Diablo II Resurrected - Fixing Druid Spirits & Vines (Game Rant)
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- čas přidán 11. 09. 2024
- Hello Guys and Gals Today let's Talk about Fixing The Survivability of Oak Sage, Heart Of The Wolverine, Spirit of Barbs, Vine Creeper, Carrion Vine, and Solar Creeper
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These are probably the easiest fix. They just need to die less, more health or more resistance. The spirits do have a problem with moving right into groups of monsters like they're just trying to die. Maybe a persistent 50% resistance to all damage, like a constant fade.
There's another problem, regarding the AI of the Spirits - just like the Skeleton Mages, their AI just LOVES to go straight to the monsters and get hit.
It's very egregious and blatantly obvious during Baal waves - no matter where you cast them, as far away from the action as possible, they instantly float straight to the mobs.
The Vines are ok from this point of view - since one of them attacks monsters directly (then automatically goes away until the poison wears off) and the other 2 consume corpses
The fix is super accessable with almost no real design work needed. (AKA it wont cost then money.) The spirits need the blood raven AI. Shes programmed to run away and kite threats. Clearly they cant attack back which means they would literally just run. Its not perfect and it may run from one threat right into the other, or pause occasionally to trying and fight or summon before running again, but anything that can reduce its deaths by a good chunk is worth it.
One solution that seems very on brand for the spirit of barbs, would be to leave the spirit of barbs as a punching bag with a huge health pool and lots of resists, letting its thorns damage function properly and take some heat off the druid.
Physical-immune to just punish melee...it's a use-case for a useless skill!
Making them not attackable and having a duration sounds good to me.
Every other minion in the game directly attacks monsters in some way (druid summons, necro minions, Valkyrie, shadow master). I don't feel the sages fall into this category since they don't attack monsters. So I feel that they should just not be targetable. The vines however, do target and attack things, so I think they should still be targetable because of this, but should probably just get a health boost, maybe have it also scale by difficulty too. Edit: I guess only the poison creeper attacks things, but I feel that all 3 can be grouped in a similar fashion based on my point above.
I like the duration idea, getting tired of recasting HoW every 2 seconds on my elementfury druid since it seems to glue itself to me and always gets hit first. The buffs are nice since i dont have pure melee build for AR and dmg so i'd like to see it stay with me.
Why not make them untargetable every x seconds? Tbh i always found weird that spirits could be physically hit or that vines could be hit when they obviously burrow into the ground.
Also, a big issue is that you want them to be able to die, cuz thats is supposed to be their drawback.
druid is a very strange summoner. You can choose either attack mode or defensive mode. attack mode, well it is heart of wolverine. In this mode, you have to constantly summon your wolves or bear it has high attack but shytty life so it keep dying but do great damage. It is like you summon fireball (minions) that attack the target and die. you will have to spam raven and wolves constantly. for defensive, you go with oak sage with minions. well it probably do no damage lol. you have to help them kill the monsters by transfer to bear or lycan to help with the attack. lol spirit of the barb dont think it is a good idea never see people use it.
I think vines and spirits should be like ravens hit based or time based like the barb shouts.
I think that’s the real fix.
No man, re-summoning ravens is so annoying after a while. Having to re-summon ravens, and a spirit, and a vine every few mins is not great for gameplay.
Problem with this is that the spirits don't hit anything, neither do the vines, except for the poison creeper.
So number of hits wouldn't really work
@@GGMentor vines deffintely hit corpses so it could work on a per copse consumed mechanic. The higher the level the more corpses it can consume (hits) and spirits should be like other passive buffs. Because they don’t hit they also shouldn’t be getting hit. So duration would be ideal.
What a cool video series. Just as an Idea for a new Video: Fixing all Elite Sets (exempt Tal Rasha they are more or less useless).
Some ideas or mine so far:
- Give these set items class specific skills ( IK-Helmet could get 3 Bo aswell, Trang Ouls Shield 3 Nova 3 Lower Res etc)
- Give every piece of Aldurs +1 Summon
- A certain amount of MF / FRW on all sets if complete
- Make Mavina's a Hybrid Set ( some "green Titans" would be required) with variing Bonusses depending on the weapon you wear
- Give IK-Set Like 1000-1500? Goldfind if worn as a whole set (Some amount that would make him a playable Travi-Barb.
Would love to get some Feedback from other users aswell. Regards
I'm not sure if you scripted the end or not, but the comparison to frozen armor or holy shield sounds awesome!
Maybe the more points you put in them the less chance to be targeted.
Another topic i would like to be able to put my merc on a passive mode where he don't attack and stay behind me.
I also like to have a server with no runewords possible.
I like any of these ideas way better than how it is now. If they just implemented the easiest one of these I would be very happy.
Maybe make them have direct damage reduction. Like -30 from all damage sources. And have elemental resistances and minor regeneration. This way only larger/elite monsters mobbing them with physical damage would kill them quickly.
I think making them not be able to be attacked would be perfectly reasonable or making them tankier would be perfectly fine. Paladin auras dont die.
I would really hate if they were on a duration. You should be able to pre-buff cast at high level if you take the time to do so.
I prefer the invincible with a duration idea over all the other ones. Sure, it can be useful for the vines and spirits to take hits for you, but if you're not a summon druid, you aren't using them as tanks and if you ARE a summon druid, you're using your other pets as tanks and the vines and spirits don't die anywhere near as often, so you don't care as much that they can be attacked.
From a couple of seasons of playing shape-shifting Druid in hardcore, I have become unbelievably sensitive to the little winking effect of the Oak Sage dying. Then running away and re-casting they little sucker ASAP 😅
Elemental damage wipes them out in no time, particularly. At least with melee I could cast it behind me and tank for it.
iirc, there are way with softcoding to make the spirits and vines untargetable, b/c iirc some mods do things like that.
with soft coding it would not require changes to the "hard" parts of the code and hence easy to do.
and maybe also the links / prerequirements should also be removed.
Sages are spirits just like the ghost why not at least make them immune to physical at the very least like they used to be in nightmare.
"Our team is still improving the game and has been working in the sweat of their brow to type a line of code..."
Not sure about vines, but I think spirits should be immune to physical. I mean, they are ghosts, right? That would make a significant difference.
I think elemental res and life would be easy for them to do. That dos not alter the game play to much. I like it tanking with summon groups for the thorns affect application's.
Synergy's might work But it would keep the charge items poor. And most of the items need a buff too. hmm
Vines and spirits should have synergies, AND the corpse vines should cast weaker, fixed-radius versions of corpse explosion and poison explosion.
Weren't they Physical Immune in Nightmare difficulty? Like specifically in Nightmare difficulty only, or was that just spirit wolves?
They used to being but in the attempt to fix them in resurrected they undid the immunity in nightmare difficulty
PD 2 already fix them, which are making them untargetable and unkillable.... They are like Aura entities....Good job PD2
How about giving them a "damage reduced by %" stat that scales with point investment?
I agree, very annoying having to resummon them constantly with their 500 life lol
Make the spirits physically immune and if they're still too squishy, give them 50% elemental resistance. And swap their AI for the enemy archer AI. Vines, 50% resist all? I still think they can be killed, but not squashed like they are now.
Making the spirits invincible maybe if you don't want to go far give the AI the ability to run away and be immune to stuff but it's the vines I would honestly make they golem like tanks that they can also do some damage like on top of eating corpses they actually do a small amount of attack that regens your health and mana in the case of the solar and luner especially you can only have 1
They generate as much aggro as high damage minions, which sucks.
How about having more than one vine and one spirit at a time. All 😊three spirits at once might have a use.
Would there really be a downside to having minions on a timer with unlimited life? It's not like they're so overpowered that they could kill everything anyway.
It's really just a balance thing, Auras are permanantly active but require you to consume your right click slot so this is the balance. Spirits and vines don't consume a slot so they don't have the same balancing mechanic. Instead you having to keep them alive was the balance. but they never reached an acceptable level of survivability ever.
use Delirium helmet == 6% Chance To Cast Level 14 Mind Blast When Struck SOLVED :P also useful at merc
My highest level char is a druid, mid 90s, and he was my first. I love him, but after playing every other class to their 80s/90s, druids have issues. The spirits should be timed or just unkillable since they are essentially like a pally aura or a barb shout. It's not fair that the druid version of these buffs is inferior. As for the vines, they should work like ravens and have a limited number of uses before expiration.
I wouldn't like that honestly. I have pre-buffed carrion vine and heart of the wolverine on hybrid druid builds to be level 53 and the extra levels allows them to survive more as well as offer great boons to the character. If it was on a duration then this wouldn't be possible. They just need to stay out of the way more and receive more life and res, or even be unkillable after a certain level. I can pre-buff cast a blood golem for 70k HP that heals me and it never dies. I can use fanaticism aura that never goes away. Why not allow druid these same perks for his skills?
@judestongue I admit I don't even bother with vines much due to their lack of survivability. Even with a full zoo they die periodically, perhaps much higher health pools and defense on the vines.
@@SonOfLittleWolf they also have their own resistances. So spirit wolf for example has 85 all res for poison, lightning, fire, and cold.
Heart of the wolverine has 200% poison res and like nothing else. I think physical is 25% and but the others are low or even zero.
But with duration, wouldn't they basically become warcries?
So what? Aren't warcries curses with lower range?
Yes
maybe they can ramdomly teleport, so thy can have chance os scape from surrounding attacks
I feel like devs didn’t test vines and spiritusz at all on higher difficulties back than. They are terrible. I think they should be immortal. It is that simple. If the paladin can have auras permanently why the druid can’t have permanent buffs? If they would make druid 10 times stronger still won’t compete with sorc or pally. So don’t say it would be too op! Also please make melee viable.
I think it's very obvious that the druid and the assassin both never got fully fleshed out and tested.
Most of the assassin's tree was completely useless until Diablo 2 resurrected, and so was the druids.
They were late editions and they never really got fully fleshed out
@@GGMentor Yep. Glad devs tried to fix them. But honestly the fix was not good enough. I hope they will work on them more in the future.
yeah it would be great if they didn't die all the time.
First
Just double their HP
To be honest, I'm not sure if this would be enough, they seem to almost deliberately suicide the doubling. Their HP would just take a little longer for the suicide to have an effect... 😂
All those minions need a brain! All those spirits have a tendency to rush straight to the front where the action r rather hot! Total moron!
The druid, the most interesting character that can almost anything but doesn't do any of it well. So disappointing. The best characters in the game still are the sorceress and paladin hands down.
Fire druid is bomb. Small thing though . i may kill everything instantly. I need a faceted ravenlore hoto Phoenix cta a bunch of skillers. So not exactly cheap but it does kill everything.
@@greggougeon4422 I wasn't saying the druid is bad, the fire druid is not nearly as good as the fire sorc.
He used to be my least favourite and least played class because he was so clunky in the past. Only 1 fire ability at a time, only 1 set of animals, couldn't swap between bear and wolf form directly without becoming human in-between, etc.
But I have to say, patch 2.4 was an absolute godsend. Just removing the BS skill cooldown sharing on his fire skills instantly made him as much enjoyable to me as the sorc. And then there's "the whole flipping zoo at once" change for the summon tree. I genuinely like him now.
@@MrSardoc1 agreed, the improvements definitely helped it suck less, but for a fire caster I will still choose fire sorc over fire druid.
Once you have top level gear, nearly any build can wreck stuff 🙂
diablo 4 already fixed this
Lol, high level poison creeper is unplayable because it crashes the game. Its totally a problem with the game and Blizzard doesn't care about fixing it.