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[poll] Druid Satisfaction Survey
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<blockquote data-quote="Dualazi" data-source="post: 7194670" data-attributes="member: 6855537"><p>For once I voted dissatisfied and am actually pretty set on that, rather than waffling between the second and third option.</p><p></p><p>1) First, let's address the wildshaped elephant in the room; the obvious and noted power imbalance of moon druids. In my latest campaign the players just hit level 6, and the moon druid has been a dominant force since level 2. It has slowly been reaching something approaching parity, but he is still very strong nonetheless and moon druids, in my opinion, are genuinely overpowered at levels 2-3. I really, really wish that wizards had ported over the elegance of the 4e druid to this one, where your wildshape was an extension of your base form's stats and had abilities that could only be used in wildshape. It was a simple, consistent method of shape shifting that could easily be re-fluffed and was still evocative of being a wild animal thanks to the separate power list. If they had shaved down the druid list of spells and added wildshape specific cantrips/spells/attacks, I think it would have served to make both the moon druid more balanced and the druid more distinct itself.</p><p></p><p>2) The land druid really lacks flavor to me, in no small part thanks to the subclass having to marry itself to one specific land type, rather than communing with whatever natural habit they are currently in. A lot of their features are also incredibly generic, like a druid version of arcane recover, slightly modified spell lists, and bonus cantrips. None of those are useless, but none of them really invoke the imagination, since even the land attunement just gives you a slightly expanded list of spells of varying applicability. The other features are super niche, like a level 14 feature making you less likely to be attacked by plants and beasts. </p><p></p><p></p><p>In the end I think the druid is a class in need of an identity overhaul, its got so much baggage trying to be a nature priest, an animist shaman, and a primal shape-shifter and it just has become sort of a mess at this point. I'd like to see the class split into something along the lines of a shaman caster with a pet (spirit or otherwise) and a class more singularly dedicated to the shape-shifting hermit aspect. Doubt it'll happen though since it has been a series mainstay for a while.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7194670, member: 6855537"] For once I voted dissatisfied and am actually pretty set on that, rather than waffling between the second and third option. 1) First, let's address the wildshaped elephant in the room; the obvious and noted power imbalance of moon druids. In my latest campaign the players just hit level 6, and the moon druid has been a dominant force since level 2. It has slowly been reaching something approaching parity, but he is still very strong nonetheless and moon druids, in my opinion, are genuinely overpowered at levels 2-3. I really, really wish that wizards had ported over the elegance of the 4e druid to this one, where your wildshape was an extension of your base form's stats and had abilities that could only be used in wildshape. It was a simple, consistent method of shape shifting that could easily be re-fluffed and was still evocative of being a wild animal thanks to the separate power list. If they had shaved down the druid list of spells and added wildshape specific cantrips/spells/attacks, I think it would have served to make both the moon druid more balanced and the druid more distinct itself. 2) The land druid really lacks flavor to me, in no small part thanks to the subclass having to marry itself to one specific land type, rather than communing with whatever natural habit they are currently in. A lot of their features are also incredibly generic, like a druid version of arcane recover, slightly modified spell lists, and bonus cantrips. None of those are useless, but none of them really invoke the imagination, since even the land attunement just gives you a slightly expanded list of spells of varying applicability. The other features are super niche, like a level 14 feature making you less likely to be attacked by plants and beasts. In the end I think the druid is a class in need of an identity overhaul, its got so much baggage trying to be a nature priest, an animist shaman, and a primal shape-shifter and it just has become sort of a mess at this point. I'd like to see the class split into something along the lines of a shaman caster with a pet (spirit or otherwise) and a class more singularly dedicated to the shape-shifting hermit aspect. Doubt it'll happen though since it has been a series mainstay for a while. [/QUOTE]
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