So, I thought it would be neat to discuss a few classes since they're underplayed or un-needed in comparison to their alternates.
Druids
I thought I'd compact the idea from the other thread into a single post, along with things I've heard or seen about the class.
Druids aren't really meant to be damage dealers, at least I bloody hope they're not unless they have builds to support it in later versions. For now they make use as healers. But supports that just heal aren't really that great. For that reason, I think most would agree druids need some tweaking.
The general idea and items behind the class are great, they could use an orange/legendary item but aside from that (which I think will be covered in d4) they're fine on terms of items.
The Summons
Wolf should be replaced, or set/based off agil, for hunter builds and such. Tbh it's an average skill in the first place and isn't really needed on a druid. If rangers are limited to one solid summon, that could bring an interesting idea to the class. Have the nypmh buffed, permanent and durable. Give it a solid mana pool that restores when it rests. Give it a slow, entangle, that slows a units attackspeed/movement speed by a solid amount and lowers its poison resistances. I'd like to see druids make use of maybe one DoT spell based off poison damage, gradually lowering the units magic resistances and ticking away for a kind of damage we've only seen on a fucking support bow.
If nypmhs were permanent and a sort of squishy side support, maybe they'd fill a better roll that the wolf could for a druid.
Maybe in the future we could see summons for different situations, summons that give resists or armor auras for situations where bosses are more aligned to a certain kind of damage be it pummelling through melee or water aoes.
Heals
Someone mentioned a jumping heal, that sounds neat, anything to give them a small aoe advantage over the bishop. As people say divine is the main thing making a bishop a better healer, and so it should be, but it doesn't need to be ridiculously overpowered. Divine should be nerfed slightly, it practically effectively doubles a units hp. Either make it a shell for a set amount of damage unfactored by armor or reduce the xSP count for it.
It would be nice if Druids could replace a bishop in certain situations and hold the ground at not a better level, but a different one, without divine you'd see teams working with the disables and chain heals a druid could manage.
Lastly someone mentioned totems having a use, either being placed down for an aoe effect or buffing. I'm all for the buffing, with the summon in place druids don't really need a giant totem on the ground but that could also be interesting. Something that ticks for a certain kind of damage, sends out waves of disables, even silences an enemy.
As for the buff idea, maybe have certain totems give and aoe/single target buff of a % of resist to help in situations where people are lacking in it. Save people clogging 3 slots with FR gear and allow druids to buff a unit for a good duration with a hefty boost of a required resistance.
Silences and slows would be nice on druids, as an interrupt different to a stun. Obviously they wouldn't interrupt the main skills of certain bosses that make them challenging but they might help somewhere along the line.
Anyone else that has any idea, go nuts.
Druids
I thought I'd compact the idea from the other thread into a single post, along with things I've heard or seen about the class.
Druids aren't really meant to be damage dealers, at least I bloody hope they're not unless they have builds to support it in later versions. For now they make use as healers. But supports that just heal aren't really that great. For that reason, I think most would agree druids need some tweaking.
The general idea and items behind the class are great, they could use an orange/legendary item but aside from that (which I think will be covered in d4) they're fine on terms of items.
The Summons
Wolf should be replaced, or set/based off agil, for hunter builds and such. Tbh it's an average skill in the first place and isn't really needed on a druid. If rangers are limited to one solid summon, that could bring an interesting idea to the class. Have the nypmh buffed, permanent and durable. Give it a solid mana pool that restores when it rests. Give it a slow, entangle, that slows a units attackspeed/movement speed by a solid amount and lowers its poison resistances. I'd like to see druids make use of maybe one DoT spell based off poison damage, gradually lowering the units magic resistances and ticking away for a kind of damage we've only seen on a fucking support bow.
If nypmhs were permanent and a sort of squishy side support, maybe they'd fill a better roll that the wolf could for a druid.
Maybe in the future we could see summons for different situations, summons that give resists or armor auras for situations where bosses are more aligned to a certain kind of damage be it pummelling through melee or water aoes.
Heals
Someone mentioned a jumping heal, that sounds neat, anything to give them a small aoe advantage over the bishop. As people say divine is the main thing making a bishop a better healer, and so it should be, but it doesn't need to be ridiculously overpowered. Divine should be nerfed slightly, it practically effectively doubles a units hp. Either make it a shell for a set amount of damage unfactored by armor or reduce the xSP count for it.
It would be nice if Druids could replace a bishop in certain situations and hold the ground at not a better level, but a different one, without divine you'd see teams working with the disables and chain heals a druid could manage.
Lastly someone mentioned totems having a use, either being placed down for an aoe effect or buffing. I'm all for the buffing, with the summon in place druids don't really need a giant totem on the ground but that could also be interesting. Something that ticks for a certain kind of damage, sends out waves of disables, even silences an enemy.
As for the buff idea, maybe have certain totems give and aoe/single target buff of a % of resist to help in situations where people are lacking in it. Save people clogging 3 slots with FR gear and allow druids to buff a unit for a good duration with a hefty boost of a required resistance.
Silences and slows would be nice on druids, as an interrupt different to a stun. Obviously they wouldn't interrupt the main skills of certain bosses that make them challenging but they might help somewhere along the line.
Anyone else that has any idea, go nuts.