druid balance

Explanations please - no flames
Raynebow
Posts: 5

druid balance

Post#1 » Tue Sep 22, 2009 2:37 am

The druid class, to me, seems to be alot more like what you'd find on live than any of the other classes on THF. while all classes are basically the same they seem to have been tweaked for THF in many good ways and I'm really enjoying exploring other classes, but Druid is was and always will be my first love. so if i might suggest a couple minor tweaks?

I'd love to see a reduction on nuke/dot casting times. even with spell haste druid offensive cast times make watching paint dry seem like a quick bit of fun. a minor increase in damage would be nice too, to keep up with the additional hps on the mobs in custom zones.

reducing the spell lvl of some of the lower end heals, or raising their heal values, would be great, pre-chloroblast druids are totally inneffective on heals thanks to the massive upgrade in player hps and mob dps on THF.

and even chloroblast+ they're pretty darned weak compared to live of the same era, basically due to the hp/dps changes.

remember druids, and shamans as well, dont get a complete heal or really hawt hots like clerics, so the hp/dps tweaks on THF make us very underpowered healers, where as on live we're effective but slightly innefficient.


Thanks for reading~

Raynebow Chaser, 70 Druid.
Bellarosa, 70 Ranger.
Whoopi, 70 Shadow Knight.
Cookie, 70 Magician.
Enslaved, 70 Cleric.
Progeny

sarcon
Posts: 257

Re: druid balance

Post#2 » Tue Sep 22, 2009 6:57 am

Raynebow wrote:The druid class, to me, seems to be alot more like what you'd find on live than any of the other classes on THF. while all classes are basically the same they seem to have been tweaked for THF in many good ways and I'm really enjoying exploring other classes, but Druid is was and always will be my first love. so if i might suggest a couple minor tweaks?

I'd love to see a reduction on nuke/dot casting times. even with spell haste druid offensive cast times make watching paint dry seem like a quick bit of fun. a minor increase in damage would be nice too, to keep up with the additional hps on the mobs in custom zones.


- perhaps instead of a increase in dmg a decrease in resists would be better suited ( not sure about druid but at least for shm,necro,SK trying to land dots even on a fully debuffed later tier raid mob is about 1/10 if your lucky ( even low resist ones like SK/necro fire dots)

Raynebow wrote:reducing the spell lvl of some of the lower end heals, or raising their heal values, would be great, pre-chloroblast druids are totally inneffective on heals thanks to the massive upgrade in player hps and mob dps on THF.

- agreed, would be nice for shamans to ( superior healing moved down to like lvl 39 would be a good change)

Raynebow wrote: and even chloroblast+ they're pretty darned weak compared to live of the same era, basically due to the hp/dps changes.

remember druids, and shamans as well, dont get a complete heal or really hawt hots like clerics, so the hp/dps tweaks on THF make us very underpowered healers, where as on live we're effective but slightly innefficient.


-last i checked tyler had a clr,shm,dru custom HoT spell to drop in PoFire (doesnt anymore but the spell is still in DB) so as far as HoT goes its level across the board once that goes into play, and as far main heals, with new clicky foci that stacks with worn foci on top of healing AAs you can get a pretty good patch heal going (since of course shm,dru heals are faster casting than CH)
Sarcon -Evolution Officer-

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Tyler
Posts: 4365

Re: druid balance

Post#3 » Tue Sep 22, 2009 9:46 am

Good points -

in regards to heals

- Ancient Chloroborn heals 1k more than on Live
- Chaotic Elixir adds 1800/tic, available for Dru/Shm/Cle (just noticed, spells no longer drop of PoFire named mobs. Will check why and add it back again.
- Superior Heal moved to 39
- Blessing of Oak now heals 90/tic (instead of 60)
- Oaken Vigor also 90/tic
- Chloroblast now heals 700 (444 originally) (Rangers/BL/Shamans rejoice)

Nukes & Dots
- Dawnstrike casting time lowered to 5 secs
- Ancient Glacier Frost casting time lowered to 5 secs

Debuffs
- Sun's Corona now has a -50 resist check

This will go Live later today (with new spellfile obviously)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Tyler
Posts: 4365

Re: druid balance

Post#4 » Tue Sep 22, 2009 9:54 am

perhaps instead of a increase in dmg a decrease in resists would be better suited ( not sure about druid but at least for shm,necro,SK trying to land dots even on a fully debuffed later tier raid mob is about 1/10 if your lucky ( even low resist ones like SK/necro fire dots)


Just checked, Necro/Shaman/SK dots should be fine. I adjusted some, see news update.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Ealan
Posts: 9

Re: druid balance

Post#5 » Tue Sep 29, 2009 6:00 pm

Quick notes on my druid,

Clicky on the [druid] 1.5 appears to have no effect when used on mobs. Perhaps I am reading the spell description wrong, but it is supposeto increase spell damage done to the mob by 30%. I see no increase from the druids, enchanters or wizard nukes. Forinstance I can root a mob, nuke it with my enchanter for exactly 4,000 dmg then cast the druid epic on it, and cast again for exactly 4,000 dmg. This is the same for the druid pre epic 3828 dmg, post epic click 3828 dmg.

Spell info http://thehiddenforest.dyndns.org/spell.php?id=6237

Healing seems to be working great high end with Ancient: Chlorobon. I heal for just about 8k without a crit. Druids can clearly function as a mainhealer in a group less than tier 1.

Dire charm seems to have some issues for the druid that it does not have for my enchanter. Specifically when cast the charm very frequently says 'you must have a target for this spell' or 'you can not see your target'.

I was hesitant to post about that because it can so clearly be an issue of improper setup for charm. I was able to charm the mob that the druid failed on with my enchanter 3x in a row, from the same angle. I have tested this primarily with lesser firey spirit horses in fire, and the dogs in chardock. The druid DC success rate appears to be around 30%, the enchanter 100%. Using project illusion I made sure it was not just a hight issue either way. One possible solution here is to start the dire charm timer after a charmed mob is aquired rather than the second you touch the button. I have tested this 6-8 times, but its hard to get a suitable data set with a 1.5 hour cooldown (I understand the cooldown is required for it to be balanced and I would not want it changed)

Let me know what other tests I could do to help resolve any of these issues.

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Shin Noir
Posts: 380

Re: druid balance

Post#6 » Tue Sep 29, 2009 8:45 pm

your epic's vulnerability effect is broken, from source:
#define SE_SpellVulnerability 296 //not implemented, base % increase in incoming spell damage

there's no code to support this spell effect yet.

I just played around and conjured some code to make it work, but it probably needs to be tested a bit more before it can implemented. http://www.eqemulator.net/forums/showth ... post179423
ImageImage

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Tyler
Posts: 4365

Re: druid balance

Post#7 » Tue Sep 29, 2009 10:40 pm

As for the druid epic - if you have a suggestion as replacement - im all ears. Not sure if and when it will be fixed. Up to you Dr00ds!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: druid balance

Post#8 » Tue Sep 29, 2009 10:46 pm

Personally I think that effect is mega sexy, it'd probably be worth the wait as a druid for it to work. At least combo'd with a wiz or 4 vs. boss mobs, that's a lot of dmg boost sadly only 30 second duratoin though. If the 2.0 version had 1 minute duration, <3

30% dmg boost and stacks with virtually everything? add bard epic click buff + all your focii and frenzied devastations 40% crit mod = wizzie is doing sick sick dmg.
ImageImage

Lola
Posts: 491

Re: druid balance

Post#9 » Wed Sep 30, 2009 11:34 am

I agree, my wizard will love it once it is fixed and a longer duration on 2.0 would be huge :)
Still some parts to get on the drood for 2.0.

Ealan
Posts: 9

Re: druid balance

Post#10 » Mon Oct 05, 2009 8:37 am

First, I am content to wait for the epic click to function.

Second, anyone have thoughts on DC? After quite a bit more testing I had 6 failed attempts to charm in a row in Pofire (all of which my enchanter DC'd the mob after the fail just fine), and 3 successes in a row in Chardock.

A failed cast will start a casting timer instantly upon activation, use the entire timer and result in 'you cannot see your target' or 'you must have a target for this spell'. (a 6-7 second process in total)

A success will pause a second or two before the cast timer comes up, use about half of the timer then the mob will be charmed (a 4 second process in total)

Not the biggest deal in the world, but curious.

Also - quick note if your in chardock don't use charmed pets on the Overking - the shadowstep will bring the wrath of the zone down upon you.

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