My wishlist for DIABLO 4 druid
- 1 - COOL long lasting transformations
- 2 - Magic more different than sorc aka more dependent on the environment.
- 2.2 - Wind based spells
- 3 - Make game mechanics in line with Druid’s lore.
- 3.1 - Tier based progression
- 3.2 - Explanations on skill usage limitations
1 - Watching the gameplay from the blizzcon some time ago, the greatest disappointment, is that the shapeshift druid transformation gameplay wise, is just an attack with another animation.
Transformation should be something that changes everything about your character. Giving different attributes(that should measure your char capabilities), and persist for a long time.
2 - What would make the Druid’s magic fells far more primal in relation to other types of magic is if a component of the power of the spell is determined by the envoriment and the druid could shape the environment with the spells.
Eg - An hurricane spell casted in mid of a desert would be far weaker compared to the same spell casted in a very cold and humid place.
An railstorm spell would make the area far more susceptible to lightning spells.
2.2 - Wind based spells and let is control the battlefield.
Let druids knock down enemies with strong wind(obviously not ultra large enemies) . And it should be proportional to the spell level and magic.
For eg, an lv 1 “first of the wind” should be able to knock down imps, an lv 20 first of the wind should be able to knock down tougher foes but the chances of knocking down depending upon the mob’s size, STR attribute and weight. Makes mobs stats reflect mobs, not being just numbers.
Like Sacred 1/2 Gust of the wind.
On Sacred 2, the force of the spell is Blow range = 5.7 + 2 meters per CA level
http://www.sacredwiki.org/index.php/Sacred_2:Gust_of_Wind
3 - Tier based progression.
Where a low level druid can have only one wolf, become a werewolf for a very short time and only has access to the simplest air spells. An lv max druid, can nuke the screen with maelstrom and hailstorms, spend eternities as a werewolf with fire claws capable of obliterating the most powerful demons
3.2 - For example, an summon or healing spirit needing time to “reform” in astral plane is a good explanation to cooldown. But please. No cooldown to jump or other things like that. Nor I wanna the “your tornado wind speed/force is proportional to the size and shaprness of your axe”. I know that I talked a lot about that last point, but what makes RPG’s different than a just Chess is that RPG’s has the game and the lore. Both(and the visuals) needs to be consistent. Recently I bought “The Technomancer” from Spiders and is a average game, but sadly, you are mostly a “melee lightning wizard” in gameplay, you only control machinery with your powers in cutscenes. I wanna create robots, control the gravity and singularities with that class fantasy. IF the devs had maintained the game consistent with the lore, it would be a masterpiece.