.... watDruid as a class in and of itself is highly disappointing, though. You're basically an accessory to your pet, not the other way around.
If you disagree, post a good Druid build, where 90% of all the damage isn't done by the animal companion. And I don't mean just the end-game.
Well your erroneous assumption there is perhaps that a character has to do physical damage in order to be effective?.... watDruid as a class in and of itself is highly disappointing, though. You're basically an accessory to your pet, not the other way around.
If you disagree, post a good Druid build, where 90% of all the damage isn't done by the animal companion. And I don't mean just the end-game.
Well your erroneous assumption there is perhaps that a character has to do physical damage in order to be effective?.... watDruid as a class in and of itself is highly disappointing, though. You're basically an accessory to your pet, not the other way around.
If you disagree, post a good Druid build, where 90% of all the damage isn't done by the animal companion. And I don't mean just the end-game.
Druids have a brilliant spell list including some unique spells and some arcane spells that Clerics don't get.
Creeping Doom, Sirocco, all the summoning spells which are better than the ones everyone else gets...
If we're purely talking physical damage then of course they do much less than the companion, but you never specified that in your original comment.
Wild Shape is more or less a role-playing / exploration tool originally which is why it's underwhelming, mostly, in KM.
If the Animal domain didn't exist they'd be a top tier class, because so many other classes can get pets when they shouldn't really be able to do by grabbing that domain that makes Druids a little weaker, but they're still a good class.
They also often just copy wizard spells.All the spells you've listed are late-game ones
Sirocco is obtained at level 11, that's not endgame. A couple of those can wreck a lot of encounters.All the spells you've listed are late-game ones. I specifically wrote about a non-end game Druid build. And "Summon Nature's Ally", at least the first few levels, is complete garbage, useful only as a meat-shield a round or two. And as Desiderius already pointed out, both Beast Shape and Plant Shape spells are already in the game, so even wildshape is redundant.
So far you've only proven what I posted - for the first 3/4 of the game, it's basically PET and his Druid.
They also often just copy wizard spells.All the spells you've listed are late-game ones
They missed every opportunity with druid spellbook they could, from charm animal on lvl 1 to spells that damage plant creatures or repel vermin etc. Could do some hits with Shillelagh too early, and I always loved these summoned weapons spells. As well as separation of outside/inside spells, felt like it added some realism.
As extra salt I remember problem with fairy fire and no quarterstaves. Not that treant is any good or whatever but could have just made it not use reagent then.
Finally, there is something about summons: summons with unique properties are better for a thinking caster player than OP mega pet. Like there was great use for 1 hp dogs in BG1, for bears, for nymph, for elementals, etc. especially since you could properly buff and control them.
Good God does CotW have the Druid spells. Nature Fang incoming.
So Shillelagh is nuts. Is there any way to turn on the Two-weapon/Both Ends part?
Holic actually marked this one New Issue instead of Not a Bug like he usually does even when he ends up fixing it.
More like God God does Holic keep shoving Archetypes to us.. and executed well.Good God does CotW have the Druid spells. Nature Fang incoming.
So Shillelagh is nuts. Is there any way to turn on the Two-weapon/Both Ends part?
Holic actually marked this one New Issue instead of Not a Bug like he usually does even when he ends up fixing it.