Beta Weekend Druid Feedback Thread

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Posted by: panda the chop chop.4712

panda the chop chop.4712

FAIR, WELL BALANCED … RISK/REWARD (PVP FEEDBACK)

I’ll keep it short:

1. Increase normal mode healing by 8-10% healing effectiveness towards pet + 10% of base for loves

2. Increase charge (time it takes to build up force of celestial avatar by 2-2.5x longer! )

(should be a Rampage warrior effect feeling ) It will give *ALOT
more risk/reward…and getting moa’ed or focused reall badly in cele should be a HUGE risk factor but being able to potentially turn the tides in that small moment should be the reward. sooo……………


3.*Increase healing in cele mode by 20-35%, then damage by 15-25%.

4. Decrease cele mode duration by 5%

5. decrease lunar impact daze from 3 seconds to 2.5 (seems a bit more fair for everyone)

*AFTER THAT OVER ALL.. WELL BALANCE COOL DOWNS, DURATIONS ECT!!..

IGN: Itspanda

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Posted by: mistsim.2748

mistsim.2748

glyph of unity is so, so bad. the tether gets broken way too easily. and often it’s impossible to actually land the connections due to blinds and its friggin cast time! I was looking forward to this one, just cant make it work.

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Posted by: Swagger.1459

Swagger.1459

Quick feedback until I can play Druid longer…

I’m not going over numbers, just my initial impression…

-Would be nice if celestial form lasted much much longer. Just add more recharge time and radius on skills to make it happen. Maybe keep the radius consistent to 360 across these skills.

-I feel like glyphs could use a bit more “umph”. Maybe radius increase would help with that feeling. 360 could be the magic number here too.

-I think if you separated the glyphs into individual glyphs it would be better.

-As of now I would never build my ranger/druid around celestial form or glyphs in mind.

-Staff #1 attack could have its beam “beefed” up to look “cooler”.

-Would be pretty sweet if staff #2 would “blast out” a solar wisp for moderate damage then do its thing.

-A damage component to staff #3 would be welcome.

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Posted by: Eric.7813

Eric.7813

Finally got to play the Druid!

First major issue. The way the staff is held. I really agree with everyone that it should be held like a caster. The hammer style feels horrible :/

It is incredibly easy to fill up the AF with healing. However, it is difficult to do so with damage. This might ruin the synergy with other weapons.

Celestial form was great. I like that it is heal focused. With that said, I think the base glyphs need to be damaged focused. Regardless. the glyphs felt like empty skills to be honest. (except the elite glyph, that was nice)

The seed of life skill needs a prettier flower blossom.

the base glyphs were actually very nature/plant themed. more than I realized. I think the balance between plant and celestial themed skills is perfectly fine. I enjoy both themes very much

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Posted by: Aidenwolf.5964

Aidenwolf.5964

The form feels underwhelming. There are too many heals not enough umph in the healing. If you’re gating the form like necro DS then the heals should be powerful. Why not make the form perma and CD the heals? I’d like a visual que that a player has gone full healer which is what that state is.

Also the pets have the same AI as always which isn’t good.

Buy To Play Guild Wars 2 2012-2015 – RIP
Unlucky since launch, RNG isn’t random
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Posted by: The Holy Fitz.8192

The Holy Fitz.8192

Small QoL Addition I would like to see for Druid (but also for Necromancer).
Getting out of the Celestial Avatar form (and also things like Shroud) more quickly/easily by simply pressing your Weapon-Swap key (F1 or F5 would still work).
It’s a bit fiddly for me to quickly get out of the transform to change to your weapon skills in the current way. I always hammer on weapon swap before I realize …
You’d also reduce the number of different buttons you’d have to press should you want to swap weapons after you got out of it, since your finger is already on your weapon swap key, and not at some far off key like F5 (or whichever key you use. 5 in my case). But maybe it’s just me who’s getting confused by this and I just have to get used to it.

Druid, and especially the Celestrial Avatar form feels fun so far.
Haven’t played around with Glyphs much yet. I don’t see them being too useful if I want to play as a ranged healer, with them only having a range of 300 and the effects being cast around you (maybe have a trait that puts the supportive Glyph effects around your pet instead?).

I’m really excited to become a Druid with my Main. Really looking forward to it

(edited by The Holy Fitz.8192)

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Posted by: Elorna.5329

Elorna.5329

Just to echo some of the other people, astral force is generated way too slowly with “standard” ranger weapons, way too quickly with staff. Once you finally do have access to astral form, the skills themselves feel clunky and hard to land. Also too many heals, almost no damage. The cond removal wisps are a good idea, but again, too hard to actually use effectively, both because of the clunky targeting and the delayed effect. The daze skill is great, altho a shorter daze but a faster cast/faster drop of the actual beam would be preferable. Not losing all astral force when leaving the form is a must, add a cooldown to the transform (like deathshroud probably). Self root on astral skill 5 just further adds to the “uncomfortable” feel of the entire form.

Wyverns straight up can’t hit anything that’s even slightly moving. Pets in general have problems with moving targets, but wyverns are on a different level. The tiger f2 is really nice for melee stacks, but kinda pointless outside of them. Smokescale and bristleback are great and an example of what a melee pet and a ranged pet should’ve been all along.

Glyphs need a rework, probably just a complete overhaul of their effects. Glyph of empowerment could be a good group buffing effect, when comboed with Frost spirit, Spotter and Sun spirit. But it would need either a longer duration on its effect (10-12 seconds, on a traited 16 s cooldown seems ok for a 10% damage boost), or a larger damage increase (20% for 6 seconds on a traited 16 s CD). That one can be salvaged with number tweaks, but the others probably need a lot more. The idea behind the elite glyph is pretty creative tho.

The greatest freedom is the freedom not to get involved.

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Posted by: xarallei.4279

xarallei.4279

Awww I love the giant bristleback. I don’t want that little big guy nerfed to smallness. He’s so cute.

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Posted by: Zatoichi.1049

Zatoichi.1049

is anyone else just scratching their head right now about what direction to go with druid? Ive tried a couple different build now and it just doesn’t seem to havean identity outside of pure bunker healer

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Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

- Astral force upbuilding with dmg should be increased to 1/2%
With healing it’s ok IMO, cause it’s working with traits overall (like Lingering Light, Cultivated Synergy and Verdant Etching)

- Daze from Lunar Impact should be decreased (1-1,5 s)

- Healing skills from astral form are great, scaling with healing power seems ok =)

- Glyph of Unity should scale a little bit better with power….not much though, and there should be added a dmg-effect. Increase Duration to 8s. Same for the duration of the astral version

- Duration of Glyph of Emporement should be increades to 8s. There should also be added a dmg-effect

- Duration from Natural Mender should be increased to 8-10s

- Glyph of Rejuvenation should get a reduced cast time to 1/2s or at least 3/4s

That’s it for the moment

Thank you Irenio for this really nice Spec =).

Will there be an update to the changes before release? So in like 1-1,5 weeks?^^

(edited by Kydar Schattendolch.6879)

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Posted by: Wizkid.5982

Wizkid.5982

I would like the staff walking/running animation to be changed from the current (hammer-ish looking one) to a (more accurate supporty looking one) like the Elementalist or Mesmer animation.

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Posted by: mistsim.2748

mistsim.2748

is anyone else just scratching their head right now about what direction to go with druid? Ive tried a couple different build now and it just doesn’t seem to havean identity outside of pure bunker healer

I’m playing a celestial hybrid. NM/WS/druid, sword/wh/staff, birds. decent damage, good heals, great sustain. I tried a more offensive version, and it just didn’t work without longbow.

(edited by mistsim.2748)

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Posted by: infantrydiv.1620

infantrydiv.1620

So we’ve discovered that Staff #5 is a secret water field, please make this part of the intended staff mechanics (tool tip) because otherwise the fifth skill isn’t so great.

Since the 4th skill is so hard to land in 1v1s, it really could use extra damage and a longer immob

Ranger//Necro

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Posted by: Mcrocha.3891

Mcrocha.3891

So we’ve discovered that Staff #5 is a secret water field, please make this part of the intended staff mechanics (tool tip) because otherwise the fifth skill isn’t so great.

Since the 4th skill is so hard to land in 1v1s, it really could use extra damage and a longer immob

I think the 4th skill should get a slightly lower cast time, its slow for a skill shot, unless it is intended for it to be very difficult to hit with.

Local Charr Ruins Everything

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Posted by: Zatoichi.1049

Zatoichi.1049

is anyone else just scratching their head right now about what direction to go with druid? Ive tried a couple different build now and it just doesn’t seem to havean identity outside of pure bunker healer

I’m playing a celestial hybrid. NM/WS/druid, sword/wh/staff, birds. decent damage, good heals, great sustain. I tried a more offensive version, and it just didn’t work without longbow.

is iut better than D/D ele though?

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Posted by: Swagger.1459

Swagger.1459

The form feels underwhelming. There are too many heals not enough umph in the healing. If you’re gating the form like necro DS then the heals should be powerful. Why not make the form perma and CD the heals? I’d like a visual que that a player has gone full healer which is what that state is.

Also the pets have the same AI as always which isn’t good.

A “perma” form, with the appropriate adjustments, would be fun. Could be hold form until downed with similar build up mechanics.

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Posted by: Lash.2743

Lash.2743

First off: AWESOME JOB on the Druid.

Only been able to play a few hours thus far but first impressions are that the druid is amazing and cant wait to play it as my main.

Will get to play more over the weekend but until then I would mention a few things:

1. The pets are awesome. Love the smoke screen.

2. The avatar form is really useful and will be a lifesaver in many situations.

3. I do like the traits. This druid line does help immensely with conditions.

4. I feel one of the glyphs could use a stun break.

5. Played the staff for a short while and didn’t really like the feel but that might just be me. Will mess with it more later.

6. Avatar form could be longer.

Anyway once again AWESOME job and THANKS!

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Posted by: Gnat.9405

Gnat.9405

Very exclusive to staff. The class feels great until you switch weapons, then it feels completely uncomfortable.

PLEASE change staff wield animation to caster version.

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Posted by: mistsim.2748

mistsim.2748

is anyone else just scratching their head right now about what direction to go with druid? Ive tried a couple different build now and it just doesn’t seem to havean identity outside of pure bunker healer

I’m playing a celestial hybrid. NM/WS/druid, sword/wh/staff, birds. decent damage, good heals, great sustain. I tried a more offensive version, and it just didn’t work without longbow.

is iut better than D/D ele though?

not in terms of sustain, but we bring more cc and heals for the team. I’m finding it really rough without stab atm, so I might need to start slotting SoTP. getting stuck inside a Chrono’s well is basically certain death.

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Posted by: Ltomato.8649

Ltomato.8649

Feedback time!

Staff:
Generally: Healing Power coefficients seem way too low. switching from Berserker stat armor to Cleric stat armor does not provide a sizable increase in healing to any skills other than Ancestral Grace. For a weapon/spec that focuses mostly on healing, this is very underwhelming.

1- Solar Beam- Feels really slow/clunky when swapping targets due to the long channel time. It should have a quicker cast time, maybe down to 3/4 seconds per 3 ticks. This would make it more responsive as well as feel more powerful.

2-Astral Wisp- Again, the cast time is very long for the effect. Moreso because the projectile launched is slow and has a travel time as well. I’d lower this to at least 1/2 second if not lower.

3- Ancestral Grace- This skill needs some tweaking. currently, the cast time is the same regardless of distance traveled. Which means if you cast it at your feet, you’re just sitting in place unable to do anything for a whole second. It definitely feels like it could use an evade for its duration- otherwise it’s very easy to get killed in the middle of casting.

4- Vine Surge- Similar to Astral Wisp, the cast time on this is just too long. Too many times i find myself accidentally canceling the skill right after casting. Considering the travel time of the skill, it would make sense for it to have a quicker cast time.

5- Sublime Conversion- This could totally be a combo field of some sort! Water, or Light!

Celestial Form:
Generally: As has been mentioned, losing all force as well as not being able to enter until you’re at full astral force is very strange. Not having stability at all in Astral Form makes things difficult as well under any CC pressure considering the long channel times. As with staff, Celestial also suffers from long cast times. Also along with staff, it suffers from very poor Healing Power scaling. there is little benefit from a healing power based set compared to other stats.

1- Cosmic Ray- This is literally impossible to hit on moving allies. It needs to be instant cast, or it will be essentially useless.

2- Seed of Life- Same issue as Cosmic Ray. Impossible to land on allies in combat.

3- Lunar Impact- Again, cast time is too long. the skill is too difficult/time consuming to land on allies. Perhaps an instant channel followed by a delay before impact would work better – similar to engineer orbital strike. This would allow Druid to combo it with the next skill’s water field.

4- Rejuvenating Tides- this skill also need to be cast and forget.

5- Natural Convergence- Given the short range and lack of much stability, being able to move while channeling this skill would make it much more useful/feasible. Otherwise, it’s extremely difficult to land or even find an appropriate time to use it.

Glyphs:
Generally: Glyphs feel very poor. The radius of them is extremely small, and the benefit provided is much too little for the combination of the cast time, damage, and effects. They need another effect attached, whether it is a blast finisher, condi clear, or buff. A radius increase would be beneficial as well.

These would honestly work better as cantrips- not interrupting your other skills when casted.

Glyph of Empowerment-
This was mentioned a lot in feedback after the stream, but this REALLY needs a buff to its effect. It’s pretty much unnoticeable, even on heavy hitters like Reaper.

Traits:
Generally: Pretty strong, just need some tweaks.

Primal Echoes- Should cast a mini-glyph of equality on staff swap (on a shorter cooldown, lower daze duration, and damage) in order to synergize with glyph traits.

Celestial Shadow and Grace of the Land- What’s with Druid and 300 range? These support traits need 600 range minimum, or else they become too situational- only useful when the team is stacking on each other.

(edited by Ltomato.8649)

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Posted by: paddystar.2879

paddystar.2879

skill 3 on staff is a little buggy, taking more time to land than needed (staying 1 second as a wisp).
I also feel like healing power needs a huge buff. At the current time, it is possible to play a rather tanky build or full dps.
But going for a healing power build (played Cleric Druid, which has the most straight) feels not worth it! I think healing power needs tuning on every class, as it i really hoped to be able to play my profession with any playstyle (DD,support,tank) effectively.

Maybe this is a bug, but using staff skill 1 while someone is infront of you (pet works, too) you will get healing simulated (Traits which summon wisp + astral energy).
I personally like to be able to prepare Astral form out of combat.

Skill 5 feels a bit underwhelming as the healing is low even with Healing power equipment, but the rest feels really fun to play (little Note: the Druid is holding the Staff like a physical Class, i hope this gets fixed for launch).

Astral form feels really good to use and is really interesting to play as you don’t have a damaging auto attack. Skill 1 is hard to use when your allies move around. I am wondering if the coming Attackmode (Groundtargeted at last enemy) will also work with the druid.

The new pets are awesome and fun to play with, but i feel like the bristleback’s active should be changed to a more active skill. The barrage should be the active and the bleed should be passively used by the pet.

The glyph’s seem fine, but i have not played around with them too much.

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Posted by: Kailee.8790

Kailee.8790

Using druid with full clerics…. dps is pretty terrible… 200-300 per tick on staff 1, healing on staff 1 is averaging 100 per tick.

With so much Healing Power, its really not feeling all that powerful…

Druid has substantially less damage than ranger and is fairly a ton more boring solo.
Currently in the beta i walk up to a mob.. hit staff 1, then alt tab…

Druid can sustainably fight but it takes a good couple minutes per 1 kill depending on what you are fighting

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Posted by: Tragic Positive.9356

Tragic Positive.9356

The pets are amazing. They really are.
I wish our other pets got at least half the treatment.

Staff Skills:

  1. is nice but needs an Evade mechanic while on the move. It just doesn’t feel right when people can immobilize/stun you while Astral Traveling.
    I find that Staff’s auto-attack is a form of AoE grinding which could have been worse.

Astral Form:
This is a nice but failed concept. This form fills only if you are already healing. So it’s not really any achievement to fill the astral form to it’s fullest.
Because you are either trying to heal people filling it in 2 seconds with Staff#1 straight or you are stuck trying to achieve that for years. Which means you either are playing with nothing but Astral Form or not getting it at all.

Furthermore, most druid skills are … similar in functioning. I have felt this way during the reveal but wanted to try for myself 1st. All skills heal for a small amount and do +1 stuff Which means we have no real burst heal potential. And have another drawback. When people are low on HP – they try to run away from danger and #1 is hard to hit people on the move. Plus, if you want to heal people with that – you have to ask them to stay still for like 7 seconds … Which isn’t right.

Last but not least – Healing Power just doesn’t scale at all.
If I blow most of my stats into healing power, it only goes up by ~35%
Nope, that’s just wrong. There’s no point in playing anything above Celestial for healing power at all.

I’ll be back for more.

“Observe, learn and counter.”

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Posted by: AlanCMD.9205

AlanCMD.9205

One of Glyph skill need stun break by default:

I know there is a group stun break from glyph of equality when we are in avatar form.
But it requires becoming avatar form…it make game play a little bit clunky.
I suggest making glyph of alignment or glyph of tide a stun break by default. As one of them can serve as a escape skill (from glyph skill category)

Staff one/solar beam improvement:

It’s about tag mobs/players for loots/bags. It need bigger radius on impact. Also make it 5 targets.

Avatar form improvement:

Skill one need some damage that allows us to tag mob for loots. skill 5 needs to be movable while casting (if we have teleport utility skill, i don’t mind being rooted while casting skill 5)

Thank you

(edited by AlanCMD.9205)

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Posted by: Zatoichi.1049

Zatoichi.1049

is anyone else just scratching their head right now about what direction to go with druid? Ive tried a couple different build now and it just doesn’t seem to havean identity outside of pure bunker healer

I’m playing a celestial hybrid. NM/WS/druid, sword/wh/staff, birds. decent damage, good heals, great sustain. I tried a more offensive version, and it just didn’t work without longbow.

is iut better than D/D ele though?

not in terms of sustain, but we bring more cc and heals for the team. I’m finding it really rough without stab atm, so I might need to start slotting SoTP. getting stuck inside a Chrono’s well is basically certain death.

are u using windborne?

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Posted by: Castaliea.3156

Castaliea.3156

I posted this earlier this week and it was ignored because it was a wall of text and nobody likes reading those so here’s just the suggestions without the reasoning text. Enjoy.

MECHANICS
1.) Pet damage and healing is also included in Celestial Avatar force generation.

2.) Your pet also enters Celestial Avatar form and gains the same benefits/traits. (Does not overwrite skills. Simply visual. Gain benefits from possible traits such as Druidic Clarity and Celestial Shadow)

3.) Whenever an Astral Wisp hits a pet its Active ability (F2) recharges faster. (This gives a nice bonus to pets that stay in the fray. It also combos with the GM trait Lingering Light giving it a little added flare to summoning an Astral Wisp around yourself as well.)

4.) Solar Beam grants might to pets for a short duration. (Maybe this for just a little extra “Umph” to the skill. Doesn’t have to be might. Unsure.)

5.) Vine Surge also grants protection to your pet if it hits it. This skill can remove snares from pets and allies but pets can always benefit from a little something extra and vines blocking some blows for them while they charge sounds thematically feasible.

SKILLS

1.) Druid- Glyph of Tides: reverse the knockback/pull effects between the forms. Add AoE stun break on Celestial Avatar form. (You don’t want to be pulling foes while in healing mode. You want to keep them away.)

2.) Druid- Seed of Life: Grants protection before exploding. (This gives the skill a way to act as sudden damage mitigation before acting as a burst heal. Could be a cooler effect like “When summoned allies evade the next attack” or something. Anything that acts as a quick defense.)

3.) Druid- Glyph of Alignment: Add functionality; Recharges faster after successful evades. (This Glyph is rather lack-luster and simply provides very little actual utility which is a VERY common problem with Ranger Utility Skills. Giving this skill something like recharging much faster after evades gives synergy to the rest of the evade heavy Ranger abilities and dodges but also bring the skill into a new position where skilled players can activate it much more frequently which could synergize very well with Verdant Etching for these players.)

4.) Druid- Glyph of Empowerment: AoE Stun Break. Grants Nearby allies Stability (5). // Celestial Avatar: Grant allies stability (5) and temporarily increases their incoming healing (25-100%). (This skill provided rather nominal damage and support bonuses in either form. Redoing the skill entirely and giving it useful and needed boons in both forms but increasing the recharge to compensate gives the skill purpose.)

5.) Druid- Natural Convergence: Grants stability to user while channeling. (Similar things have been given to other skills like this and it further aids in the proposed “Get out of the way” feel of the skill.)

TRAITS

1.) Ranger- Switch Honed Axes with Empathetic Bond. (This opens up more build options for the Core and Elite Specialization by spreading out the Condition removal Traits.)

2.) Druid- Merge Natural Mending with Lingering Light. (Lingering Light is thematically an interesting trait but ultimately lacking in effectiveness especially when considering healing allies further away from you. Merging Natural Mending makes it a great Healer oriented GM.)

3.) Move Natural Stride to GM minor. (This gives the trait a nice and desired minor spot.)

4.) Add Master trait- Druidic Retribution; Whenever you immobilize a foe weaken them and gain (2s) Fury. ICD 10s. The effect occurs on every foe immobilized at once. (This new trait is aimed at opening up a slightly more selfish but still defensive path for the druid that combines very well with both other Ranger and Druid traits.)

These changes should bring the Druid up from what some may call an unappealing heal-bot to a supportive powerhouse. Coming up I will discuss Ranger Spirits themselves and how we can use that concept to further strengthen tie with the druid while also finally bringing this skills up to a competitive field.

Guild Leader
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Posted by: Prophet.1584

Prophet.1584

I feel like most of what i’d like has already been said. Very good job on Druid Irenio, thank you for this. Even with the fact that some things could be done to make it better i am really really enjoying playing this class. In Celestial gear I feel stronger than I have in PVE in a long time. I have yet to run a fractal 50 but on JQ WVW, PVP and PVE content I feel like we’re in a pretty good place (even better once a few changes are made).

I’m sorry, Dave. I’m afraid I can’t do that.

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Posted by: Holland.9351

Holland.9351

More Staff feedback:

Solar Beam
This needs to do more damage. Even on full berserker it didn’t seem to do all that much and it’s the only real damaging skill on the weapon. Great plus that it pierces and isn’t a projectile though. Maybe make it apply vulnerability, since that’s a party support condition.

Astral Wisp
This needs to do damage to the foe it’s attached to and those it passes through. Doesn’t have to be much, just some damage every second.

Ancestral Grace
Needs a bug fix where it can’t be used up stairs or slopes.

Vine Surge
This needs to do more damage and the immobilize needs to be 2 seconds. Maybe add a longer duration cripple to it as well. It would also be fine if it did 1s immobilize and 6s cripple.

Sublime Conversion
Make it do something to foes that pass through it. Maybe strip 1 boon? It wouldn’t make sense if it did something for allies that pass through it since they are supposed to be staying behind it. It’s currently very one-dimensional, which is bad for a (forced) weapon skill with a long cooldown.

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Posted by: EthanLightheart.9168

EthanLightheart.9168

Celestial form? Really?

What does that have to do with a druid? It’s a recycled Canthan topic (Guild wars 1 nightsky theme).

That form should have to do something with nature and not such an artificial nightskytransformation. That really doesn’t match the druid’s function. Nightskytransformer…say what?

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Celestial form? Really?

What does that have to do with a druid? It’s a recycled Canthan topic (Guild wars 1 nightsky theme).

That form should have to do something with nature and not such an artificial nightskytransformation. That really doesn’t match the druid’s function. Nightskytransformer…say what?

We’ve been through this before. For the past week.

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Posted by: Knighthonor.4061

Knighthonor.4061

Make GoTT apply a Water field that heals allies as well with regeneration.

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Posted by: Ryuu.5608

Ryuu.5608

To be honest, I thought Druid was going to be an OK-ish Elite spec, I was dead wrong haha.. It feels great, I find little to nearly 0 complaints about Staff #1 (except that weird hammer holding stance it has), Its not intended to do a high dps damage on enemies, for me it’s alright..
Maybe having Natural Convergence (Celestial Avatar #5) stripping a pair of Boons, but that’s about it, as for the glyphs, if one of them could grant Stability, that.. would be just perfect.

Overall, I really liked it so far, feels very rewarding, even though some may find Staff#1 doing a non optimal damage, I think its alright the way it is.

PS: I still find very strange how a Wyverm prefers to be on ground rather than just fly..

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Posted by: Levetty.1279

Levetty.1279

Well my Druid is bugged in PvE and I no activate my pets.

On the plus side perma stow pets yay?

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Posted by: Chicho Gosho.6507

Chicho Gosho.6507

I’ve tested it inside the raid and some pve.

Staff
1. Nice group healing, it’s building astral force veeery quick, maybe too quick. Kinda hard to heal allies if they move too much which is all the time. Damage feels low.
2. Used it because it said it deals damage. Haven’t noticed any difference with or without it
3. My favourite skill. Good job
4. I’ve used it couple of times. The visual effects feel out of place to the other spells
5. Haven’t used it so i’ll just say that it should be bigger in size. Just to make it more visible in team fights.

Glyphs
Tried them on some mobs. The only glyph that looked like doing something(visually) was the knocking one. Tried the elite skill but also didn’t understand if i’m doing anything when i press the button. In the raid i started with glyphs but changed them almost instantly because the range was too small.

Astral Form
Heal, Heal, Heal. Everything felt the same. Just button smashing to get the same result from every skill..

Traits
Meh/ I only stayed as a druid to test the spec. Probably not gonna use any of them when HoT goes live

Negative impressions
When you pick a druid you don’t pick just the spec, you pick the staff as well. Building up astral force outside of healing is too hard so i’m forced to use the staff. Personally i don’t like that design. Pretty sure it’s not like that for the other specializations.
- Druid too dependant on staff
- Couldn’t find staff and glyphs synergy
- Visually the skills feel out of place

Positive
- The healing is beast, especially #4 in stral form
- #3 staff is in my top 5 skills for the ranger

There are impressions only from couple of events and couple of hours of raiding.

(edited by Chicho Gosho.6507)

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Posted by: EthanLightheart.9168

EthanLightheart.9168

Well my Druid is bugged in PvE and I no activate my pets.

On the plus side perma stow pets yay?

Umm why are you too lazy to delete it? Come on it’s a beta character… brains on please.

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Posted by: Chrispy.5641

Chrispy.5641

Healing’s not really my thing, so I’m not sure if its pathetic or not that the first thing I did as a Druid was make a Rabid Trap build, and use a few glyphs and celestial avatar form to supplement the build’s weakness.

I also used Glyph of Unity, because you can combine that with Sharpened Edges. Every single attack transferred to your enemies can critically hit, and therefore has a chance to proc bleeding. Combine that with most dangerous game and hidden barbs for even more damage. Find yourself stuck in a group of enemies and you can let that group of those “hard to kill beta” enemies kill themselves with the use of just one skill.

Pretty sure it will fail hard in the other game mode I play (WvW) unless I use Signet of Stone.

Another observation (that got mentioned everywhere 50 times already) is that if you have trouble building up your Celestial form, Troll Unguent is easy mode.

(edited by Chrispy.5641)

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Posted by: cafard.8953

cafard.8953

Building up astral force outside of healing is too hard so i’m forced to use the staff.

Though it’s a breeze with the staff, Troll Unguent, just by itself, fills up the celestial pool almost entirely over the 10s duration. Probably the way to go if you want to avoid the staff.

Olaf Oakmane [KA]
Save the Bell Choir activity!

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Posted by: Vatlaaw Fierceshot.5713

Vatlaaw Fierceshot.5713

Why isn’t regeneration considered" healing"?

Regeneration is a boon that grants healing over time.

Healing is a gameplay mechanic of replenishing health of the player or allies.

So why doesn’t it trigger the Druid traits or interact with Astral Force?

Traits in question that do not trigger with regeneration:

Live Vicariously – When you heal an ally, you are also healed.
Natural Mender – Increase outgoing healing whenever you heal another ally.
Lingering Light – Healing an ally creates a wisp that orbits you and heals allies it touches.

Concerning Astral Force:

Astral Force is generated when healing or doing damage. It has already been pointed out that regeneration is a form of healing. Thus, regeneration should generate astral force.

TL;DR: Regeneration is a form of healing. Thus, it should interact with the traits and should generate astral force.

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Posted by: Greywulff.5637

Greywulff.5637

Let us use new pets in pvp. Really liking the druid otherwise!

Main: Ranger, lvl 80 ~ Bigbadwulf
Hotjoin hero

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Posted by: Shoe.5821

Shoe.5821

The Signet of the wild bug is the best thing ever

plz do not fix

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Posted by: Zenith.7301

Zenith.7301

Well my Druid is bugged in PvE and I no activate my pets.

On the plus side perma stow pets yay?

Umm why are you too lazy to delete it? Come on it’s a beta character… brains on please.

Some of us are using character makeover kits to approximate our toons (such as kit exclusive hairsyles and colors), and said kits are not restored by making a new toon…“brains on please”

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Well my Druid is bugged in PvE and I no activate my pets.

On the plus side perma stow pets yay?

Umm why are you too lazy to delete it? Come on it’s a beta character… brains on please.

Some of us are using character makeover kits to approximate our toons (such as kit exclusive hairsyles and colors), and said kits are not restored by making a new toon…“brains on please”

New build of the game coming up…might fix the problem.

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Posted by: Maximum Potato.5923

Maximum Potato.5923

Well my Druid is bugged in PvE and I no activate my pets.

On the plus side perma stow pets yay?

Umm why are you too lazy to delete it? Come on it’s a beta character… brains on please.

Some of us are using character makeover kits to approximate our toons (such as kit exclusive hairsyles and colors), and said kits are not restored by making a new toon…“brains on please”

I too am unable to access my pet – it seems to be permanently stowed, but only for my beta toon. Any chance on a fix for this please? ^^

Who’s a good boy? Not you, since you aggro’d the BLOODY CHAMP-

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Posted by: Maikky.8526

Maikky.8526

Druid is the worst of all the elites (why am I not surprised) anyone who thinks differently has rose-tinted glasses on .

“BUT OUR HEALING SO GOOD!” that’s because we’re the only class that’s entire elite doesn’t synergize with any other traits and makes us just roam healbots, “BUT YOU SWITCH TO A DPS WEAPON BETWEEN HEALING AND DPS” and make our class even more sub-par .

Your basically adding another handi-cap onto yourself when you switch to healing mode as you don’t get tags when you heal people, why would I put myself into a mode that is worst then all other elites and not even get rewarded for it .

(edited by Maikky.8526)

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Posted by: Holland.9351

Holland.9351

Glyph Feedback:
Most of them are pretty great when traited for condition removal, but they’re not too useful without the trait.

Glyph of Rejuvenation
The self heal is far too weak. Maybe give it something else to compensate. Instant cast time for example.

Celestial Form feedback:

Cosmic Ray
Doesn’t seem to do much and takes too much effort. Would be much better if it did damage instead of healing.

Seed of Life
Fine, but you can be knocked out of it. Maybe have it remove 1 condition at the start and 1 at the end.

Lunar Impact
Can permanently daze a target when traited. 2s daze, 6s cooldown seems more fair.

Tidal Surge
Great skill. Does everything Cosmic Ray is trying to do, but in a better way.

Natural Convergence
Pretty good. It’s a shame that it’s the only skill that does damage (give damage to Cosmic Ray).

Pet Feedback:
Awesome stuff.

Wyverns
Don’t really like the Wyverns, but I don’t expect any changes on it.

Tiger
Treads on Red Moa territory by giving Fury to allies. Maybe have it give quickness instead. I’m not too worried about it.

Bristleback
Great. It did seem to have some problems with tracking moving targets with Spike Barrage however.

Smokescale
Awesome.

Traits Feedback:
All great.

Lingering Light
Fun little pet wisp, but maybe have it deal damage to nearby foes every second.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

I’ve tested it inside the raid and some pve.

Staff
1. Nice group healing, it’s building astral force veeery quick, maybe too quick. Kinda hard to heal allies if they move too much which is all the time. Damage feels low.
2. Used it because it said it deals damage. Haven’t noticed any difference with or without it
3. My favourite skill. Good job
4. I’ve used it couple of times. The visual effects feel out of place to the other spells
5. Haven’t used it so i’ll just say that it should be bigger in size. Just to make it more visible in team fights.

Glyphs
Tried them on some mobs. The only glyph that looked like doing something(visually) was the knocking one. Tried the elite skill but also didn’t understand if i’m doing anything when i press the button. In the raid i started with glyphs but changed them almost instantly because the range was too small.

Astral Form
Heal, Heal, Heal. Everything felt the same. Just button smashing to get the same result from every skill..

Traits
Meh/ I only stayed as a druid to test the spec. Probably not gonna use any of them when HoT goes live

Negative impressions
When you pick a druid you don’t pick just the spec, you pick the staff as well. Building up astral force outside of healing is too hard so i’m forced to use the staff. Personally i don’t like that design. Pretty sure it’s not like that for the other specializations.
- Druid too dependant on staff
- Couldn’t find staff and glyphs synergy
- Visually the skills feel out of place

Positive
- The healing is beast, especially #4 in stral form
- #3 staff is in my top 5 skills for the ranger

There are impressions only from couple of events and couple of hours of raiding.

This.
Just one more thing to add. The whole healing idea could use a mob-tagging mechanic. We want to feel rewarded for doing the bit~~y duty.

“Observe, learn and counter.”

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Posted by: fuyuko.3705

fuyuko.3705

I so far am still learning and going through everything carefully. So I’m sorry I’m only reporting one thing so far. .
Something I noticed immediately and I thought should be said before I forget is the way the druid holds the staff. That stance works GREAT with the daredevil because it fits the battle style.
But it’s just awkward and overall not as nice on the druid. I’ve also seen other people comment on this as well. I think the majority of us would love it if the druid held the staff in the normal staff-wielding way.

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Posted by: mistsim.2748

mistsim.2748

Using druid with full clerics…. dps is pretty terrible… 200-300 per tick on staff 1, healing on staff 1 is averaging 100 per tick.

are you talking about pvp? I wouldn’t recommend cleric’s for pvp, try celestial with heal runes. damage is not too bad, but the sustain is great.

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Posted by: Kamara.4187

Kamara.4187

I hate to be negative but I’m pretty disappointed having seen what has been done with the other classes. As if Ranger didn’t have enough issues, now they have been pigeon-holed into a sub-par healer class. celestial form is like a bleep on the radar, there and gone before you know it while the Revant can flip over to DPS or healing with a simple toggle to maintain either build.

The models for the Wyvern looks like a barney the dinosaur knockoff that hobbles along the ground like it didn’t grow all its limbs correctly. both are cartoon-ish compared to the quality and realism of the other pets. In addition the tracking is off when executing the f2 attack on a NPC standing stationary…it scorched the zone between the avatar-master and target. by a considerable measure I might add. The model is also sinking into the world partially as it hobbles along with its nose to the ground like a blood hound trying to catch the scent of a chicken on the loose.

Granted I’ve not spent a great deal of time testing everything, but by the same token it looks like little has been done to address major issues with the Ranger class either

(edited by Kamara.4187)

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Posted by: Thoman.9024

Thoman.9024

Where do I begin…?

I went into this class with a mind to be a 100% healer for WvW. So far it seems possible but there’s so many things that makes it weird and complicated:

I feel like every skill does almost the same thing: “This skill heals” “This skill also heals” “This skill heals after a second”.

So every skills are almost the same but when I am in Celestial Form I end up never using Seed of Life because it has the same heal as Cosmic Ray but a second later – It’s hard to land because you have to time a skill with a small radius that is not important enough for people to want to move to. “Might as well just spam 1 instead”.

Lunar Impact GREAT SKILL. Healing aspect is perfectly designed. Good Radius. Good Visual indicator. Good healing – this is the only skill that I don’t feel "Might as well just spam 1 instead.

Then you Rejuvenating Tides that is “okay”, I don’t understand why it needs to be a channel skill and not just an effect. You are being forced to use a skill where you have to be AT THE TARGET, when you instead again could go “Might as well just spam 1 instead” – Either the healing needs to be better than just spamming 1 or/and it shouldn’t even be a channel in the first place.

Then last but not least: The 1 spam heal – Cosmic Ray. Oh boy do I want to like this skill but oh my god is it clunky to use. The radius is so incredibly tiny that the people you are healing either need to be standing still or needs to be bots running in straight lines. Why is the radius so small?! This skill would be perfect if it just had a normal AoE radius – Double the radius to 240 instead of 120 so it’s actually possible to land on moving players.

Then there is the Staff – oh boy…
The auto attack is the weirdest attack I have ever used in any game I have ever played. I mean what is this? It’s wrong in all the ways possible.
Everyone seems to complain about it having no damage – but that’s fair; it’s a support weapon it shouldn’t have amazing damage on auto attack.
The problem I had with it was the fact that it wasn’t usable for healing only for spamming it to get away from that horrible weapon and back into Celestial Form to spam 1 once again.
The whole targeting to use the skill had me press my tab key so many times that my key will break if I keep playing this class. Why is this skill not like Staff 1 on guardian – seems so logical to me, why do I have to target enemies to heal my allies. Even just making it a straight laser when untargeted would make this skill 100% more usable. You need to fix the weirdness of this skill. Make it more versatile. What do I do when there is no targets around, do I really need to wait for them (to get out of stealth etc.) before I can do anything..?

Ancestral Grace is a really cool skill but it needs some sort of evade when using it – when I looked at it, it looked kind of a short duration teleport mist form. Getting stuck on CC (lines and static fields) and taking all kinds of AoE damage while using this skill seems weird and wrong.

Vine surge is perfect – could be a little wider but it doesn’t really have to.

Sublime Conversion is cool but the visual needs to be better and more clear. It’s very transparent especially when there’s other skills around it. Wall of Reflection is the perfect example of a good visual.

TLDR: The healing numbers are okay (when you spec fully into it) but the skills are too awkward and clunky to land/use for it to work and the whole healer aspect tends to be a massive 1 spam fest in both Celestial Form and Staff – with both 1 skills being hard to use/land because of weird design choices.

Dishing out red numbers on Damage Warrior since forever.

Currently playing in [dT] with members from the old [dF]