Celtic Heroes

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Re: Druid Improvements

#14
I definitely agree with most of the list. The overall energy reduction would be very helpful to maintaining the ability to be useful. Melee classes do have auto to fall back on should they expend their energy. We have nothing.

As far as spring of life goes, I think effectiveness on all levels of toon is ideal. How much you can revive is what should be affected by how many skill points you put into it. If cap is 50 points per skill, then you should be able to bring anyone back with 2% health/energy per skill point invested. If you are willing to sacrifice enough points and ring slots to max it at 50 and be willing to use the energy, you should be able to revive anyone to 100%.

The out of combat state should start as soon as a mob dies. The delay is rediculous as if we are worried that the dead mob might come back to life and attack us. Starting to be able to use out of combat regen right away would allow for better leveling. As much as I would like to have my sigils work like they did v3, I don't think OTM is going to do that for us.

The other big thing is that, although melee classes will argue that they rely heavily on skills and should have the same perk, druids and mages function by their ability to use spells. That we have the same amount of skill points as melee classes is laughable. Getting an extra skill point for every 3 levels would give us a chance to max another skill and still have enough points to be decent at another.
Beware the chickens, they are duplicitous.

Re: Druid Improvements

#15
I definitely agree with most of the list. The overall energy reduction would be very helpful to maintaining the ability to be useful. Melee classes do have auto to fall back on should they expend their energy. We have nothing.

As far as spring of life goes, I think effectiveness on all levels of toon is ideal. How much you can revive is what should be affected by how many skill points you put into it. If cap is 50 points per skill, then you should be able to bring anyone back with 2% health/energy per skill point invested. If you are willing to sacrifice enough points and ring slots to max it at 50 and be willing to use the energy, you should be able to revive anyone to 100%.

The out of combat state should start as soon as a mob dies. The delay is rediculous as if we are worried that the dead mob might come back to life and attack us. Starting to be able to use out of combat regen right away would allow for better leveling. As much as I would like to have my sigils work like they did v3, I don't think OTM is going to do that for us.

The other big thing is that, although melee classes will argue that they rely heavily on skills and should have the same perk, druids and mages function by their ability to use spells. That we have the same amount of skill points as melee classes is laughable. Getting an extra skill point for every 3 levels would give us a chance to max another skill and still have enough points to be decent at another.
i gotta agree with the OP, but im not sure otm really looks on druids forum, they know druids will roast them
as for squidly, i have one problem, the spring of life idea..
even tho we're tired of lvling, there are pretty good chances otm will make more lvls at next update, so if at 50 it revives by 100%, that means that after 50 it'll become useless

if every point is 1%/0.5% of max health regen, that will make lvl 50 50%/25% per tick (not just max health actually, energy too, i hate when its on 1) and that will make u fully regen with 2-4 ticks

now energy could be OP, u could either reduce the energy regen while keeping same health, or just revive with same amount of energy u died with, i find that better than being revived fully regened (too op)
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly

OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex

Re: Druid Improvements

#16
Didn't want to dig through to find it but I remember OTM saying that the plan was to hard cap at lvl 250 which would also put max skill points at 50. I could be wrong. If this is the case, 2% per point for the point investment and energy usage wouldn't be op especially with the cool down.

With that being brought up, if 50 is the skill point cap, many of the skills will need to be completely reworked. I can do decent damage on a lvl 185 mob with 50 lightning and 48 vines. What happens with a lvl 240 mob and the same set up? Healing also becomes an issue as for every lvl people will be able to add up to 5 more points into vit. Some of the damage that bosses now do can wipe an entire group. If touch isn't altered we won't be able to keep up with any boss damage.
Beware the chickens, they are duplicitous.

Re: Druid Improvements

#18
I hate how 85% of druid skills are useless because we only have enough skill points to max 5 skills out of the whopping 28 at the druids arsenal. Everyone knows how half maxed skills don't cut it either.
+1
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Re: Druid Improvements

#19
Druids need more skills is it possible to add chain lighting to use on enemies. With slowing them down n with dmg to main enemy n less to others in area. trickle affect. I have played tons of games from way back in the 80's. Mainly DnD type ones. Would also be interested in beta testing

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