Anet needs to start looking at core ranger and Nature Magic in particular if druid is gonna be "viable" in zergs. Because there is no way they are going to buff druid alone to the point where it makes up for core ranger pretty much bringing nothing useful except immobs and healing spring. Invigorating Bond should have been kicked out of the game years ago and replaced with a useful support trait that doesn't rely on the pet's F2. Evasive Purity needs to be AoE cleanse, not just self cleanse, similarly to the ele water trait. Add in spotter, Quickdraw utility and shorter cooldown on HS from Skirmishing, and you have a decent baseline before druid comes in.

 

Druid itself needs refinement. Glyph of the Stars was a step in the right direction in terms of adding good support utility, but in typical Anet fashion it is designed in the most clunky way possible. GotS needs to function like a scrapper gyro/well OR it needs to be placed similarly to the FB tome skills without leaving the druid channeling it for 7 seconds.

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> @"Lazze.9870" said:

> > @"Acyk.9671" said:

> > so maybe nerfing scrapper is easier?? jk

>

> To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

 

You know, changing Empathic Bond to make 80% of all condi duration go onto the pet, for a whole party, even if its defeated, would be pretty decent actually. The Druid loses access to its pet (which it basically already does in zerg play) but it also provides a huge - condi duration buff at the same time.

 

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> @"Lazze.9870" said:

> > @"Acyk.9671" said:

> > so maybe nerfing scrapper is easier?? jk

>

> To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

>

> That trade is obviously never gonna happen, BUT Anet needs to start looking at core ranger and Nature Magic in particular if druid is gonna be "viable" in zergs. Because there is no way they are going to buff druid alone to the point where it makes up for core ranger pretty much bringing nothing useful except immobs and healing spring. Invigorating Bond should have been kicked out of the game years ago and replaced with a useful support trait that doesn't rely on the pet's F2. Evasive Purity needs to be AoE cleanse, not just self cleanse, similarly to the ele water trait. Add in spotter, Quickdraw utility and shorter cooldown on HS from Skirmishing, and you have a decent baseline before druid comes in.

>

> Druid itself needs refinement. Glyph of the Stars was a step in the right direction in terms of adding good support utility, but in typical Anet fashion it is designed in the most clunky way possible. GotS needs to function like a scrapper gyro/well OR it needs to be placed similarly to the FB tome skills without leaving the druid channeling it for 7 seconds.

 

I agree with you but do we need another support or do we need soulbeast to become the meta spec for ranger in WvW large scale. Ideally both but ranger is designed in such a way to fit the skirmisher small scale gameplay that it's extremely complicated to fix.

Any other large scale core class has their defensive/support abilities tied to 3 trait lines, ranger has them spread out everywhere with WS being the superior selfish defensive one.

If you want any decent boon duration you need Beast Mastery (+ commands) and Nature Magic and if you want good healing/support you need Nature Magic and Skirmishing. In both situation you loose your best self sustain trait line with WS. Any other support can do 2 out of 3 at the same time. And then you have to consider how to generate CA and be self sufficient to be efficient in a large scale environment. Basically you have a tough choice to make between every strong skills at your disposal at each crossroad.

Let's be clear i am not advocating for every other support classes (except scrapper) to get nerfs so druid can be good. Ranger should just get a rework instead.

 

As for taking purity of purpose from engi and giving it to druid, it's all about design choices. What kind of support should Druid bring to the group?

heal? cleanse? convert? boons? stealth? superspeed?

Changing Evasive purity is a good idea even without convert

Why do you want invigorating bond to be removed? do you find this trait useless per say or is it because it doesn't scale properly?

 

If i were to implement convert in Nature Magic, i would move Protective ward to WS instead of Shared Anguish (300s CD) so WS gives a decent amount of self prot uptime and put convert as a Nature Magic GM trait. Being able to take both convert and Invigorating Bond would be optimal but i don't know how to make this work without sacrificing a decent mechanic.

Or maybe merging 2 out of 3 beast abilities in Beast Mastery (Go for the eyes, Wilting Strike, Beastly Warden) and making room for Invigorating Bond to become a GM trait. It would be even better as BM offers better CA generating with regen from Resounding Timbre and Natural Healing. No need to switch Glyph of Alignment and Glyph of Equality's effect as Protect Me offers group break stun GotS cleanse.

Yes GotS is a good skill, just badly implemented. you can't cast something for 7sec... and taking it means no stab so a core skill or glyph should give stab.

 

EDIT: You would play something like this:

http://gw2skills.net/editor/?POQAYlNwYYYsQWJmuXft6SezVA-zVJYjRBfRUdB47s0+mF-w

Think of invigoration Bond as Convert trait and think of Beastly Warden as Invigorating Bond.

Signet could be replaced by the new skill with stab. GotS after improvement. Druid traits don't matter as much as you can make up for that another way.

 

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> @"Heimskarl Ashfiend.9582" said:

> > @"Lazze.9870" said:

> > > @"Acyk.9671" said:

> > > so maybe nerfing scrapper is easier?? jk

> >

> > To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

>

> You know, changing Empathic Bond to make 80% of all condi duration go onto the pet, for a whole party, even if its defeated, would be pretty decent actually. The Druid loses access to its pet (which it basically already does in zerg play) but it also provides a huge - condi duration buff at the same time.

>

 

I think that's another very passive trait which would not benefit at all the gameplay. Not all specs need to be meta in all game modes, i am fine with druid being **just a PvE thing**.

At least until it gets a full rework so it can synergize better with the game loop of WvW and sPvP.

 

For now i would be happy if Soulbeast would get a real spot in the WvW meta. In sPvP we could say it's fine right now, a bit too much in the low end for my taste but it's still playable.

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> @"anduriell.6280" said:

> > @"Heimskarl Ashfiend.9582" said:

> > > @"Lazze.9870" said:

> > > > @"Acyk.9671" said:

> > > > so maybe nerfing scrapper is easier?? jk

> > >

> > > To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

> >

> > You know, changing Empathic Bond to make 80% of all condi duration go onto the pet, for a whole party, even if its defeated, would be pretty decent actually. The Druid loses access to its pet (which it basically already does in zerg play) but it also provides a huge - condi duration buff at the same time.

> >

>

> I think that's another very passive trait which would not benefit at all the gameplay. Not all specs need to be meta in all game modes, i am fine with druid being **just a PvE thing**.

> At least until it gets a full rework so it can synergize better with the game loop of WvW and sPvP.

>

> For now i would be happy if Soulbeast would get a real spot in the WvW meta. In sPvP we could say it's fine right now, a bit too much in the low end for my taste but it's still playable.

 

There is nothing inherently wrong with passive traits.

Druid works just fine in WvW, we have been running it in our zerg comp and its quite good.

Immobeast is a fine addition to any zerg, you just need people who want to use it and put it in with the Commanders party.

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> @"Heimskarl Ashfiend.9582" said:

> There is nothing inherently wrong with passive traits.

Any passive trait is a lazy addition which greatly limites build diversity and those should not exists in any PvP game. Otherwise feel free to share a passive trait in GW2 which is not oppresive to build variety or other players.

 

I still don't get why anybody would use soulbeats for immob build when druid brings so much more to that build. Not like stances benefit immobilise in any shape or form.

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> @"anduriell.6280" said:

> > @"Heimskarl Ashfiend.9582" said:

> > There is nothing inherently wrong with passive traits.

> Any passive trait is a lazy addition which greatly limites build diversity and those should not exists in any PvP game. Otherwise feel free to share a passive trait in GW2 which is not oppresive to build variety or other players.

>

> I still don't get why anybody would use soulbeats for immob build when druid brings so much more to that build. Not like stances benefit immobilise in any shape or form.

 

Passive traits are 100% necessary, without them there would be almost zero build diversity. You can't create a build around button presses, there are only so many buttons to press.

 

Straight off the top of my head;

Any trait that gives an effect from critical hits.

Any trait that gives an effect from the target or yourself being at a certain health %.

Any trait that gives an effect for weapons or skills while using those skills or weapons.

Any trait that gives an effect to essentially anything, conditionally.

Fortifying Bond.

Extra stats for pets if traited with BM.

That should do for now.

 

Soulbeast is used for two reasons;

1. Stances can be shared, removing and then giving the party _immunity_ to immobilise and Stability. Plus, Bear.

2. Soulbeast does more damage than Druid.

 

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> @"Heimskarl Ashfiend.9582" said:

> > @"anduriell.6280" said:

> > > @"Heimskarl Ashfiend.9582" said:

> > > There is nothing inherently wrong with passive traits.

> > Any passive trait is a lazy addition which greatly limites build diversity and those should not exists in any PvP game. Otherwise feel free to share a passive trait in GW2 which is not oppresive to build variety or other players.

> >

> > I still don't get why anybody would use soulbeats for immob build when druid brings so much more to that build. Not like stances benefit immobilise in any shape or form.

> Soulbeast is used for two reasons;

> 1. Stances can be shared, removing and then giving the party _immunity_ to immobilise and Stability. Plus, Bear.

> 2. Soulbeast does more damage than Druid.

 

So you are using a support* soulbeast with immobilize skills when at this moment Druid could do much better.

Share stances is trash tier at the moment. 4s doylak or 3s bear every 30s is of not relevance in team combat.

Unless you go glass with that support soulbeast the difference in damage will make no difference and Ancient seeds is a 10s CD AoE immobilise, and with druid you can go full zerker and have better survivability .

 

* _support soulbeast is not a thing in squad combat, if you need those petty stances in your squad you need to replace all the scrappers, firebrands, tempests and spellbreakers as they are just afk while autoing._

 

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> @"anduriell.6280" said:

> > @"Heimskarl Ashfiend.9582" said:

> > > @"anduriell.6280" said:

> > > > @"Heimskarl Ashfiend.9582" said:

> > > > There is nothing inherently wrong with passive traits.

> > > Any passive trait is a lazy addition which greatly limites build diversity and those should not exists in any PvP game. Otherwise feel free to share a passive trait in GW2 which is not oppresive to build variety or other players.

> > >

> > > I still don't get why anybody would use soulbeats for immob build when druid brings so much more to that build. Not like stances benefit immobilise in any shape or form.

> > Soulbeast is used for two reasons;

> > 1. Stances can be shared, removing and then giving the party _immunity_ to immobilise and Stability. Plus, Bear.

> > 2. Soulbeast does more damage than Druid.

>

> So you are using a support* soulbeast with immobilize skills when at this moment Druid could do much better.

> Share stances is trash tier at the moment. 4s doylak or 3s bear every 30s is of not relevance in team combat.

> Unless you go glass with that support soulbeast the difference in damage will make no difference and Ancient seeds is a 10s CD AoE immobilise, and with druid you can go full zerker and have better survivability .

>

> * _support soulbeast is not a thing in squad combat, if you need those petty stances in your squad you need to replace all the scrappers, firebrands, tempests and spellbreakers as they are just afk while autoing._

 

![](https://i.imgur.com/oRkVuJQ.jpg "")

 

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-Get rid of the CA form resource entirely

-Make it a toggle

-Change druid skills so that they only heal others, not the Druid himself

-Change CA 1 to a melee radius aoe rather than the ranged, time lag impact skill it is now

-Adjust the rest of CA form skills power accordingly

 

Problem solved

 

Pet is still useless in a zerg but at least druid becomes a reliable sustainable heal bot that's needed in WvW

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> @"Substance E.4852" said:

> -Get rid of the CA form resource entirely

> -Make it a toggle

> -Change druid skills so that they only heal others, not the Druid himself

> -Change CA 1 to a melee radius aoe rather than the ranged, time lag impact skill it is now

> -Adjust the rest of CA form skills power accordingly

>

> Problem solved

>

> Pet is still useless in a zerg but at least druid becomes a reliable sustainable heal bot that's needed in WvW

I don't know why i think the staff to target allies (other players or the pet) instead enemies would be a fun change of pace. While roaming the Druid would target the pet with Staff#2 to burn the enemies around the pet and Staff#1 to burn them playing cross the line with them.

Staff would need to have returned some buffs lost, like a reduced CD in Staff#3 and the return of the evade plus it would need to apply long duration burning in Staff#1 and a short but bursting burning with staff#2. Staff#4 to apply the ancient roots effect (and delete that trait from the game) .

 

And druid could be fun to play, different than any other class in game but fun.

 

Also the CA skills would need to become PbAoE (Aoe around the druid) like you suggested but it should also heal the Druid.

Maybe reduce the healing but give the druid a very strong Outgoing healing minor trait instead ( Lingering Light should be returned to the Beta trait and the actual effect should replace Natural Mender )

 

All the Glyphs to work like the Glyph of Unity (Tethers to enemies/allies) and provide pulsing effects. It can even have the first pulse to trigger with 1s delay to give some counterplay and also have better effects ( as that 1s should give enough time to the target to move away and break the tether) .

 

Thus a pulsing Daze could be implemented. The spec would be fun and unique still having very strong connection to the pets in a different way, which is what the ranger was all about (pet mechanics, throwable traps, mobile spirits with unique buffs...) .

 

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> @"anduriell.6280" said:

> > @"Substance E.4852" said:

> > -Get rid of the CA form resource entirely

> > -Make it a toggle

> > -Change druid skills so that they only heal others, not the Druid himself

> > -Change CA 1 to a melee radius aoe rather than the ranged, time lag impact skill it is now

> > -Adjust the rest of CA form skills power accordingly

> >

> > Problem solved

> >

> > Pet is still useless in a zerg but at least druid becomes a reliable sustainable heal bot that's needed in WvW

> I don't know why i think the staff to target allies (other players or the pet) instead enemies would be a fun change of pace. While roaming the Druid would target the pet with Staff#2 to burn the enemies around the pet and Staff#1 to burn them playing cross the line with them.

> Staff would need to have returned some buffs lost, like a reduced CD in Staff#3 and the return of the evade plus it would need to apply long duration burning in Staff#1 and a short but bursting burning with staff#2. Staff#4 to apply the ancient roots effect (and delete that trait from the game) .

>

> And druid could be fun to play, different than any other class in game but fun.

>

> Also the CA skills would need to become PbAoE (Aoe around the druid) like you suggested but it should also heal the Druid.

> Maybe reduce the healing but give the druid a very strong Outgoing healing minor trait instead ( Lingering Light should be returned to the Beta trait and the actual effect should replace Natural Mender )

>

> All the Glyphs to work like the Glyph of Unity (Tethers to enemies/allies) and provide pulsing effects. It can even have the first pulse to trigger with 1s delay to give some counterplay and also have better effects ( as that 1s should give enough time to the target to move away and break the tether) .

>

> Thus a pulsing Daze could be implemented. The spec would be fun and unique still having very strong connection to the pets in a different way, which is what the ranger was all about (pet mechanics, throwable traps, mobile spirits with unique buffs...) .

>

 

The main reason I suggested getting rid of self heals is that Druid's problem has always seemed to stem from the fact that it gave much more sustain to a class that already had solid survival which lead to obvious problems in pvp, causing anet to end up shaving off so much of it that it's no longer really any good

 

Pretty much the same way "sic em" on SB has caused LB burst to go to the moon and bring back nerfs to everything else

 

There might be a way to make self sustaining druids balanced in a functional way but it's gonna require more theory crafting on skill and trait reworks than I'm willing to put in tbh

 

Also, in the format I'm picturing, it's not something you bring to a solo fight anyway so you're going to be relying on team members to support you most of the time as you heal spam

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> @"Substance E.4852" said:

> The main reason I suggested getting rid of self heals is that Druid's problem has always seemed to stem from the fact that it gave much more sustain to a class that already had solid survival which lead to obvious problems in pvp, causing anet to end up shaving off so much of it that it's no longer really any good

>

> Pretty much the same way "sic em" on SB has caused LB burst to go to the moon and bring back nerfs to everything else

>

> There might be a way to make self sustaining druids balanced in a functional way but it's gonna require more theory crafting on skill and trait reworks than I'm willing to put in tbh

>

> Also, in the format I'm picturing, it's not something you bring to a solo fight anyway so you're going to be relying on team members to support you most of the time as you heal spam

Agreed. It is really easy to see how a healer class can go full ham in zerker gear and because of the heals (and other problematic mechanics like the easy access to stealth and the immobs from the trait) the class is so difficult to balance.

 

Unfortunately removing all self healing while in CA can be problematic for the Druid as during that time the druid would be a punching bag with no resources to self-sustain.

 

That's why i'm pointing out to keep the self healing applied now is fine and to make the trait effects Lingering Light for outgoing heals to allies to make them baseline for the Druid. So the heals to allies are powerful enough to have them into consideration without bunkering the Druid up again.

 

About the Soulbeast the problem with Sic'Em is not the damage buff itself which is fine, but the fact all the damage buffs can be used indiscriminately for ranged weapons. If they were to have implemented the damage as: "The soulbeast get this X damage increased to targets within 600 units" the extra multipliers would be fine: The soulbeast has access to a burst while in close combat but can not pewpew from the tower from 100 to 0. It is not like there are many traits wich needs adjustment: Sic'em, Furious Strength , Twice as Vicious,Oppressive Superiority, Maul (merged).

 

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> @"anduriell.6280" said:

> > @"Substance E.4852" said:

> > The main reason I suggested getting rid of self heals is that Druid's problem has always seemed to stem from the fact that it gave much more sustain to a class that already had solid survival which lead to obvious problems in pvp, causing anet to end up shaving off so much of it that it's no longer really any good

> >

> > Pretty much the same way "sic em" on SB has caused LB burst to go to the moon and bring back nerfs to everything else

> >

> > There might be a way to make self sustaining druids balanced in a functional way but it's gonna require more theory crafting on skill and trait reworks than I'm willing to put in tbh

> >

> > Also, in the format I'm picturing, it's not something you bring to a solo fight anyway so you're going to be relying on team members to support you most of the time as you heal spam

> Agreed. It is really easy to see how a healer class can go full ham in zerker gear and because of the heals (and other problematic mechanics like the easy access to stealth and the immobs from the trait) the class is so difficult to balance.

>

> Unfortunately removing all self healing while in CA can be problematic for the Druid as during that time the druid would be a punching bag with no resources to self-sustain.

>

> That's why i'm pointing out to keep the self healing applied now is fine and to make the trait effects Lingering Light for outgoing heals to allies to make them baseline for the Druid. So the heals to allies are powerful enough to have them into consideration without bunkering the Druid up again.

>

> About the Soulbeast the problem with Sic'Em is not the damage buff itself which is fine, but the fact all the damage buffs can be used indiscriminately for ranged weapons. If they were to have implemented the damage as: "The soulbeast get this X damage increased to targets within 600 units" the extra multipliers would be fine: The soulbeast has access to a burst while in close combat but can not pewpew from the tower from 100 to 0. It is not like there are many traits wich needs adjustment: Sic'em, Furious Strength , Twice as Vicious,Oppressive Superiority, Maul (merged).

>

 

Just let the selfheal in CA scale with how many allies the druid heals.

 

 

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