10-02-2021, 09:33 AM
Introduction
Right now Druidry has a strong class identity but I think that hampers its ability for build diversity, since it really boils down to playing around a single skill (which is, right now, not very good though the buffs have helped it). To the end of offering a potential solution in a distant, ideal future here is how I would reorganize and expand the trees to make them offer a more diverse set of tools for someone entering them.
The basic setup involves expanding Druidry to four trees with two roots, instead of two trees with one root. This is to keep class mechanics separate and unique. Even though it is cool to use both trees at once, it's clunky to have so many spells modifying a single spell (grasping vines) and not particularly useful to build with.
Below is the chart of skills, refer to it as I go into more detail below.
![[Image: 0OgdRTr.png]](https://i.imgur.com/0OgdRTr.png)
Grove and Bramble Druidry
Grove Druidry has the strongest class identity and needs the least changes to shine. This is where Grasping Vines usage belongs. It can be easily divided into two subtrees focusing on Party Support and Area Denial with a more sustainy/DR focus than straight damage. This will look the most like current Druidry and will have mostly old spells, though some are changed.
1 - Vine Seed: Vine Seed is the opening spell for the Grove side of Druidry. It shoots a seed projectile that hits the enemy for a moderate amount of damage and afflicts them with a debuff that spawns crawling vines below them, once every 2 seconds for 6 seconds. These behave just like any crawling vine tile, and spread like them too.
2 - Grasping Vines: Same as current.
Healing Tree (Grove)
3 - Lunar Howl [OGCD]: Grants a scaling dex buff to all allies based on a percentage of control alongside movement speed. The change is intended to make it a strong party support option instead of an unused hybrid buff.
4 - Natural Locus: Same as current.
5 - Mend Bone: Same as current, but probably needs numbers tweaks. Having a sole self-heal for a healing spec is good, especially if it's an off-branch spell that doesn't need to be taken. Healers WILL be targeted in fights and need a way to sustain themselves.
6 - Life Burst: Same as current, except the effect applies to your whole party.
7 - Sprout Herb [Fluff Spell]: Grow an herb using your Focus. Basically Conjure Ore but for herbs.
Control Tree (Bramble)
8 - Ferocious Energy: Same as current. (I made this before stoneskin because I think it benefits the healing side a lot as a dip to keep their uptimes better.
9 - Stoneskin: Same as current.
10 - Bramble Maze: Basically Living Embers except fluffed for grove. It turns your tiles brown and makes them deal big bonus damage for stepping on them, they spread to adjacent crawling vines but way slower than normal spread.
11 - Grow Thorns: Same as current, but possibly gets dex scaling added to control scaling. Incentive to play a hybrid bow/druid?
12 - Wealdstep: Same as current.
Aura: Something that makes vines grow faster or last longer.
Ash and Ember Druidry
Ash is the purest form of suffering in this game atm. It is thematically and mechanically the worst tree to play by a mile, because it relies on being a Grove Druid to work. We will change this by making it the simpler of the two trees, with its own unique mechanic (ash clouds like the tree has now) being divorced from crawling vines.
The basic gist here is that the whole tree focuses on damage, but is split between PBAoE and Damage Over Time components. The important resources are twofold: One half relies on Ash Clouds, and the other half relies on Burning, which is reworked into a third point in the DoT triangle of bleed/poison/burning.
BURNING could be a DoT that is affected by Control scaling and can only be applied to 5 stacks per caster (basically so it only stacks really high in group fights, to avoid people having no DPS in EC fights because someone else has burns too).
1 - Ash Bolt: Opener for the Ash side. Same as current, but higher base damage on the projectile.
2 - Embercall: Set yourself alight, applying BURNING to enemies that enter a small radius of you and spawning ash clouds as you move.
PBAoE Tree (Ash)
3 - Ashwalk: Dash towards your enemy, leaving a flurry of ash clouds in your wake. Deals damage on collision. Possibility for hybrid scaling here, STR or DEX.
4 - Ashen Shield: Same as current.
5 - Ash Blast: Explodes out ash clouds around you in a PBAoE. Similar pattern to Iron Eruption.
6 - Reduce to Ashes [Fluff Spell]: Destroy a piece of meat or fish, producing a pile of White Ash (you get more for each tier of rarity). White Ash can be consumed to grant a buff to crop growth speed (it's fertilizer!). Either nearby crops when used, or to be used before planting whichever is simpler to code.
[A] - Dust Cloak [OGCD]: Came to this thought late as an alternative spell and not sure if it'd be OP or fine but it adds to the possible hybrid nature of a PBAoE tree. Hybrid spell. Causes Physical Damage to produce Ash Clouds for the duration and increases STR based on CTRL.
DoT Tree (Ember)
7 - Kindle Embers: A small AoE of fire forms around each Ash Cloud, applying burning and dealing bonus damage.
8 - Rushing Embers: Send forth a wave of embers, dealing moderate damage and applying burning.
9 - Swirling Embers: Conjure swirling patches of embers that set alight those who enter. Randomly placed AoE patches that apply Burning.
10 - Heart-Fire [OGCD]: You are warmed by the flames kindled on your enemies. You heal over time for every enemy who is currently burning.
11 - Scorch Herb: Same as current. This spell kinda sucks but it's nice thematically.
Aura: Something that increases the radius of ash clouds or makes them spawn more often.
Conclusion
Druidry desperately needs to be separated into 2 parts or it'll keep sucking. Thank you for coming to my TED Talk. My brain is smooth after making this.