Some people might disagree, some might be against any additions, but I for one – and from what I have seen on the forums and ingame – many others feel like the way that druid is centered around healing is probably hurting the ranger as profession more than helping it on the long run.
The problem, with only three weeks till the launch of the expansion, time is the fire in which we burn. There is only so much you, Irenio, can do before the druid goes live. To be honest, I have been going through a lot of feedback on this forum, but I could harldy read it all, so my idea might have been brought up before (even several times). This would only proof my point though, there is a fix, which is realizable in the short amount of time left.
Here we go:
1) Staff: Leave staff alone, besides some minor adjustments it seems perfectly fine for the role it was inteded to fill. Play a bit with the numbers, but overall just leave it the way it is.
2) Traits: They are OK, they are good enough for launch. Same as staff, fool around with some numbers if you need to.
The exceptions to 1) and 2):
Here we go, something has to happen after all.
- Lower the amount of astral force gained from healing to 1.5, raise the amount of astral force gained by damage to 1.5. Nature is all about balance, be it life and death, day and night and healing and damage. Make astral force a thing for every ranger player (stay with me if you don’t want to heal all the time in this matter).
- Wisps are pure light, as many have suggested before, they should cause damage to foes as they do cause healing to allies – nature is about balance, you remember. Give them some burning condition on hit, that should do the trick.
3) Avatar: Now things get interesting. Keep you healing avatar as is, BUT, add weapon switch to it. It would work like a regular weapon switch (with cooldown) which would give you the option to switch only once while in avatar form (will need some minor adjustments to astral force consumption).
When you weapon switch in avatar, you will recieve a different set of weapon skills, which will be focused around damage (on the level of sword) with boons that are related to nature for your allies. This would include, but is not limited to vigor, protection and quickness.
While the damage in your second avatar line won’t be any higher than normal (it offers some burst though) you will offer group utility, which will be very welcome in groups. As a trade off, make all the attacks melee based (with one gap closer), risk vs. reward so to say.
This would also correlate with the former design of the druid of having more than one aspect. Call the second one “Aspect of the Wild” give it a shiny green glow and tadaa, the druid specialization got some more complexity, something for people that don’t even like healing and feel even more druid than what it is now.
Things to considerate:
4) Glyphs: I am not very happy with the design of the glyphs in general. Aspect of the Wild could get new effects on the glyphs, but as it is for now, I see harldy any use for them anyway. They need a fair amount of rework after launch, maybe then a third functionality will be realizable.
5) New skills: We need five new skills for Avatar of the Wild, melee with boons, one gap closer. Better than adding all the damage to the existing avatar, as it would be hard to balance, better than to start from the scratch. If you need inspiration, I may be able to help you.
6) Balancing: This is an ongoing process anyway.
I am fairly sure, this would work. It won’t limit the existing concept and actually adding a controllable second layer for players that don’t like it.
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