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Druidic Tending Priorities
#1
So! I've been playing Druid/Priest for a while now and while plants aren't as awful as people make them out to be, they're definitely a more-than-invoke-level momentum investment for their payoff which can.. kinda vary (11M to mass > BB > invig, mass > quickness is ROUGH and I would NOT be doing it if not for wildshape/animal bennies). 
Sometimes it's really good! Sometimes the enemy mobs get yote out of their range every round because of your allies and that momentum does NOTHING. Sometimes your opponent smartly refuses to stand in the splash zone and it also does nothing.

But.. that's if the plants LET you buff them in the first place.

The way that Druidic Tending prioritizes plants is currently a little arcane. I'd briefly been led to believe that it prioritized earlier-placed plants over later-placed ones, but after dropping massed nature's bounty and then trying to quickness buff my previously-placed burning bushes I realised it's actually just a madhouse and there's no clear pattern to it.
Worse, spawning devil vines at ANY point means you can't buff anything, because it's gonna get eaten. Drop nature's bounty and wanna invig it in a crowd of devil vines from 3 turns ago? lol, lmao.

This isn't really workable for any kind of strategy.

So! Solutions!

A) Uncap it. Just let me buff my plants indiscriminately. It'd actually be pretty nice to be able to get my choice of two plant types out round 1 and then buff them ALL round 2, even IF there's devil vines in their number. I'd kind of just prefer this the most.
B) If not that, put Devil Vines on the rock-bottom of druidic tending's priority at LEAST. Skip over them and have a whole separate check for them if you gotta. I should not have to see red lines on my devil vines instead of literally anything else. Nobody is using vines for the damage I'm 1-pointing them next time I restat.
C) Give it some logical prioritizing? Something you can plan around. Oldest plants, newest plants, closest plants, already-buffed plants, whatever. Also! Prioritize the caster's plants first, PLEASE. I don't mind helping other druids out but I got my own strategies over here, too.
D) Admittedly, if we aren't gonna get uncapped tending it'd be nice to have the cap be 1 + buff rank so you can catch four plants without spirits. Spirits are a MASSIVE cost for that.

(Edit: Also, it's just occurred to me to mention this, but it's been brought up a few times before that DT is kind of a weird thing to be MC-only and stifles subclass plant druid gameplay. I think if you were going to uncap it you could realistically have the uncapped version be MC/Inno only, with it behaving like it is now when subclassed. But that naturally wants the priority changes to come with it.
No comment on if anything else should get MC'd instead, this isn't the thread for it.)
[-] The following 2 users Like pilcrow's post:
  • Flun, zericosmic
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#2
Please just uncap it.
[-] The following 4 users Like caliaca's post:
  • Collector, Nekojinn, Poruku, zericosmic
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#3
It really should be uncapped, there's no reason for such a drawback
[-] The following 2 users Like Poruku's post:
  • Nekojinn, zericosmic
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#4
Turn 1 I throw out 4 plants.
Turn 2 I throw out other stuff
Turn 3 I buff them + Myself + my summons.

I didn't get the turn 1 plants because I dared to throw out Devil Vines turn 1 or turn 2.

Just unrestrict it. There is 0 reason for this restriction, the plants themselves HAVE a cooldown from spamming Burning Bush (For SOME reason. They ain't THAT GOOD)
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#5
Uncapping it shoots it from a very flawed skill to a skill worth main classing for, ye.
[Image: zo2BdSr.pngp]
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#6
I dont get why it was plants that required a mainclass skill and not something relating to wildshape, it aint like plants are pulling in the W's. Give the masochist plant druids the satisfaction of empowering a whole field of plants, uncap it, absolutely, the cap does NOT feel good
[-] The following 1 user Likes Flun's post:
  • Poruku
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#7
Uncapping it is probably fine after a few tests.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#8
Explain whats more broken than any other set play class by uncapping this? Any naysayers AT ALL? No? Good. Uncap the limit of plants affected.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#9
Exponential devil vine kb tactics but at least that'd be more amusing than just bearzerk crit smacks for 500 damage
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#10
(05-18-2025, 02:35 AM)AkaInuHime Wrote: Exponential devil vine kb tactics but at least that'd be more amusing than just bearzerk crit smacks for 500 damage

Devil Vines damage is reduced per tile of knockback. So if you get knocked back 10 tiles, across 10 devil vines. You'll still only do the equivalent of 1 devil vine's worth of damage.

Conversely. If you're KB'd 10 tiles and only hit 1 devil vine. You'll only deal 1/10th the damage of a Devil Vine.
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