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druid form restructuring

·6315 words·30 mins

It has been strongly suggested to me that we need to restructure druid forms to match those of supps and necro pets. This would mean a stronger prime skill and more unique class and it would also mean remove forms from quite a few players.

What would you guys like to see happen?

I think what is best for the mud, would be to restructure the forms according to position of druid in class order, similar to what we have for necro pets and supps.

Thoughts?

Druids have the right to their unique existence without seeing every druid quad and more turning into the same forms he can. Given time and proper management of the forms im pretty sure druid class could flourish and have their identity back.

But after chatting at length online i am starting to agree with Cizin, while some classes do posses certain importance through their location in your class order, other classes are lacking. I am hoping this will soon become a new issue to be adressed after avatar levels progression and druid forms scaling.

Please add third poll option: I’m not sure. :D

Thought they already were … actually quite shocked they’re not.

T

I don’t know about the restructure, I just don’t know. But I agree druids have lost there identity.

Moon Aura was prime, but given it’s cost to cast and short duration, isn’t used much, and now it’s non prime. Druids are treated as 2.clerics, the class is mainly picked for regen, and apart from shift size there isn’t too much definition as most spells are not used and the pets are crap. I am not so sure that a restructure in orders will give them back there identity.

I have -8.2ac 7 attacks at 11 dam and a blast shifted form.

I have -4.7ac 5 attacks at 17 dam and a strike + grip + counter attacks + critical hits + healing + deathblow + lions/gods as a monk secondary.

If I’m doing something nasty, yeah I’ll shift, extra hp saves my life. But yeah, druid seems to be a “watercolor” these days. Nerfing all the non prime players to give it more identity seems a reverse way of looking at it, when in the damage stakes it’s an under performer anyway.

If you have to nerf orders to keep it in tune with the game, which I understand, the class should be made more “useful” in a way that benefits everyone. That might mean more skills shifted, such as critical hits, useful supps etc, and maybe a blast spell that works during all hours. heh.

I copied these druid spell stats from the board.

shapeshift 738

dawnfire 25

elemental resistance 22

fog 8

freshwater 88

garden 32

goodberry 45

morning glory 40

preserve food 9

Where is willow wind, canopied arbor, hedge maze, twister, avalanche, sunbeam? We get mass resist fire and cold at level 39? This is nearly our complete list of unique spells after level 20 we are talking about! Unfortunately the new devak system isn’t being used much for some reason, thanks for the attempt and trying to do something about it back then. I still need the spellbooks and not many people even know where they pop heh.

There is not a single druid only spell that comparably rates with any other spell usage in the entire game. Everyone could better benefit in this area, not just playing around with forms where yeah you’d expect primes to be bigger and better than others. But identity and usefulness comes in other ways than playing with forms in my opinion - and it benefits everyone.

I haven’t voted, I kind of agree form positions should be nerfed for non primes in keeping with the general rules with orders and supplicants, but I will not vote and inflict that on other players unless druid becomes more useful for them in the same breath. If you nerf forms for other players, what do they get from druid other than regen and +mana? No basis to choose the class, especially if your classo has ac classes (and therefore less max mana) in the top 4 positions.

I can’t see how a non-prime naga at 4x40 for a druid second would even be worth shifting into compared to remaining unshifted? You sure you want to do this? 1200hp -7.8 +8 dam? Does a 4x40 need this… seriously doubt it. I think at the moment this change would just kill shapeshifting for non primes. Effectively making druid almost entirely useless apart from regen and max mana.

Anything I say about this will be incredibly biased. But since this decision will probably be a make-or-break moment for my desire to continue playing, here goes:

While there is an obvious parallel between shapeshift and supp/animate, in that they rely on multiple 40s, cleric and necro are worthwhile second/tert/etc classes even without their pets. Other than the smallish regen bonus, what does druid have without useful forms?

Awaken is much more similar to animate and supp, and it already considers class position. Perhaps it would be better to give druid primes something by making awaken useful (depending on class order) than leaving primes as they are, but making them feel more unique by massively nerfing non-primes.

(up front I’ll say I dont ever shift … apart from ferret which on S4 is my biggest available form)

… not many people play Druid prime … hmm … lets see what we can do to make it a more attractive prime class … shall we :

A . make druid prime more powerful / interesting / fun to play / utilitarian

or

B. make druid less powerful for non prime druids.

I dont see the logic of how B will suddenly lead to an influx of new Druid prime chars … other than Brad in this new 8x40 world I’d guess most of us have 2 chars only (main and valker) … we’ve already heavily invested in our main so what change is going to be made to make us all stop and start a 2nd Druid prime main?

Perhaps rather than option B changing druid for non primes the more logical option A should be considered some more … maybe:

i: Druid Primes can shift in groups

ii: Druid Primes has new shifts only available to them across the range of levels rather than just at the top end.

iii: Driud Primes can order pets while shifted (actually not tried this in years but recollect it dosent work)

Iv: Druid Primes can cast some (stone / sanc / fluid) while shifted

v: etc.

I dont think any of this unbalanced the game … particularly given the very few Druid Prime chars currently playing that would be affected, but each would add a unique selling point to the class as a prime choice.

T

Been looking around other websites at druid skills.

I’m not so sure druid’s need “pets” - but maybe a prime “invisible nature force.” It doesn’t fight battles, it just watches over the druid, removes poison, removes diseases, gives food and water while shifted, replenish shield of thorns, it may try to turn the circumstances of a fight in the druids favour, aid regen, it may even heal some of my wounds, or refresh them - Depending on the total number of levels. It’s really useful for shifting. Maybe this protection force that follows the druid can be “cast” or even sacrificed for.

cast ‘hand of nature’ %sacrifice???

You feel the hand of nature protecting you.

Example effects based on logic…

The hand of nature takes away your ailments. (PLAYER_IS_EFFECTED_INSOMNIA)

You feel nature rise within you, you feel completed. (Rapid Regen for 2 mins)

A vine violently sprouts up from the ground and explodes with fruit, shrivals and dies.

Get grapes, Eat Grapes.

Gaia rises up against your foe, vines appear entangling %mob. (RANDOM CHANCE)

You feel something leave you.

Also maybe all druids (non prime) should be able to summon an animal to help them in battles. These pets can’t be ordered. They appear and assist their master, they don’t follow or accept orders, they fight and die. This is to cover for druids lack of blasting ability. The damage is outputted by a temp creature over more rounds. No sanct, no stone, no reporting, no ordering, and maybe they disappear when the mob dies. Animal called grows with levels.

cast ‘call animal’ wolf

A grey wolf appears from nowhere and leaps to the attack!

The Mob is Dead!

A grey wolf disppears into the undergrowth as quickly as it appeared.

I think druid skills should be “unconventional” but useful, for to be a druid is about wisdom, and wisdom is not so much about power, but using circumstance to work in your favour, this is what it is to be druid. Lets try think out of the necro pets, cleric heals, mage blasting box if we can.

I hardly ever shift into druid forms when playing Toxis. His combination of powers makes him very strong. But it is nice to be able to shift for a quick kill or kill something that hits hard. Druid is an alternative playstyle, some like it and some don’t. I just don’t see why not let everyone be able to shift? The thing that I loved about sloth was the ability to get all the skills and spells from each class. That started changing with prime skills and spells, which I like, but I’d hate to make it impossible to use the basic options from all classes (like no good undeads to use cuz necro last, or can’t even shift into a halfway decent form because druid last).

1: Druid forms should be more powerful, aren’t they already? Or just give them more shift eq… There’s a lot of cool shift eq that could be given to them for little ac or hit points.

2: Allow druids to tank. They don’t have parry, and that’s where a good warrior will always have over. But if you don’t want 2000 hp tanks, then let’s at least give minotaur shift in with 1000 hp so we can at least have a nice tank when no warriors can be found.

3: I’d love to see druids be able to shift and man up, our frontlines are so weak. Group chaos everywhere, and let’s face it, I don’t think most druids want to heal anyway :). Since most thieves can’t stay on frontline, at least druids could. I’m not sure why druids aren’t on frontlines more often, is it because their mana is wasted too quickly? One reason why I never shifted in groups is because it’s so much better to use mana to heal or blast rather than shifting. So perhaps there could be a form that is druid prime that doesn’t use mana, that deals a decent amount of damage, that can stay on frontline for extended periods of time…

4: I think it would be nice if some of the eq was looked at so that bards, thieves, and monks could stay on frontline with at least -9 ac… it’s not like thief mobs miss anyway. We’re all pretty sick of 1 person on frontline and 10 in backrow because no one can take that punishment. Toxis has -9.8 ac and he still gets pounded on frontline. If you don’t have -9 ac forget it, you’re in back row.

5: I really liked the idea of autospells for druid PRIMES to give stone (or ironskin) if it falls and you’re shifted. Stone (iron), bless (grace), hungry/thirsty, avatar sight, and unsure if any others needs to be added.

-Brad

I like the idea of limited spell casting while shifted, however we will probably stay away adding pets. Our thoughts is that we have enough of this style of play ingame and adding another class with this ability is overkill for the mud.

Keep the ideas coming

My druid will be able to frontline at -9 in .5 bill xp. Unshifted. :D I can get more ac unshifted than shifted at the moment. My monk secondary is better than my druid again because of some new monk eq’s. Shifting is a bit of a joke, nerfs were hard. Druids always were amongst the slowest starters and that was when you got better shift forms quicker! So imagine what it’s like now. If anything in druid needed a nerf it was phoenix, sea dragon and piasa, and only by hp. Everyone will have 5 attacks at high dam later on. Piasa wasn’t over powered, it was probably just too big!

I personally am not interested in shifting in the front line, I’ll need food (maybe I could buy rations? Inconceivable!!!!), damage is low, mana runs out. Doesn’t do it for me. I don’t like healing either :twisted: What do you like Jezer? Being useful, bug fixes, balance, dead tanks.

Thanks for asking for our opinions before you wielded the nerf scissors anyways splork. I’m afraid it will kill shifting for non primes though unless changes are made…. and the improvements to monk aren’t finished yet, ie, low dam 3rd round. Certainly don’t want to see this divert energies to quickly when monks were almost fixed. :twisted:

What none of you seem to realize is that shifting is what defines druid class, if you take that away and give it to everybody then there is no need to play a druid prime because as you say there are no other important skills or spells for that class.

You keep saying give them more useful spells and skills and yet see how many people are already druid secondary ? The regen bonus is a welcome addition despite the forms, regen and mana play very important role in this mud and without regen mana is pretty much useless, thats why people with common sense choose druid secondary almost automatically.

And if your forms will now be scaled back too, this only adds to the importance of druid class in your class order, not takes away from it. But immortals still need to consider giving characters with druid in the first four positions a possible way to play druid-style via half-decent forms. If you are druid in your 6th class i dont see why you should shapeshift into anything but a ferret to get your corpse and maybe a frog to breath underwater, which are already quite powerful additions. By making two or three more forms that provide something unique in this way and sticking it further down the druid level line than ferret and frog it will avoid people not caring about druid levels completely if its not in the first 4x40. ( i.e a 3x40 form that can relocate to other continents by using all its mana will make everyone think about putting druid in their class somewhere just to accommodate this form even if all their fighting forms are useless)

Another thing some of you guys seem to not realize is that because forms are now available to everybody in the game immortals can not make the forms more powerful than what they already are, because if they do make them more powerful everyone in the game gets a piece of that action and characters are already very powerful.

If druid forms are made to scale back then it gives immortals absolute power over druid class and they can make it as powerful or as weak as they desire without thinking that this balance will affect the whole mud.

You keep coming up with more ideas but it seems that you are just trying to justify keeping what you already have and going even further by adding new powers to druids, which really does not need to happen.

Yes, currently the weak and unbalanced forms will not be enough to make druid attractive, but it’s so easily tweaked by adding an extra attack or giving more Ac to forms uniformly that it beggars belief how easily druid prime class can be fixed and made so attractive that everyone will want to play them just by taking away the ability of everyone to shift into those forms.

If i may also suggest another important thing - after every major change to classes abilities defined by its position in your class order, could immortals be kind enough to provide us mortals with the ability to switch positions of the class that is being changed ? But within boundaries of course, so if you were druid 8th, you can only move it 3 classes up to druid 5th and if you were druid quad you can become druid secondary and so on.

Because otherwise it goes something like this ; you choose a class order that is perfect, but then midgame something gets changed by immortals that drastically affects you and you are left in a position where you cant change anything and have lost something drastic due to something that was not your fault.

You’re quite sure that you alone can perceive all ends of changes aren’t you? Since we don’t “seem to realize” that all your opinions are flawlessly correct, allow me to counter several of your points.

Dragoth wrote: What none of you seem to realize is that shifting is what defines druid class, if you take that away and give it to everybody then there is no need to play a druid prime because as you say there are no other important skills or spells for that class.

Shifting does define the druid class, true, but notice that the defining aspects of every class are available to non-primes. Some classes have a pronounced advantage as prime, others have a much smaller difference. All the forms are currently stronger for a druid prime than anyone else.

Leaving shapeshift as-is would hardly “take [shifting] away and give it to everybody”, rather it would take shifting away from non-primes and give nothing to druids.

Dragoth wrote: You keep saying give them more useful spells and skills and yet see how many people are already druid secondary ? The regen bonus is a welcome addition despite the forms, regen and mana play very important role in this mud and without regen mana is pretty much useless, thats why people with common sense choose druid secondary almost automatically.

If you’re so certain that all of the caster/druids picked druid second solely for the regen, why are you so concerned that they may retain decent forms?

Dragoth wrote: You keep coming up with more ideas but it seems that you are just trying to justify keeping what you already have and going even further by adding new powers to druids, which really does not need to happen.

It doesn’t? How often do you see druids in groups casting actual druid spells? You appear to be attempting to justify many people having a greatly weakened ability to solo. I’m not sure what your motivation for this could be, so I’ll refrain from unflattering speculation.

I genuinely have no idea what chars you play (I’m assuming Dragoth isn’t your main char, looking at last player), but I’d be interested to know how much experience you have shifting.

Leave Druids Alone!

Rynquald, everything is very simple. If you want everyone to have the same abilities as everyone else then my arguments will never get through to you. I on the other hand want every class to be distinct with well defined borders ( i.e druid secondary and druid quad should be a different character with a different play-style same as necro secondary and necro quad is )

You ask me how often do i see druids using druid spells in groups - well ask yourself this, how often do you see necros using necro skills and spells in groups ? And on top of that, if forms were to be scaled and tweaked i am sure druids will be able to use shapeshift in groups to a very big extent.

Yes other classes use abilities of the other classes, but you need to make a distinction between prime abilities, like riposte and parry and your average run of the mill abilities - yes we can all fireball and cure minor and double attack and no one is the wiser. Other skills however need to be separated to give that character class a distinction, if you give everyone riposte and parry then warrior really becomes useless doesnt it.

Druids, like a few other classes dont have such abilities that make them distinct and worthwhile and shapeshifting is pretty much all they have, so it must either be very different from what you and i can shift into or better yet it must be scaled, because if you and i can shift into the same thing and you are druid secondary while i am druid 6ths why should we have same forms really ?.

Think of thieves and backstab, yes everyone can backstab and its pretty much the only class defining ability, but its made in such a way that you get less multi’s the further down the line you take thief and to make primes from non primes distinct you have apply poison which adds about 30% damage to your stabs.

Ultimately every class has some sort of defining feature, whether its scaled pets or primary only ability or a scaled primary ability, some have all of them. At the moment Druids have none.

As for why i am worried for usable forms for non primes, is for the same reason necro pets should be usable even if you are not a necro prime and thief class allowing you to backstab even if you are not a prime, a class should provide you with some of its abilities ( scaled to its position and not to everyone), thats what make it a multiclass mud where class order is actually important.

And jumping a bit further, yes i do want every class to have scaled skills, same as necro pets and cleric pets scale, i want restores and firewinds to scale. I also want monks to give a much bigger damage reduction which scales with monk’s class position and i want armor cap to scale with warrior’s position.

I genuinely do not want to see everybody having the same skills and spells which are only different if you are prime or not. With the current system at 8x40 we will have everyone to be just a bag of mana and hp and regen that uses the same skills and spells, but has a slight advantage in his prime abilities and who in their right mind would choose a class that ends up with less mana and regen at the end if all the skills and spells used by everyone are pretty much the same, this only shifts players towards a certain class choice that provides them with more mana and regen. This discourages multiple characters and makes the game ultimately boring with everyone just being a clone.

As an example is Th/ma/cl/dr/x/x/x any different than a th/dr/ma/cl/x/x/x or th/cl/dr/ma/wa or th/ma/dr/cl/x/x/x?

Nope its not, if you imagine all those classes at 5x40 they have absolutely the same abilities and depending on druid’s position in the class some have more mana regen and more hp but that’s it. Anything that goes after your prime class is unimportant as long as it supplies you with a sensible amount of mana and regen. Yes you get some spells sooner than others

This can be applied to any class you choose, nothing matters except for your prime and the amount of mana and regen you get. So the trick to make a powerful char is to have a good prime with good prime skills like warrior and choose supporting classes that give most regen and most mana, cool trick isnt it ?

Simply by making all mage spells and cleric spells scale by 10-20% for each late position and scaling druid forms, you are already making a huge distinction from the current system and redefining the importance of class positions. Th/cl is now more of a healer than a blaster while Th/dr is a shapeshifter stabber. Shapeshifter stabber you ask ? Well why not, instead of blasting a mob after stab you shapeshift into a form that can kick that mob’s ass real quick - this makes this thief class a more fat mob oriented class with an utterly different gameplay from th/cl or th/ma.

This can be applied to every class in game simply by scaling a few spells and skills to make every class order distinct and worth choosing instead of one another but not necessary making one class weaker than the other.

By scaling armor class cap -1 armor point depending on its position you can make a huge distinction between a th/wa and a th/ma/cl/wa - which instead of a thief who can cycle fattish mobs will now have to stick to thin and hard hitting mobs. Under the current system none of this matters, you can have war 8th and still have good AC.

By giving monk a big damage reduction bonus you can make this a multi-gamestyle mud. If AC will be scaled then warriors will rely on AC to reduce damage from incoming attacks while Monks will rely on huge damage reduction to mitigate that same damage. Currently under our system a WA/mo or a MO/wa are useless choices because those two classes do not compliment each other and the only bonus you get is a few more hp. With our current system you are much better off making a WA/dr/cl/ma so you can have all the mana in the world to heal yourself, be able to solo and still have decent HP with the same damage mitigation. Under our current system there are no differences to groups between real group tanks and tanks who have 100 hp less but have 400 more mana and 50 more regen who can solo pretty much everything.

The exact numbers need to be calculated but If monks were given a huge reduction that scales back 20% with every late position you are making a huge distinction between group tanks with both AC and damage reduction and solo warrior classes that chose mana instead of damage mitigation.

If AC is made less abundant by scaling and reducing its availability to non prime warriors and monk’s damage mitigation is comparable to AC in its reductions then you can make people choose a playstyle that suits them just by choosing between monk and warrior. Some would like mobs to miss them and others like to mitigate that damage instead ( for example thief mobs rarely miss AC so it would be better to pair thief prime with monk and wear dam_reduction eq to get reduced damaged and mages would work better with warrior and AC eq as mage mobs usually miss AC alot ), others like to have both at the cost of reduced mana and regen and blasting and healing (remember that restores and firewinds scale back now too ). I think an 8 class mud can use double tanking standards. There is plenty of dam reduction EQ on the mud to make damage reduction work the same way as AC, the more dam_reduction EQ you get the more damage you mitigate ( same it is currently, but make it comparable to AC, if a monk has capped his damage reduction he has about the same tanking ability as a warrior with -12)

By combining all these scalings you can create a truly multi-class mud with a huge emphasis on your class positions that will affect absolutely everything you do - from how you behave in solo situations to how you behave in groups. This will make people want to try out different characters and this will create the much needed diversity while making every class important and unique.

So we all agree with me that that’s how everything should be like ? :mrgreen:

I have held back on posting on this subject for a couple of days to read others thoughts and concerns on this topic. I currently play Roku [40d 40m 40c 25n 20b 19w 13o 12t] a smallish druid prime. While Druid restructuring is on the table i would like to voice some opinions/ideas about the sloth druid class. Druids have always played 2.clerics or 2.mages in groups, identity has always been a problem.

  1. Shapeshift is the class defining druid skill. While outstanding at higher levels for solo we are not much use in group when it comes to our shifting. Many times when i have wanted to play like a druid in a group my limited time to be able to hold my shift form compared to the standing regen time it takes to get enough mana to shift back (while being scolded to use my mana) makes shifting in groups very unappealing. Restructuring druid to limit forms in position of classo in my opinion is not the way to go about making druid prime more apealling to players.

1a. Instead of taking forms away from existing players and buffing druid i suggest making the druids use of mana more efficient in position of the class. My outlook on a druid is the class defining skill of shapeshift should be effortless and seamless for a primary. Meaning little to no shift cost and bare minimum mana-burn to be able to hold the form, factoring in the +mr eq and such. (Thus making shifting a viable option in grouping.) I personally find the mana-burn while shifted a very unattractive aspect of the Druid class. Now scaling the shift cost/mana-burn rate for every position druid is moved down the classo sounds like more of the way to “restructure”. Wouldn’t u think it would be harder/more costly to shift to a form and retain that form the further down the line druid is?

  1. Dropping of spells while shifted.

2a. While taking the mana to lite then shift then get halfway through a run and have your base defensive skills fall (ie stoneskin) and have to blow the mana to unshift, respell, and shift again drastically cuts your run. Here i propose maybe the idea of druid iouns such as acorns or something that are memable and then consumable while in shifted form. This is just a off the wall idea, but pointing out problems without ideas for consideration is kind of moot.

  1. Awaken spell.

3a. Druids should not have pets. If u want pets play a necro, we have a class for that. Changing awaken to say something like Jezers idea of the whole “hand of nature” theory sounds appealing. That led me to the idea of awaken being another scaled option of say awakening “The spirit of the forest” where this non fighting spirit follows and removes curses, blinds diseases, ect. When the next scaled level is unlocked say “The spirit of the desert” where it casts debuffs like curses or blinds while in your in your shifted forms. But whatever spirit u awaken they are never a fighting supp/pet, more of a support creature.

These are just a few off the top observations.

This is my first post in my 8 year career in sloth so plz be gentle. Flame away boys and girls. :twisted:

if bard primes can sing and cast why not give druid primes shift and cast similiarly? if you are worried about overpowering linit wgat they can cast like healing spellsand enhancement only. Not sure if this is even feasible but just a suggestion.

Shyla

Actually, I’m leaning towards allowing Druid primes to cast enhancement spells and also really like the idea of mana cost in form scaling back according to position of druid in classo. I really like that idea!

Splork

@Dragoth: Didn’t check the crier for a couple of days, and to be honest I’m not going to do more than skim that giant wall of text. So no quote-specific replies.

I don’t want all characters to have all the same abilities (I preferred the four class system for that exact reason), but I also don’t want the only class choice that matters to be prime. I’m not suggesting that this shapeshift change will do that, but every skill that is directly weakened by not having the corresponding prime brings it closer. How much will anyone rely on the skills of their later classes if they’re all watered down?

Finally, I’m not interested in continuing this conversation between us. I find your apparent certainty that if someone disagrees with you they must be misunderstanding the situation, along with your tenancy to use condescending remarks as punctuation, incredibly annoying.

I also like both of Sleeping Forests ideas, but at the end of the day whether you make forms themselves scale back or you make mana usage scale back with druid’s class position the end result is practically the same for non druid primes, but its a certain advantage for a druid prime surely. If players prefer to keep all their druid forms which they are not able to use it due to mana burn then scaling mana burn option is the way to go.

However, this places an even stronger emphasis on the mana of our players, which is already the king.

Acorns for meming sancs and stone skins to be used while shifted - great idea, but why should druids be able to mem sancs to make their runs last longer while nobody else can ?

@ Rynquald and other people i might have offended

I am not trying to put anyone down or be overly rude and aggressive but at the same time i am not trying to win any popularity contests here either. Surely if my thoughts are flawed then it wouldnt be too hard to prove me wrong by using simple counter-arguments.

However, If my thoughts and ideas are correct and applicable then isnt this what matters most and why should it matter how i structure my sentences.

Let us not fight if we agree with each others thoughts just because we dont like each other’s way of communicating those thoughts!

And If i offended anyone with my condescendence then i am sorry and i did not mean to do that and i do not think any less of you just because i do not agree with your ideas, its just the way i debate :wink:

Sleeping forest pretty much hit it on the head as to what I find frustrating about druid play.

As to why druids maybe ought to be able to mem with acorns, I don’t see it as unfair to other classos since druids can’t use any other classo abilities while shifted. Maybe acorns could only be used while shifted so druids are running around with extra mems unshifted.

The awaken idea is great. I like the idea of being able to awaken a spirit that is passive but provides some debuff or other such support. Some abilities I thought may be appropriate for a spirit: curse, blind, poison, provide “mana regen” to shifted druid by lowering mana cost it takes to remain shifted. Maybe the spirit could cast certain druid spells itself such as brambles, fog, twister, etc.

The spirit would serve as the druids connection to its human form while shifted so that it could use some human form abilities.

I would also like grappling vines to improve with druid level like a web spell. It is really annoying having to chase stuff around shifted, or return to set brambles or web. Maybe grappling vine already does this, but I don’t think so. In any case it would also be very beneficial to be able to cast awaken while shifted.

Anyway, just my two cents.

Archimedes

If druids in the future are given the limited capability of casting while shifted, can I suggest enhancement AND summoning.

Stone and Sanct are in enhencement, but food and drink and shield of thorns are in summoning. (In fact the majority of druid spells are actually in summoning) and if I had to choose between the two I would choose summoning before enhancement.

You raise your hands to the sky and slowly shift into a half-human half-snake (Jezer).

<1548hp 407ma 202mv +4al -8.1ac +9dam +59mr 31390439xp>

You raise your hands to the sky and rapidly shift into an enormous owlbear (Jezer).

<1667hp 331ma 116mv +4al -8.4ac +10dam +55mr 31390439xp>

Hi Druids! Welcome to 4x40. In order to help you along with the continuation of your character to 5x40 you have been awarded…

+1 dam +119hp and -0.3ac -85mvs to get > 13.5 billion xp. :D

facepalm

This is really ticking me off at the moment.

Owlbear form uses moves to swipe. But how many mvs does it give me after I’ve shifted!

A THIRD! Just a third of my max moves! It would be better if it used mana, at least I could blast more. Of course then haste wears off or I unshift and before you know it I’ve used 300+ moves in less than 60 seconds. And my moves regen slower than my mana! Who the heck thought this up? :evil:

Please fix the moves cap for prime druids on owlbear.

Splork wrote: Actually, I’m leaning towards allowing Druid primes to cast enhancement spells and also really like the idea of mana cost in form scaling back according to position of druid in classo. I really like that idea!

Splork

Any news?

Just a status update:

Since this discussion, we have been busy working on several changes which should help Druids in our game. We have had to overcome a few obstacles but are making steady progress. Hopefully we will be able to introduce them within the next few weeks.

Enjoy,

Splork