View Full Version : Druid Wish List
Morbic
07-13-2012, 09:47 PM
1) I'd love to see my natural form attack numbers shown in parenthesis, like the Monk classes Base Attack Number for fury of blows on the character sheet, on the inventory screen next to my weapon so that I can see what my buffs/equipment actually change for my animal forms.
2) I've noticed my character sheet information doesn't update most of the times until I zone to another location; whereas, the details tab on the inventory panel seems to keep up to date.
3) Companion/Pet/Hireling AI still needs work. Most of the time hirelings/pets make take an action or fight a mob and then stand around doing nothing till you tell them to abandon everything and follow you again.
4) Make the Training Dummy a recognized target for Companion pets. Not sure if Artificers have the same issue.
5) I've seen a lot of DC saves for Druid Animal Form abilities indicate WIS being used to calculate the value. Does this mean that druid melee attacks in animal form are STR based, which special abilities are WIS based. Or unlock other classes are animal form natural attacks also influnced by Wisdom amounts?
6) Why don't druids also get a Water Blade summon spell in addition to Flame Blade since they have both Fire and Water Elemental forms?
Tshober
07-14-2012, 12:42 AM
- Make Goodberries castable in taverns.
- Make active pet enhancements actually clickable on the pet bar.
- Make the pet AI not require nearly constant clicking of the "follow me" button.
valarx
07-16-2012, 10:57 AM
- Make Goodberries castable in taverns.
I was on board with this too, and then I read the description more closely. Specifically the spell says that it transmutes material from the natural environment into goodberries. I think the devs were trying to make a point that the druid was foraging for the berries (i.e. explorer areas) and then transmuting them.
Now, I'm sure by the function that it will work just as well in desolate areas (Gianthold, Shavarath) and dungeons (sewers) as it will in natural areas, but that's just because it was easy to code that way. :) Would be nice if areas were 'tagged' as natural areas. Perhaps then Goodberries could be cast in sensible locations like Eveningstar but not in insensible areas like Khyber.
Another easy fix would be to have a spell component of 'berries' that you could by at any reagent vendor. Then it wouldn't matter where you cast it, as long as you had the component in your inventory.
Tshober
07-16-2012, 11:11 AM
I guess my point on goodberries is if you can't cast it in taverns and it can only be used in taverns, then what good is it? Am I really going to cast goodberries everytime I start adventuring on the off chance that I might die and have to release out? The answer to that for me is no, I am not going to do that. Maybe you or others will, but if I can't cast it when and where I need it then I will just not bother with it at all and pay for the food instead because I can do that when and where I need it.
Also, I should have added to the wish list:
- Make Shillelaugh work on all quarterstaffs
madmaxhunter
07-16-2012, 11:18 AM
A response to 3: I ran a life as an arti, finally gave up building the dog unless I needed a lever pulled. This life I'm loving the dog. He does pretty good damage and he seems to attack whatever I'm attacking. Last night I was fighting a large mob, was attacking a blackbone archer when an arcane popped. I turned to attack him, the dog did the same. Maybe it was just luck. But it did it a few times.
A response to 4: If you are on the airship, and NO ONE has killed the dummy (since instance creation), the dog will attack with you. If someone has, the dog will ignore the dummy.
A response to the goodberry issue. Druids can always have a pouch of berries that they had collected in earlier wilderness travels. Chillin' at the tavern would be a good time to mash them. A dev has stated that it's not WAI and they will work in taverns after a fix.
Tshober
07-16-2012, 11:44 AM
A response to 3: I ran a life as an arti, finally gave up building the dog unless I needed a lever pulled. This life I'm loving the dog. He does pretty good damage and he seems to attack whatever I'm attacking. Last night I was fighting a large mob, was attacking a blackbone archer when an arcane popped. I turned to attack him, the dog did the same. Maybe it was just luck. But it did it a few times.
.
Yes, when the pet is engaged and attacking it works quite well and does take your target as its target. Kudos to the devs for this improvement!
But it still needs to be better. Far too often it will just stop following for no apparent reason and so you end up clicking the follow me button very frequently as you work through a quest just to make sure it is still following. Thankfully, the follow me button does seem to always get it out of the state where it just stands there and does nothing.
On rare occasions the pet will stop attacking. When that occurs you can usually get it attacking again by switching it to defensive mode. No idea why that helps but it does. Something very similar happens with healer hires. They will stop healing and switching them to agressive mode will get them healing again. Again, no idea why that helps but it does.
Todkaninchen
07-16-2012, 01:16 PM
On rare occasions the pet will stop attacking. When that occurs you can usually get it attacking again by switching it to defensive mode. No idea why that helps but it does. Something very similar happens with healer hires. They will stop healing and switching them to agressive mode will get them healing again. Again, no idea why that helps but it does.
On the Arti defender, it resets the AI. Likewise, on the Arti, sometimes the dog will get "beat up enough" that it will do weird things like look broken (leans to the side) or hover (literally, in the air, like it's mid pounce) and stop working right. In these cases, dismiss them, recall them, and it also resets the AI for the dog.
Of course, unlike hires, there's no "waiting five minutes" and/or "must be near the door" for this. My bet is, the druid pet will be similar.
The downside is, of course, any buffs on the dog--ship buffs, spell buffs inside the instance, mummy rot...--go poof and don't come back because the game sees the new "instance" of the pet as a new one.
Good luck!
Xynot2
07-16-2012, 02:56 PM
1) I'd love to see my natural form attack numbers shown in parenthesis, like the Monk classes Base Attack Number for fury of blows on the character sheet, on the inventory screen next to my weapon so that I can see what my buffs/equipment actually change for my animal forms.
2) I've noticed my character sheet information doesn't update most of the times until I zone to another location; whereas, the details tab on the inventory panel seems to keep up to date.
3) Companion/Pet/Hireling AI still needs work. Most of the time hirelings/pets make take an action or fight a mob and then stand around doing nothing till you tell them to abandon everything and follow you again.
4) Make the Training Dummy a recognized target for Companion pets. Not sure if Artificers have the same issue.
5) I've seen a lot of DC saves for Druid Animal Form abilities indicate WIS being used to calculate the value. Does this mean that druid melee attacks in animal form are STR based, which special abilities are WIS based. Or unlock other classes are animal form natural attacks also influnced by Wisdom amounts?
6) Why don't druids also get a Water Blade summon spell in addition to Flame Blade since they have both Fire and Water Elemental forms?
7) a gnome Wizard Player character to party with.
Powered by vBulletin® Version 4.2.3 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.