Druids are really terrible.

"
perfect example of saying your a noob without saying your a noob

I cleared the final boss of the otherworld in three days using a Druid, and overall this character is indeed not fun to play
I'm nearing the end of Act 3 and I've done better on the Druid than I did on any of the other classes I've played. The only boss that has killed me thus far was the monkey in Act 3, and all it took was some thinking on the passive tree to overcome him. It's been fun. And so far I think the design is really good and versatile.

But I'll own it's still early. You can't really judge a class until you get to tier 15 maps. But so far I think it's an impressive class with a lot of cool combinations to take advantage of using animal forms in conjunction with skill types from different weapons.
The druid's actual hitbox needs to be waaaay clearer.

A character that's visually bigger than many bosses but has a hitbox the same as a sorceress feels really weird to play.

imo it contributes to many people feeling the druid is 'slow' or unwieldy.
Last edited by Lakh#0167 on Dec 18, 2025, 12:21:23 AM
Still 1 shotting t13 map bosses on oracle werewolf with underlevel gears, a ring is from campaign and the other is a unique for onslaught that does nothing on bosses, weapon is lvl 65.
Amulet is the one from rog, dont know why you guys give feedback without even trying to understanstand interaction.

Ice fragments does nothing?
Try mark a boss with pounce+eternal mark, lunar blessing and savage fury then lunar assault, once frozen shred for like 4 seconds then cross slash before the mark expires.
Sounds lot of stuff but it's easier done than said.
Strange. And here I am clearing t16 maps on my half-geared werewolf/Shaman.

I have heard reports of bugs, and some clunkiness. But imo the issue isn't with the Druid. It remains with the overall game balance.

0.4 brought with it reduced density, which was a hugely positive change. But it needed to be paired with a flattening of the player power curve (reducing exponential scaling) and bringing monster damage down to a level where you aren't getting one-shot by monsters. The stacking damage multipliers on maps, makes the scaling far too steep.

My build has some decent defenses stacked up. But then when I encounter a large enough pack (10 monsters) with some modest damage modifiers, spamming AoE and ranged attacks, and my melee Druid gets one-tapped by them, it becomes evident that the density reduction wasn't enough. There needs to be some ground-up rebalance to make endgame resemble anything like campaign, or engaging combat.

The game is too fast. Monster speed, burst damage, player life pool sustain/regen. It's too fast to ever have hopes of becoming "tactical/engaging/attrition" (choose your term) combat. Or anything like the great experience of the campaign.
Last edited by WhisperSlade#0532 on Dec 18, 2025, 1:20:43 AM

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