Most of the people I play with know that I hate druids as a Necro player. Everyone knows that Druids are overpowered. EVERYBODY decided to play Druids after a few days to get gear faster. But I really don't think that is because of their damage. It is because of their survivability and utility. Let's assume that the abilities I will list below is owned by a Sorceress (who is most underwhelming class with Amazons and Paladins following for end-game content):
- Ability to rapidly cast summons to tank things
- Oak sage or any pure effective HP bonus
- Easily made quality gear (HOTO, Aldur and you are good to go for Druid, meanwhile Tal Rasha only gets you through inferno maps AT MOST)
- Ability to hit multiple types of damage to kill most hard-immunes
- Extra skill points to invest after main skill(s)
- An easy gameplay (to kill a boss with Sorcs you should kite like hell or cheese them if possible but with Druids just nado then spam bear to win)
These perks are what makes Druids overpowered. Reducing their tornado damage by half wouldn't matter for farming effectiveness because they can still survive a few Nithalak/Boss hits with Cyclone Armor and natural high HP and they have zero problems while running bosses. If you kill something in 10 seconds it will be 20 seconds at most if their damages are nerfed by half...
But my point is NOT nerfing the Druids at all. My suggestions are:
- Giving a stable summon choice for every class (call of the ancients [I've seen before] for Barbs, moving Hydras maybe for Sorcs, tanking skeles/golems for Nec etc.) which allows them to solo the content aswell. Since not everyone is able to play with friends and trust issue is huge in Diablo 2, this would be a better solution than nerfing Druids.
- A Frostfire bow which is VERY hard to obtain for a newcomer almost quadruples the damage output of a bowzon. A Trickster's claw which is also as farm as FF almost triples the damage output of a trapsin. Without endgame gear, try to get close to a boss with smiter. These huge gaps between itemization really puts solo players behind and forces them to have either bad deals from rich people or just do the hit/die rinse and repeat boring gameplay. EVEN though you get an end-game item for a very cheap price, you lose all that excitement and effort to obtain that item. You just ran 510501513 cows and farmed enough HRs to get what you need.
-Where is all that super fun content?
-I don't know I just ran cows to gear up...
- Some builds have huge self-survivability issues due to their end-game gear not having enough all res or damage reduction to survive. I felt this with my Necro a lot, putting const rings instead SOJs or Plague Carrions give me -30 poison pierce and -100k~ maelstrom damage alone. I know there are ways around this but if you really want to keep up with a Druid, you should go all-in for damage and even then you fall behind because you get one shotted from something that Druid endures but you can't. I can't lie I can do anything I wan't except Crucible (people say with golem+ enchants its possible but it really doesn't worth soloing with high risk of death and slower progression than a Druid) but Necro's gameplay is terrible, I literally just hope that revived minions do not die and boss doesn't use an AoE ability to kill me. Mostly my boss runs are -cast maelstrom, die, rinse and repeat- which is the same for most classes.
- Hard immune bosses and mobs in end-game contents are huge problems. There is no way for most characters to run multiple damage type builds with these 3-4 synergy main skills and lack of good alternative skills. As a bowzon I can say I am one of the rare cases with of course the Druid. Buffing some of those value spells (like 1 pt light-fire spells when playing cold Sorc) would help a lot. There are three good choices about this subject I think, which are:
- Increasing basic skill damages and lower scaling to give 1 pt spells an edge to be used
- Lowering amount of synergies and putting those bonusses to a single synergy for each skill would allow people to use more skills and make different builds for secondary spells at least. Metagame is too strong at the moment.
- Carefully studying all the monsters and classes to make monsters immune to one/two damage types, but weak/piercable for another damage type of every classes' secondary trees. IDK if such algorithm is possible on a single monster, but having two types of same monster with same loot but different immunities would solve the issue.
I know balancing a game is frustrating and almost impossible to do, but if some of these changes were made, people would play with more diversity which would also make other aspects of the game funnier like PvP and trading for example because most of the items made for unpopular builds are sold for almost nothing even though they are as hard as others to obtain. Let's compare a Divinity gloves and Heaven's Champion belt, which one is most wanted? They drop from the same boss yet their values are totally different.
Thanks for reading this huge chunk of text and sorry for typos, much love to all.