1.13 And Druids

omgwtfbbqpwned

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1.13 And Druids

Since just about every other class forum has one of these, I figured the Druids could use one too.

Battle.net said:
Druid

-Werebear - Damage bonus increased by 15% across all ranks.
-Werebear - Increased health by 25% and armor by 1% per point.
-Shockwave - Synergy from Maul adds 5% damage per point.

The damage bonus, specifically:
RTB said:
old damage bonus: 50% Slvl 1, +7% per Slvl
new damage bonus: 55% Slvl 1, +8% per Slvl

Werebears have long needed a boost, and it's quite minor, but they still look pretty good. More life, and slightly more defence and damage.

Furthermore, a fully synergized Shock Wave at Slvl 40 does 480-500 damage (previously at 239-249). It's still nowhere near a Singer's War Cry (fully synergized Slvl 40 does 1564-1610, although most settle for ~1k), but it's a lot more viable stand-alone than previously before.

Thoughts? Ideas? Useless thread is useless because these changes are pretty damn minor? Useless thread is even more useless because all the Druid posters are no longer actively posting on this site? Throw apple at omg?
 
Re: 1.13 And Druids

instead of adding this really minor buff, they should make that maul and werebear sinergize between. also charging maul takes to much time in pvp

shockwave will not make difference. still no one will max it...
 
Re: 1.13 And Druids

They needed much more of a boost than that, the effect will be minimal, they should have given shockwave a 10%+ synergy from maul, werebear, oak, and lycan so that shockwave can really be viable stand alone (like it is on certain other servers). Kinda seems like a worthless boost to me....





















Throws Apple and Runs!:evil2:
 
Re: 1.13 And Druids

I've always loved shock=maulers. :)

Shockwave gets a meaningless boost but the boost to overall werebear damage, life, and defence is welcome.

Too bad summoners didn't get a way to deal with physical immunes since poison creeper (@ high levels) disconnects you from battlenet.
 
Re: 1.13 And Druids

I don't know... I'm starting to think that maxed Maul/Shockwave/Grizzly/Dire/Oak~HoW~Lycanthropy is starting to look pretty decent. If a Singer can get away with just 1k War Cry damage, surely a spammable ~500 damage AoE might be worth looking into with a couple of pets. But yeah, I was really hoping for a value higher than 5% per point of Maul. :unimpressed:

Things I still really want:

An AR boost on the Werebear. It doesn't have to rise per Slvl like the Werewolf's, maybe just a one-time +x% AR boost once you get Werebear.

Castable Hurricane while in Wereform. I don't get why Armegeddon is okay, but Hurricane isn't.

And not so much:

Balancing/tweaking of Spirit of Barbs, the three vines, some fire spells, and less -%ED on Hunger.

Meh, it's still a beta, so hopefully they throw in some more stuff. :yes:
 
Re: 1.13 And Druids

I'd want to see a boost on the Werebear and Summons. The WB should get a damage bonus synergy between Werebear and Maul, as suggested; while more types of aggressive Summons should be allowed at the same time (say, one type of Wolves plus Grizzly together).

The Spirit of Barbs should give something else as well, like resistances or something.
 
Re: 1.13 And Druids

I've made a lot of werebears in the past, and never thought they were that underpowered (in PvM). But the boost is welcome - I was thinking of trying ubers with a Mauler and now I'll definitely try.

Concerning physical immunities: WBs have the same problem as WWs, Barbs and Zealots to deal with it. In fact I think that Fireclaws is a pretty useful secondary skill. I've made this type of hybrid in the past (though it focused on fireclaws with a 1-pt Maul as backup) and it did fine.

Right now Shockwave is a great skill, but not as a source of damage. I don't think that'll change, but we'll see if the extra damage is useful. IT makes Werebear summoners stronger and that's great.

I agree about other remarks: casting Hurricane (and Cyclone Armor) in wereform would be great, removing wind prerequisites from Armageddon too. Spirit of Barbs could be more useful.

Some other things that I've seen in the past that I'd love:
- Get Rabies to work in PvM
- Spirit Wolves should deal magic damage
- More ravens (1 per skill point)
 
Re: 1.13 And Druids

Personally I think as it is now, Shockwave is too good of a spell to be a real damage dealer. Sure Barbs have Warcry, but Warcry costs a lot more mana and is much less controllable.
 
Re: 1.13 And Druids

warcry is not good for pvp. it is blockable and physical damage. costs way to much mana and have crap damage.
h hockwave is just crowd control skill. this 5 % sinergy will not change much for pvp purposes
defense bonus on werebears is joke. any lamer hammerdin will have more defense then werebear
i dont like charging damage on maul. it should be changed. you must swing xy times to get maximum damage output
 
Re: 1.13 And Druids

I don't see this update changing any builds. SW was never used for damage. I do like the life, damage, and armor buffs, though I feel the armor buff could have been more.
 
Re: 1.13 And Druids

instead of adding this really minor buff, they should make that maul and werebear sinergize between

How is a synergy between Werebear and Maul any different that just giving Werebear a greater bonus,you can't use Maul without Werebear and Werebear is a buff that effects all skills anyway so its pointless to synergise it.

Anyway I welcome the boost as by boosting Werebear it boosts all Werebear attacks in one go as even Hunger gains from it.Theres not many werebears in LLD and I think this will effect LLD more than anything with greater life its stronger against all builds.
 
Re: 1.13 And Druids

i welcome the boost also, but the boost it self is joke. in 1.12 you gain 7 % dmg per level and they increased that by 15 %, which reflects that in 1.13 you will gain 8 % per level
wow
breath taking
single jewel will boost more damage then this ''boost''
 
Re: 1.13 And Druids

Even for LLD the boost is meh. I'd like to see a bigger defense bonus per lvl personally.
 
Re: 1.13 And Druids

The reason I have never invested 20 points in shockwave is not just because of its low damage. It's because its stun length is capped at 10 seconds (250 frames), despite the skill description advertizing longer stun lengths. I consider this a bug. As long as that stun length limit remains, the minor synergy to shockwave's damage doesn't seem very relevant to me.
 
Re: 1.13 And Druids

I also agree the shockwave synergy boost should be improved. Its so insignificant. 20% would help a lot.
 
Re: 1.13 And Druids

I would have liked the druid's fire skills addressed. The whole fire side of the elemental tree is barely playable, and falls apart in hell. Its painfully obvious how low the damage is. A 20% buff in damage for all fire skills (-fire claws) would be easy and make fire druids viable and but not an overpowered hdin.

The summon tree could also use a boost. I never understood why they gimped druids so much by not allowing them to have both a bear and wolves. Would it be that game breaking to have either set of wolves and a grizzly out at the same time? Why do necros get access to so many summons and not druids? a buff here seems also painful obvious while the 5% boost to shockwave is so idiotic it makes me question the intelligence of the legacy team. 5% is pathetic. Especially on a skill that everyone already loves and nobody uses for damage.

Adjusting synergies and skills slightly and perhaps adding some new synergies would have been such an easy way to refresh the game and fix many of the weaker builds. It appears blizzard has its head up its *** once again.
 
Re: 1.13 And Druids

1. They don't play the game.
2. They don't really read their own forums very thoroughly.

I'll be damned if they actually know what the D2 metagame is like. We can't hate them that much... I mean they are putting some effort into patching an old game like Diablo II. But yeah, they really are clueless when it comes to balancing.

SW has always been used for CC, but imagine the possibilities guys. If only that 5% was 15%, I could go make another novelty build. ;)
 
Re: 1.13 And Druids

1. They don't play the game.
2. They don't really read their own forums very thoroughly.

I'll be damned if they actually know what the D2 metagame is like. We can't hate them that much... I mean they are putting some effort into patching an old game like Diablo II. But yeah, they really are clueless when it comes to balancing.

SW has always been used for CC, but imagine the possibilities guys. If only that 5% was 15%, I could go make another novelty build. ;)

I have a pvp bear druid that uses shockwave as his primary attack on another realm where they can pull off around 4-5k shockwave damage, and it isn't a novelty build there, it's a very solid dueler (although still probably not top tier, though only because of the lack of teleport) that makes short work of barbs and most ghosts/many hybrids. If the bump was more signifigant we would have a new bona fide pvp char, but whatever, honestly at this point I just want them to reset the ladder.


 
Re: 1.13 And Druids

I would have liked the druid's fire skills addressed. The whole fire side of the elemental tree is barely playable...

I agree that Fire Druids are too weak and a bit of a boost will be great. But personally I like D2 to be at least a bit challenging, so I'd prefer it if Hammerdins and other overpowered characters were nerfed, so it takes some skill and focus to play.

There are some things I'd like changed though. Fissure is fine, but Volcano can need a boost. 9 prerequisites for Armageddon is ridiculous, and it can definitely become a bit more effective.

The summon tree could also use a boost.

I agree, though I don't necessarily need both Grizzly and Dire Wolves. More survivability and damage of DWs would be great; at least so when maxed out they can survive more than 2 attacks from the Hell Ancients. More importantly I'd love for the other summons to be useful. A poison creeper that does more damage, more than 5 Ravens and Spirit Wolves that do magic damage.



 
Re: 1.13 And Druids

I would like the following changes for the Druid:cloud9::
Spirit of Barbs remade Spirit of Warding.
Spirit of Warding gives resistance to all elements and reduces curse/poison length at 20% at level 1 and adds an additional 2% per level, along with a 1% physical damage reduction.
Meaning that a level 20 Spirit of Warding gives 58% all resistances, 58% curse/poison reduction and 20% physical damage reduction.

Maul/Feral Rage does full damage/leech in 5 hits (20% of max, 40% of max, 60% of max, 80% of max and 100%).

Armageddon is a synergy for Fire Claws 22% Fire Damage per level.
Fire Claws is added as a synergy to all fire elemental skills (including Armageddon) with their respective % fire damage.

The Grizzly can be summoned alongside either wolf summons.

Wereforms now benefit from the bonuses given from their summons, but at 50% efficiency from Spirit Wolves and Grizzly and 5% from Dire Wolves.
This means 225% AR and 120% defence bonus from level 20 Spirit Wolves, 26.25% Life Bonus from level 20 Dire Wolves and 107.5% Enhanced Damage from level 20 Grizzly.

Hurricane and Cyclone castable in wereform.

Spirit Wolves deal Magic Damage.

Shockwave synergy from maul increased to 10% damage per point.

Werebear is a synergy to Shockwave, with 10% damage per point.

Poison Creeper can now be used without getting booted from the game.

Any chance we can make this happen? :thumbup:
 
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