Forums » The Druid

The only thing I don't like...

    • 1 posts
    June 12, 2019 5:41 AM PDT

    is that the druid epic passive is to always have the storm buff.  If the plan is to have that become permanent and then some other buff/effect on top during storms, that's fine.  In my mind the druid should have something change during a storm, it's such a cool idea, for that aspect to be lost when you complete your epic quest would be a shame. 
    I should add that I love basically every other idea I've seen for this game, I'd only post something like this because I care how this game turns out.  I basically don't play any video games anymore because the capitalistic incentive has really just removed everything I like about games from the industry.  So keep making this game with the right intent.  Thanks.

    • 400 posts
    June 12, 2019 6:46 AM PDT

    You're fine - share your opinion here.  Welcome to the forums (even if you've been here awhile).  It's a reasonable concern.  I even agree with it. That said, they will have other abilities that elevate the class. Wandering Stones is the best example; "And perhaps there is even more to these stones than most realize..."

    • 82 posts
    June 13, 2019 7:07 PM PDT

    Still don’t understand Druid teleport, it isn’t a natural force that can be channeled (unless you get all subatomic and ‘spooky behavior at a distance’) but that seems less like the domain of a Druid and more Arcane and Wizardly to me.

    But, EQ had it so... whatever.

    Not my idea of a Druid, but they didn’t ask me ;-)

    • 2297 posts
    June 14, 2019 10:20 AM PDT

    Grayel said:

    Still don’t understand Druid teleport, it isn’t a natural force that can be channeled (unless you get all subatomic and ‘spooky behavior at a distance’) but that seems less like the domain of a Druid and more Arcane and Wizardly to me.

    But, EQ had it so... whatever.

    Not my idea of a Druid, but they didn’t ask me ;-)

    Druids have had a form of teleport since the first edition of AD&D. 

     

    Transport Via Plants (Alteration)
    Level: 6 Components: V, S Range: Touch Casting Time: 3 segments Duration: Special Saving Throw: None Area of Effect: Special

    Explanation/Description:

    By means of this spell, the druid is able to enter any large plant and pass any distance to a plant of the same species in a single round regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to the druid, but it also must be alive. If the druid is uncertain of the destination plant, he or she need merely determines direction and distance, and the Transport Via Plants spell will move him or her as near as possible to the desired location. There is a basic 20% chance, reduced 1% per level of experience of the druid, that the transport will deliver the druid to an allied species of plant from 1 to 100 miles removed from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails, and the druid must come forth from the entrance plant within 24 hours. Harm to a plant housing a druid can affect the druid

    • 82 posts
    June 18, 2019 6:01 PM PDT

    @Iksar, I know. I played D&D, then AD&D.  

    Plant based movement, never liked it but at least it tried to be nature-based. 

    Seems to have evolved into something much more arcane, which I disagree with. 

    But hey, we’ll see what VR’s spin on these Standing Stones is, eh?