The purpose of this post and thread is to give constructive suggestions as to how to improve/ balance Druid’s mechanic and skills so it becomes more playable and unique.
I know it is too late to change the animation and the actual effect of most skills by now, but with some tweaks, Druid will become a much more interesting class.
This link shows the original effect of Druid’s skills:
https://wiki.guildwars2.com/wiki/Druid
Here are my suggested changes.
(Feel free to compare the original version to my version)
General changes:
1. Now Druid is unable to gain CA Force from healing when targets have full health.
2. Increases the CA Force generation from attacks immensely.
3. Now exiting CA before the meter runs out will leave the remaining energy.
4. CA transformation has a CD of 6 seconds after exit. (This is to prevent spamming the traits related to entering CA and encourage skillful usage of CA)
Staff:
1. Solar Beam: Leave the base damage as is. Tone up the damage coefficient affected by power from 0.3 to 0.5 Increases the healing power coefficient from 0.02 to 0.1. It can now target allies directly by clicking on them. No longer generates CA force when hitting someone who has full health. (This can address the abnormal CA generated by staff in a group fight)
2. Astral Wisp: Increase the projectile speed by 200%. Now able to target allies. The healing radius increased to 300. The healing power coefficient tone up from 0.05 to 0.25. Now Wisp not only heals allies, but also causes minor damages to enemies that it touches. (It’d helps Druid tag enemies better while focus on healing. You can also use this on melee allies so they can help you tag foes when they engage in battle.)
3. Ancestral Grace: The skill ends sooner and activates faster the shorter the distance you traveled. The range toned up from 1000 -> 1200. Now upon landing, it not only heals allies within radius, but also cleanse 2 conditions from them. (Druid lacks cleanse when he’s not in CA. I think staff should at least help address this problem abit on its weapon skills.)
4. Vine Surge: Increases the width of the skill so it hits wider. Causes 2 secs of immobilize and 3 stacks of bleeding on first impact. If the skill hits, it generates roots under the targets, and pulses 1 sec immobilize and 1 stack bleeding every second within root. The roots can be destroyed. The root will disappeared after 5 seconds. Removes the cleansing ability of this skill since Ancestral Grace can do that now.
(This is to enhance the control ability of Druid when not in CA.)
5. Sublime Conversion: Acts as a water field. Increased the duration to 8 seconds. Decreased CD to 20 secs. (16 secs if traited). Increase the healing conversion. (The 8 second 16 CD when traited is to make it more in line with other classes like Revenant’s Hammer 4. Staff shouldn’t be an inferior version of Revenant’s Hammer)
CA Skills:
1. Cosmic Ray: Removes the healing entirely. Now this skill does damage to target area. (Serves as the auto-attack for CA to actually help tagging foes). Cosmic Ray hits up to 5 targets within 180 radius, causes 2 stacks of vulnerability for 5 seconds. (This is to enhance the offensive support aspect of this class). The damage is equivalent to Guardian’s staff 1. (The damage has to keep low because CA is not suppose to be offensive. Also, by changing this skill to offensive rather than healing, it makes Druid fit more of the “burst heal” theme rather than “spam heal” theme)
2. Seed of Life: Increases the radius to 240. Removes the delay of this skill. Now this skill removes 3 conditions and grant 6 seconds of regeneration to allies. The CD of this skill is increased to 5 seconds. (Again, this makes Druid more like a “burst cleanse” rather than “spam cleanse”)
3. Lunar Impact: This skill is good as it is. The only thing that need changing is this skill no longer get affected by the trait “Moment of Clarity”. (It is not a good idea to nerf the base Daze duration because it’d make this skill too reliant of MoC. But this skill is still too powerful if combine with MoC, so the easiest solution is to make it not affected by MoC)
4. Rejuvenating Tides: Change this skill completely because currently this skill is redundant to Lunar Impact. Now it heals ONE selected ally for a huge amount. (Base healing 5000+ 3.0 Healing Power. This formula should greatly reward Healing Power user). Change the range of this skill to 1200. Decreases cast time to 1/2 second. Now this skill grants 5 seconds of protection on target ally. (Again, this is to enhance the defensive support of Druid so it’s not just a heal spam class.)
5. Natural Convergence: You’re able to move while using this skill. This skill should pulse Immobilize and slow for 1 second per pulse instead of cripple. (Again, this is to improve the control aspect of Druid)
Really hope developers can take a look of this because I really care about balance, so for each skills I considered the overall balance, while not breaking the skills mechanic at all.
Please give me feedbacks, and suggest your ideas if you feel like some changes are out of place.
(edited by Aomine.5012)