#Druid related changes
1243 messages · Page 2 of 2 (latest)
I did talk about this but the message has been slid far. If a knight level 650 is in archugul they really dont need help healing. I purification only when luring to help them position the mob through paralyze and if people do no flame ill put it on. With elites its better if I shoot more SD in a lot of cases.
here is a small video part of the hunt when the ek is blocking with 2H stance 😂
Thats insane, not even close to dying xD
This is how we hunt 😂 unless we break really hard then he turns it off
Thats i impressive, but it's also flawless uh on hotkey, if no abysmor mechanic druid there is not needed on that server
True it’s hotkeys server which makes it way easier to hunt like that, also he’s level 750+ EK, when procing he gets like 13.5k HP he would be able to do it in non hotkey server as well.
I did it on legacy just heal 🤷
just hold down uh button, don't even inatio
I heard that at the end of chaos, druids will make ice explosive rune(bursts of ice)??? XDDD
why not sorcs LUL
how about the 2? It's a good idea, don't you think?
Changes to purification were reverted. On test server purification can now overheal (will be part of healing stance, purification won't be able to be cast on yourself with healing stance). Maximum overheal amount is 5% of target max health, overheal will last for 5 seconds, refreshed every tick.
Does that bring it back to 8 seconds when cast on others?
or just the rate of ticks, but still 10 seconds when cast on others?
Same as on live servers. 5 ticks, 10 seconds.
love this change u nailed it
good combination of feedback from everyone shoutout to the man pushing boudaries @deft heron for overhealing mechanic well done
When we will see those changes in the real servers? Like, female outfits remake, druid changes etc?
Whats are the final spells at this moment? I get lost in conversation ;D
They are all on test server. + the new change to purification he just listed.
there is no ETA.. I believe this test server could last a week or a month.. they are fixing and changing more things, like outfits and animations, so it might take a while to have it on live servers
as a new player, cold rush looks the most interesting to me where frostfire surge looks a little bland. frostfire surge seems like even if it is efficient to cast for damage that it wouldn't feel great to use because the impact isn't really felt where cold rush I can see the player hitting faster and I can see the extra cold damage on attacks.
I think cold rush is the only cool spell here, the others I don't really like
It's better to just shoot an SD than to use frostfire surge I think
Someone wrote it on another discord, if 5% spell power equals 100 SD damage, you have you be 5 spellcasters for it to be 2500 damage and it costs 70x5 mana which is 350? While an SD would only cost 180 mana (little more since your buying from shop mostly)
I think 3/4 spells look quite decent only the frostfire surge doesn't look good.
And I'm guessing the knight is in the picture also making the spell 70 mana more expensive
Also you never hunt with 5 spellcasters vocations only and it would be almost impossible to time it perfectly that all people with be able to shoot 5 SDs, some will get to shoot 4 only including the druid which all makes it even less damage for huge mana cost
Thats just so shallow thinking that im not even sure if it should be considered trolling or not lol
I believe that the stength doesnt justify the cool down, but it's not the point you mentioned, so lets ignore that
You said its better to use sd, but if you lose 2 seconds for a spell that gives 0.2s exhaust, thats on you
You dont take melee damage into the calculations
Its literally sd without exhaust for 350 mana
I have question, why do people waste money on anchegul having 5,5kk/h, if they could go shadow drakes with 2kk and make money, are they stupid?
How does melee damage get affected by spell power? And it will be 1 second exhaust like heals and not 2? Which will make it so some people will shoot 4 SDs only instead of 5? My SD is like 2000 DMG and I think the calculations above was made on higher levels so I don't see how it is more beneficial to the team that I use the spell rather than shoot an SD?
Its going to be 200ms, isnt it
Burst arrows exists btw
Ponda is on trolling mode
And it's not really waste in ancheghul as long as cursed soulhearts is 20kk, it removes gold from the game yes but for higher levels it's not waste
So Maas and Sds'flyin is also in trolling mode?
Idk, did he say anything about exhaust that it will be no CD?
No idea dont really follow what is written. I just think you being a troll thats all 🤷
Buddy you are the most vocal in this thread, at least read what devs say...
Oh I didn't see that
Buddy do you really need more examples to understand the reason why people waste on hunts with good exp and profit on spots with bad exp, instead of just perma profitting?
I don't buy the argument that ancheghul is waste in the end when you sell a cursed soulhearts for 20kk to another player
I know Valonia spent alot of money on Ember djinns tho but has there really been spawns with this kind of waste long enough? Feels like recently people has been able to start empying their pockets after gathering money for years

Jesus christ
Ok forget about anchegul
Uga buga
Spell no exhaust
Spell is Extra damage
damage is exp
Exp is level
Spell is waste
Waste is money u cant spend otherwise
Spell = good
Uga buga, didn't know about the no exhaust thing 😂..
Doesnt matter if you knew or not, even with 5x longer exhaust it would still be increase of exp/h with bigger waste
Do you act suprised when low lvls hunt tombs with waste instead of minotaurs with summins?
Druid is literally embodiment of being cost effective, idk why would we need another money printing spell
Ok forget about frostfire surge.. Can you help me and give me examples where glacial aegis would be used?
some time ago alot of druid was yelling "we dont have to do with mana at th, we need spell to burn mana to lvl up mlvl " XD after some change and added some new spell " we dont need any another money priting spell" 
And please dont be like "aaah stupid people" and feel annoyed, that's not my intent or what I wanna do with you, im just really curious and trying to figure out where I would use it
My counter argument is problaby gonna be that all spawns break anyway with or without it, or that if you do a 8 pull of monsters they are usually shit mobs and youll have a mage on the group
I can think of lower levels using it on stuff like if the group agrees on the waste maybe
? Not sure whats your logic is
Im advocating for a waste spell that increases exp, i dont want spell that has to be gp:dmg effective
so dont use this spells if u feel its waste,play like now and cheer ur gps. imho new spells is a response to needs for those who want burns their mana at th
Buddy read what i said 3 times, thats what im saying
Nah Man,u dont understand something,everyone play their own diffrent gameplay style,if u feel something are worst than other things use IT by ur own but u have to ppl make their own decision about style of Play. Can be much cheaper or much expensive with potential of incrased mlvling while hunting
Im clueless what you just said, im reading that 5th time and i dont get how its related to the topic
I agree peoole should be able tl have their own gameplay style /pace, but not sure why you bring it up
If you want to make money burning mana on spawn, make bursts
If you want to burn money making exp, use spells
That sounds like perfect trade
If you break everything, then stop hunting spawns you heavily overlevel
I can see this spell valueable in many scenarios, you dont need to always hit 8 monsters, its not like explo hits 5 targets, ue doesnt hit 80 targets
yeah, sadly you forgot about those who don't care about making profit nor exp, there are ppl who wanna have fun playing game. Tanking 3 mobs with purification in the corner while exploing aint fun after countless hours, same goes with "teamhunts" - most of them being sd simulator. Buffing whole party with a spell sounds cool but it's boring af. That's why new aimed spell should be introduced to druid's kit imho
sounds like you should of pick MS bro
I will pick it on the retro world... in two weeks
Kopek is my hero, but I think it will be 1s or 2s exhaust on that spellpower increase spell and its gonna be op on high lvls. Preload it before kills and exp/h goes to the sky. It just depends on how long the cd will be.
If you want to have a challange but just sd simulator spawns, it means you dont experiment enough, and hunt just the meta spawns Buddy lol
Also that voc already exists, mage
Its like asking for exeta on druid so i can become main tank on aividem
Solution to your issue already exists for years
Id hate to be forced into current rl tibia gameplay with spamming spells, if i wanted that id just pick mage years ago
In the end i think we just wanna feel like we make an impact on a hunt, not be there just for a mechanic sake or just be a heal that is not needed
Which is why proposed spells are great
Its not like mages are that much better on single target hunts, not like rps are good on aoe spots
They are buffing healing at least and also teamhunt of ED a lot.
Also Kopek I think RPs actually might be good on aoe spots too, it just can't be huge aoes like demorc aoe. But dragons in Falcon with explo aoe and some singles as an example has RPs being better than ED/MS 75% sure. Maybe @sharp basin can confirm? If my memory serves me correct with his exp vs like Bill or X.
mage/knight kills 3 magma dragons faster than paladin/knight.
paladin/knight kills 1 ancient dragon faster than mage/knight.
idk what's better dmg overall in that specific spawn and it's hard to say, more often than not when people cry about other class being better it's a problem between chair and keyboard. some people shoot up to like 15% less runes than they should
Im not gonna do math, but thats extremely situational, all depends on spawn
Also depends on lvl
Overlvling spawn by 200 lvls id prolly pick ranger, but no big deal if druid
On intended lvl its either druid or im not coming
I think 400 druid + ek + archer is perfect there (big or small mix), will almost break or break problaby
Well yeah, because then you get both armor reduction and heals/Resistance, but thats kinds not the point of the convo, isnt it
What are you trying to figure out now then that my brain dont understand? Mage can ue magma dragons but suck on single target, RP kills magma slower than mage or druid
Which is best duo? Is that what ur trying to figure out?
Feels like you have a condescending tone against me and i dont like it
I wish you all less min/maxing and more pleasure
I hope for that too one day, i hate minmaxing, so much that i help 400 lvls with sheol tasks instead of hunting meta spawns, but i just dont want my vocation butchered
Im busy so adios, but your solutions will just make druid stronger in area where he is already fine, not buffing their weak side, being 2nd shooter
I'm running low on keybinds lately, and I noticed the druid’s elemental shields are taking up quite a few. Having four separate spells for each element feels like a bit much—maybe they could be combined into a single, generic shield for all elements, with values adjusted for balance? Just a thought to help streamline things
somewhere earlier in this topic its mentioned that elemental shield would cost more mana and works on party members if im not mistaken
take a look in here, some of this is out of date for sure.
#1118515140007047258 message
it's still going to be 4 seperate spells tho right? what about condensing it down to 2 shields?? (ice/fire and energy/poison) together
Doubt it, could be to OP in some scanarios to have both elemental reduction
could be balanced by reducing the overall resistance %
Elemental resist spell is going to last 30 minutes. I don't think this warrants a change. You can put it on the most out of the way hotkey as its 2 clicks per hour. Shit you can type it at this point. Asking for nerf because you can't handle 2 keybind press per hour is wild.
yup that's what we all currently do i'm just trying to help improve the overall druid experience here
I can't think of many spawns where you need multiple resistances on at the same time at the cost of a small nerf. Some sheol bosses perhaps would benefit from 2. But hunting spawns really are same damage type. The few that aren't are almost always divided in sections. Even forge for example has types separated mostly.
so then dont nerf it lol that was a side point
@cinder lily can we expect at least elemental shield changes in next update? This change is well accepted by everyone
There will be no additional changes. Elemental shields will not be merged. TornacPhone's feedback is valid, the shields last 30 minutes, you can handle typing or copying the incantation from spellbook twice an hour if you want to save some hotkey slots.
have you completely ruled out adding a more spammable supportive or utility spell, or is it still open for discussion? Many players have expressed concerns that we have too few spells to spend mana on during hunts, and the recent additions with long cooldowns don’t address this issue at all
I disagree please don’t make us have to spam spells we are not sorcerers
so you rather spam SD because that's completely druidish
yes, if i wanted to play mage, i'd play mage
i think "glacial aegis" costing almost 700 mana should have a lower cooldown since that is a steep price, for a minor increase in damage. that is already fair for the mana cost alone
Glacial Aegis mana cost was reduced to 520 couple of days ago.
what about going in the other direction and keeping the mana cost higher but lowering the cooldown instead? i think these things are inversely related and can be used to achieve the same goal in balancing
How long is the CD?
@cinder lily Sugestion: Add a single target guided ice damage spell with 6 or 8s cooldown that deals just a little bit more than sd ammount of damage and cost lets say 200-250 mana (more cost effective than sd). This way druids can alternate between 2-3 sds and 1 spell, making gameplay more fun and solving the issue about spending mana in hunt, while at the same time not going in the direction of giving druids aoe damage like sorcs.
Overall the ammount of druid's single target damage would be almost the same, cause the idea is that the spell would just substitute 1 shot of sd in 2-3 turns.
Counter Suggestion: whatever druid gets that is an instant spell, Sorcerer needs a better version as they are the spell casting vocation not druids
@desert estuary i think you missed my point. The idea is not to give druids more damage. The idea is to give them a way to spend mana constantly while hunting. A spell that is single target and substitute one shot of sd between 2-3 turns doing The same damage as sd wont change anything in exp/h numbers. By the and of the day druids would waste more and have more fun playing
Make all runes into spells for mage and druids but keep runes for paladins and Knights 💪
@desert estuary Yeah, in my opinion it should deal like 30 damage more than sd, to make it really interesting. And at the same time costing 200-250 mana or even more
As i said, not a real boost in damage
but Eldrin is giving druid 4 new spells which are better than this suggestion, the damage is just not for you
Yeah, eldrin is giving 4 new support spells with high cooldowns and none of them solve the problem of druids not having a way to spend mana "constantly" while hunting solo or in team hunt.
Here is your way to spend mana "constantly" unless you are going to come back with some regen comment when your playing on high rates servers where the game is not balanced around.
@desert estuary Yeah, no point continue arguing with you. You already showed me you have absolutely no argument besides comparing pointlessly druids with mages without understanding what was suggested.
Im wondering what would happen if explo rune was a spell that cost 50 mana, gfb 60 mana, SD shot 180 mana 🤔
all you are asking is for is instant damage spell, which is sorcerer gameplay. Sorry i guess you cant read when you picked Druid instead of Sorcerer
@cinder lily what could be the consequences of making all runes into spells for mage/druids but keeping runes in game for archers and knights or to use them urself as a mage/druid when you've created them while manasitting for profit? The spells could be aimed with mouse and mana cost equivalent to what they are now in rune form
Thats very complex fix for a problem that already has solution huh
I wouldn't say it's complex it would just be 3-4 new spells? Just not sure how it would impact the game/gameplay
"instant damage spell"? Please get out of here and go back to the cave you come from
Yeah that would be 8 new spells at this point adding the already proposed ones
- they would need to be same element as already existing runes
If they had ice element, that is not reduced by armor/phys res, they would be not as gold efficient, which once again would be met with complaining...
Also this solution is literally rune on hotkey, doesnt have any depth, doesnt change anything else, why add so many new spells if you can bring few blank runes and make bursts?
? Guy literally proposed sd on hotkey
You press key you make damage
Its definition of instant damage spell
Unless im missing something, so please enlighten me
Yea you would basically keep mouse still on same spot you wanna explo and press a button which is kinda hotkeyish I guess 🤔
What are the current cooldowns 4 minutes?
maybe, thought he was talking generic, because most people here are not proposing any kind of damage buff here but utility

Add ice ue and we fix druids
@oblique wadi
Latest puri update visual poofs and heals at the same time? 👀
huh?
I think puri on self is buffed by like 30% and im not sure light heal friend and heal friend is... Bug?
puri on self healed me for 2k, its basically 2x the amount
has to be bug
also using puri gives you pk now, so yeah, its bugged
Purification also gets you PZ locked and skulled lol
Yea i got healed to full from red hp by one puri tick i was like hmm, something is wrong here
Is it just buffed on initial cast or all ticks? I could definitely see it on first cast but I didn't notice on ticks. I did notice the poofs.
I have a suggestion for new spells for druids.
Since we are a support class, and the idea of spamming attack spells is very controversial, what do you think of support spells, not just healing.
In addition to the elemental shields that look really good, and are applied to all party members, add some buffs to the party.
Suggestion:
Spellname: Gift Of Power
Description: Increases Strength (10), Intelligence (5), and Dexterity (10) of all party members
Duration: 1 min
Colddown: Without colddown, not stackable
Cost: 100 mana for each party member
Spellname: Gift Of Speed
Description: Increases Speed by 20 of all party members
Duration: 1 min
Colddown: Without colddown, not stackable
Cost: 100 mana for each party member
Spellname: Gift Of Protection
Description: Increases Physical Defense by 1% for all party members
Duration: 1 min
Colddown: Without colddown, it is not stackable.
Cost: 100 mana for each party member
With buffs like these, it would be a way for druids to be able to use mana and give some benefit to the party or themselves, using mana.
This would maintain the characteristic of being a support character, but giving meaning to the use of mana.
Did you write that with chatgpt...?
Also these spells are trash, except stats buff that was already added...
Also 3 spells, each every 20s is basically spammable spell lol
Its a feedback thread and he put out his ideas, relax. Lets hear your ideas for druid?
I already contributed to the conversation multiple times, also telling someone his idea is bad is still a contribution
Thanks for the contribution, i’m sure others will be eager to post their ideas going forward.
Im sorry if i ofended you lmao
But are we supposed to clap everytime someone posts anything?
These ideas are unrealistic, unreasonable and dont fix the issue, except the one spell already added
That sounds better or what
Keep going you’re doing great 👍
No, it was not generated with chtagpt, I was thinking about other games where we have support classes like Lineage or Ragnarok.
If the stats are low, consider that If had suggested more stats it would be something maybe to powerfull and would be never accepted.
Maybe we can discuss more about the rates and values
About the one already proposed, I think a buff that gives 5% spellpower for 10 seconds, with a HIGH colddown as was proposed it will be a little useless, ofc you can use once, in a boss or against a legendary, but will not be that effective.
Ok druid you did your thing, now go away for 5 min... use some runes...
I saw some comments about spamming spells, is that bad? What's the problem?
Mages have a lot of spells, to use mana, My suggestion would give druids something else to use mana besides healing, to have a impact for the entire party, Also for solo hunts where he can be a little stronger using mana as a resource...
Spamming spells is bad, yes, if you wanted to spam spells you should have picked mage
How would it be useless? You have 4 spells with 3? min cd
That means even if you dont heal, ring of purity wont catch up, need occasional manas or meals
Why the fuck would druid need a spell when he is already so strong in solo hunting lol
And it doesnt solve a thing about second druid being miserable on hunt
Mages dont get to always spam their waves on every hunting spot, why would druid have to become a zombie that presses a spell every 20s?
Being a main druid in scenario where level is not fully safe brings a lot of value already
How much are you willing to sacrifice? Are you up to deal 15% dmg with runes to get these random spells?
If not, why would main druid be so massively buffed, while secondary is still dogshit?
Hi. I'm a little late to the party but still wanted to give my own opinion bcus i can't keep my mouth shut.
I like the idea of simple spells that lets the players be creative. I dislike spells that are designed to keep creativity away from the players like the paladin holy rose spell. I know this is not the place to discuss that but I feel like it's a good example of what I personally don't enjoy in games. The spell reduced player health and it feels forced to make it riskier to use. It's also only available with shared exp active which makes it feel even more forced towards teamhunt only. I would rather like to see spells made in such a way that they become worse to use in unintentional ways but not just flat out unavailable.
When you create a druid the first line is "A druid is an elder who studies the forces of nature to bring balance and protect life." yet the only nature spell in the game is wild growth. Druids already have plenty of healing spells but there is one more spell that is almost never used and is druid exclusive and that is "undead legion".
What I'm trying to say with all this yapping is that I would like to see a spell based on EITHER nature OR life. Some examples of interesting abilities below.
- Expel Life Drains health from a target and gives a portion of it to the second target hit (if shaped like a beam). This ability could be shaped in a beam so the druid needs to line it up to hit the knight + creature or in any other shape that you find fitting.
- Wild Grounds Causes some grass or whatever to grow around summoned wild growths which enhances players who stand near it. Could be tied to the party spells you mentioned above.
- NO DAMN ICE DAMAGE Any ability that deals damage should be kept to nature(poison) or at most life drain. The idea of druids dealing ice dmg is purely from tibia and has no place in medivia. The only ice dmg in the game is exclusive to mages with ice hmm. Can we dropp the ice dmg on druid already? ty.
There are so many cool spells/features that you could come up with for druid aswell as for other classes, Wild Grounds is one of them, however this game is way too fast paced and you're going to be better off simply shooting SD in 99% of cases. Idk how to solve this problem without changing the game and dmg/hp ratios entirely
Hi!
Have some ideas but meh, let’s try before some try hard comes to say smt.
1.- Why not making summons for undead legion change taking in consideration the magic level?
Skeletons-skeleton archer-skeleton sharpshooter -revenant and with higher ml like 100 >could be bonebeasts
2.- What if you put a max amount of thicks for purification (could be 10-15-20) with the same heal without nerfs, but every 5 ml or 10ml starting from ml 40 and 5 thicks, you gain 1 more thick?
3.- what about elemental shield for holy and chaos? Maybe just for party team if you think that for itself is too OP. (Needed for church hunts and aividem)
4.- A spell that enchant you amulet of the elements to holy and chaos for period of time.
5.- Using nature, and spell that can use growth to kinda paralyze for 1 or 2 secs mobs around, thinking about solo or in area (as ue) and the cost could be 1000 mana, is a support spell it, doesn’t make dmg and cost many mana to be much spammed. If it’s too op only can work with mobs not for ppl.
Well, without intention to promote hate or toxic answers, have a nice day.
I like these ideas, simple but direct to the point.
hello, for the party buffs .. what is the max buff range (nearby party members)? and can that be explicitly stated in the tooltip? cheers
I don't agree with anything you said.
Ok
I think your ideas are random spells that just sound cool on paper but are terrinle on practice + dont fix any of the vocation issues, so our opinion evens out
The problem that druids are raising is that they have no reliable way to spend mana while hunting. All those added spells do nothing to challenge this issue so people proposing different solutions.
Addition of the proposed spells is more than enough to use your mana regen on ring
Especially if druid is healing
It was not mentioned before, but new spells will be learnable after completion of the Grim Faction.
When will we get puri on knight with % hp added?
Im not sure im a fan on the fast puri ticks either, but i could be convinced, it sucked when i put it on my druid friend at least but maybe its diffrent on druids and knights.. Never had the time to try the puri before that either so idk
What you think about this @cinder lily ?
550 archer spawn coming, will other classes get updated spawns? I think druids spawn was rated for lvl 450? Knight 500?
Wild Grove/ Djiins
Bring back the + puri tick/s in party please 
what's that?
Eldrin put an extra purification tick on in test or was going to but canceled it. Only extra in party on party members. Would have given us another turn to SD instead of refresh if needed
i was thinking if you heal someone with a direct heal, that has puri on him, it extends the duration by 1 tick
Look how busy paladin change thread is and it was just released. Half the posts here are people coming in here to complain and say "druids op!!! Blah blah blah don't give them anything" We are the least played class. Probably will be less played as other classes are given spells while we spam purification. Any update what you think will be passed for druid additions?
this is a sad vocation distribution considering we have runemakers and paladins still dominate lol
Spells are revoked on test server or canceled at all?
runemakers on pend? xdd
Respect my SD Simulator Server.
druid changes coming to live server?
Maybe go at least with this purification changes on servers, it would be great, what you think?
New spells were added on test server. Needs a Holy Rose faction done. Damage values may still change, if anyone is interested please check if you can buy and use the spells on your Test character.
I can 't buy spell on Ehrenfried and don't see on spellbook
@cinder lily if nature blight could be used on selected player also instead of only on monsters, since its only used with shared exp, would be much more enjoyable cuz on pvp worlds you gonna right click the ek for max aoe small explo dmg. with how it works now feels weird having to click on a monster to apply the curse and then click on player again. that would help the combo a lot: nature blight into glacial aegis (imagining a big pull scenario like 6+ monsters for example ember djinns). and also cold rush applies to the selected target aswell so it would be more comfortable
are the spells able to be directly casted on players with the hotkey "<name> ?
i can imagine setting these up before a hunt and then not having to select any players.
Which spell is?
Anyone have videos or gyazos from new spells?
Lifebloom is supposed to be some sort of a stance that enhances purification for the overheal effect and to use others spells we'll have to be off Lifebloom?
Mana cost seem a bit high for the supportive, buff spells. Especially if you multiply by the amount of members in a party. With 180s cooldown on all of them sounds very, very situational. Unless you plan to implement monsters/mechanics/boss fights that force you to kill mobs in certain amount of time or else something bad happens, I don't know if people will be using these buffs instead of just spending that cd turn on offense. It has to be worth more than your own attacking turn. Moreover, don't see how exactly that's supposed to help druids catch up in mlvl but hey it's better than nothing.
Nature's blight and Frostfire Surge seem to be very similar, atleast in my head. Both kind of achieve the same outcome and that's group of foes dying faster. One weakens the mobs, second increases party's spellpower. Shouldn't we just go with one of them? I like Frostfire Surge better, perhaps you could make it small radius so caster has to position himself properly, similar to procuro on divine flame, hence increasing skill cap a little bit.
I feel like enhancing another party member autos with Coldrush is enough.
To sum it up, i'm glad druid finally got some love. Very intrested to see how it's gonna turn out.
Nature Blight spell was removed, it's too similar to Frostfire Surge. Instead cooldowns were reduced to 3 minutes instead of planned before 5 minutes.
cold rush: 6 seconds (3 turns) seems like an extremely tight window for getting value, and the potential for physical blocks/misses, could be a frustrating spell to use.
would people prefer a longer lasting buff? i know i would. maybe we can keep it consistent with frostfire surge? i would almost prefer a minute long or 30 second buff, with more value from the frost damage, and less insane attack speed. easier to balance that way
glacial aegis: it would be cool to have some armor buff for the target. or the spell synergistic with purification - maybe over healing gets added to increase the frost damage?
any chance to have glacial aegis usable outside of shared party exp? would be nice a addition to solo hunts. and the new paladin spell doesn't require party, so it is nice to be balanced.
right now it feels like it is missing something
So is new mage's primordial wave.
@wild hinge bro you still dont get it ? Medivia is RPG = Royal paladin game. Rp best solo hunt, best single target damage dealer in pt and now aoe damage to complete the role "balanced" package.
How i can bought the spells to test in the test server? the npc wont sell me 
garrogat npc?
yup, the monk
any updates? we are the least played and most ignored class
When 5x tick puri and overheal? It was enabled on test server long time ago ? 😤🧐
Thanks for add new spells, this change a lot our gameplay and I see more fun in it. Just one quickly sugestion is to besides select player, applied name of the player you want to buff with something, e.g: incurso mas glaci "player in hotkey
it works, I also have new spells with names, specially now that at nopvp we select our EK for small explosives
ohh cool, thanks!! I haven't been able to test everything yet, but in the spellbook it says that it's a selected target, I thought that was the only way it would work
The new spells with a 3 min exhaust are useless, especially considering the high mana requirement and the very short duration of the spell. Not even worth wasting a hotkey with them.
Agree with short duration, but not useless at all. Already saw a lot of scenarios to improve hunt with new spells
Please tell me how you would improve a hunt with a spell with a 3 min cooldown and with aprox 10 second duration (all 3 new spells are very short duration)
when u get a jugg/legendary u can pop party 15% spellpower, yes it's short time but a big boost for all. great value.
attack speed is good i guess for a paladin.
glacial aegis is 2k damage solo target over 6s, very solid if multi target. gets boosted by the spellpower
i wish attack speed was changed, 6 seconds is very short time. i think they should be normalised for a 30-60 second duration similar to staff of primordial fire. the uptime on a potential bossfight is very low
Yep I agree. When I say the spells are “useless” in their current form I refer to the duration / cooldown. If this was tweaked then it would make a lot of sense to use them, despite the very high mana requirement.
The very high mana requirement kinda pays off so its not even a bad thing
I think the idea of new spells is commendable, but the problem here was how they were implemented... I don't mean to offend or anything... but I agree with @brittle swallow I think it's not even worth to use a hotkey for it...
With such a high cooldown of 3 minutes for a few seconds of use, they become irrelevant...
How often do you get a legendary while hunting? If the idea was to use it only in these cases, then it should have been a 1-minute buff with a 30-minute cooldown.
If I remember correctly, the idea was to give the druid a spell that would help in the hunt and have somewhere to spend mana. An ice wave to help with damage, or a consistent buff, for example, spellpower, 10% spellpower for the party for 10 seconds and with a low CD, for example, 1 minute...
So far I've tested the spells both as a druid and a party member. They feel good and are strong, the only issue I have is the 3 minute cooldown. Bringing them down to 90 second cooldown, the same as the primordial wave for the sorcerers I think would be perfect.
Frostfire surge, aka the spellpower buff could stay on 180s cd. It's a strong spell but for glacial aegis and cold rush I'd advocate for 90s as stated above.
maybe keep it at 180 but make it last longer, 10 seconds at just 5 turns. Perhaps make it 12 seconds for an additional turn?
i agree they are very expensive for such a short duration. they could definitely be adjusted for a better feeling on pushing the button - rebalanced in another way if necessary
in 90% of the spots monsters are not alive after 10 seconds
from what i've seen the spells are very fun and balanced to use, especially if you combo it with mage's primordial waves etc, duration is perfect and the buff is significant
they have 0,2s exhaust, so i'm not sure where "it's not worth to use" comes from, on lvl 500 in 0,2s you make average 250 dmg or something, and well, the spells gives you way more than 250dmg lol, the 0,2s cd pays off no doubt
from what i've seen, the cooldowns could be changed from 180s to about 120s, but except that, the spells feels perfect
i'm druid player and from my perspective, druid was slightly too weak in teamhunt, but now with slight buff, it sounds good to me
on average druids are the weakest damage dealers (on average lower mlvl than mages, but higher gfb/explo dmg than rps, but the worst for sd hunts)
with these cds there is a reason for party to have more than 1 druid,
if these spells had regular 2s cooldown, or even like 15 sd cooldown, it would be similar to mage waves if no monsters had energy immunity, and it's kinda obvious why it's bad
those spots this spell makes no difference then and doesn't need to be used
Thats counterargument to increasing strength/duration of the spell
5 turns is perfect, a lot of monsters live exactly this much with spells used, so the spells save u a turn
Increading duration/stength wouldnt make difference pn these
you said it yourself: "in 90% of the spots monsters are not alive after 10 seconds". why would you use this spell if it gives you no benefit? your pull already dies in 10 sec. 12 seconds would make a difference at pulls that don't die in 10 seconds nor 12 seconds.
With increased duration the mana cost would increase as well.
eldrin, imo the lifebloom rune isnt so viable, the overheal effect only procs if knight is at 100%hp at the moment the purification ticks, which is almost never in most hunts, and 5% isnt that much, maybe only for 700lvl++, i guess it could get a buff to 10% and it should proc everytime the puri tick surpass 100% hp of the player
you are balancing for 1x rates? it doesnt feel like it. if i wasnt playing on 3x, and rolling in money. i would never press the new hotkeys.
It isn't 10% ? In changelog is wrote that is 10% of max hp not 5. And yes, in my opinion it should turn on every time, not only at maximum life.
can lifebloom also increase puri healing?
it should be similar value to the total of frost spells, since that is what we are sacrificing. plus more. (cant puri yourself) that's a lot to sacrifice altogether-
#1325138435173908590 message its written wrong in changelog, its actually 5%
Ahh, 5% is not much then :/
it would be cool if it worked every time and not only at max hp
Agree. 5% increase total of life isn't a great thing since knight is not always 100% of life like @sacred terrace said and like with sacrifice with not puri yourself this spell it's like useless atm.
My suggestion is: increase 10% of total pool of life and 10% of total life increase purification healing and double or even triple mana cost
Will work something like that: my purification heals 900-1100 and I'm hunting with knight level 350 (hp: 5315) when use purification he's total life increase to 5846 and my heals increase to 1486/1684 with more mana cost
That’s all fine and well and would help to some extent, but the CD is the real problem, not the duration.
You have the logs Eldrin, are ppl really using these spells actively on hunts? Or did they just test them out for fun and concluded it makes 0 difference using them once every 3 minutes.
if a spell has a long cooldown, it should be VERY impactful, or VERY cheap. mana cost and cooldown serve the same purpose, you dont need both.
maybe it would help us if you explain the philosophy behind the spells design.
druids could use a minute long buff for bosses. other monsters don't last longer than 10 seconds. the spell does not feel impactful due to the short amount of time it lasts. i should just throw another sd and save my money for relatively similar value.
for example:
sds can be thrown every turn for -200gp or 180 mana. lets say 2k average damage.
small explos can be made for profit +1600gp/1050 mana.
**new spells: ** cold rush: adds +3 more auto attacks over 6 seconds. +60 average cold damage added per turn. let's say average auto is 1k. so 3k damage for 350 mana every 3 minutes.
honestly this spell seems balanced, but the cooldown makes it useless. we should be able to waste and have this permanently on if we desire. i can throw an sd and almost get the same value/more profit if they miss a shot. sometimes there's no pally in the party and the knight is blocking on defence with shield so it gets no presses.
**recommendation: ** only increases attack speed by 25% but lasts twice as long, or more. and make the ice damage more impactful
glacial aegis: 2k damage single target over 6 seconds for 520 mana. great for multi target value. expensive but the cooldown is so long, my mana naturally regenerates anyways to cover the cost. can't rely on it for consistent aoe pulls, so what's the point really
in conclusion, i think the spells are naturally balanced with no cooldown, due to their extremely high cost. there's no need to increase the cost. imagine on low rates, nobody would use these high mana cost spells unless their mana is capped out and they need a waste. but honestly i would rather just make small explosion runes
Increased duration is unecessary IMO, as most creatures dies quickly. However, lowering the cooldown to around 1minute would make it feel a lot more usefull, then we would be able to use it one every other monster during a hunt .
And just keep mana cost and other values as it is
I do not plan to increase duration or mana cost, I did mention it because stuff is balanced in best case scenario. People need to see at a bigger picture. Increased duration does almost nothing during normal hunting because monsters are dead or very low on health anyway when spell ends. But increasing duration means "free/very cheap" damage during boss fights or when fighting creatures with a lot of health. Spell would have to be balanced for that which would mean that spell would be useless during normal hunting or if no change would be applied then overpowered during boss fights.
Cooldowns may still be changed, I'd rather release a weaker spell then buff it than overpowered spell then nerf it. I will look at the data and feedback in near future.
The spells are extra damage without losing any turns. It is all just extra burst on demand. It has 0.2s gcd so you only lose a bit of mana for casting it.
regardless of if people agree or disagree with you, its great that you go into your rationale behind decisions and welcome feedback, wish more devs did that 🙂
Regarding Lifebloom Instance, I understand that the nerf of not being able to selfcast purification compared to the buff of increasing the target's health by 5% is disproportionate. Lifebloom should increase the purification's healing, even if at a higher mana cost or it shouldn't even exist, with the target's health increase of 5% being a simple buff to purification
I really love these changes cause it literally forces knights and druids to hunt with each others at lower level and probably do very nice exp and task completing pretty easy and profitable.
Tho I think more then just me see that you maybe rather make so that when druids who wants to have bloom active has their mas par target heal 5/10% stronger rather then to buff our max hp with 5% since I dont think these percentages actually makes any differences at our current level and the content we will go through.
Just a thought remove the max hp buff and buff the heal itself but keep it as it is that druid cant use it on himself when lifebloom_enabled == yes;.
Sincerely,
A knight
druid feels useless on hotkey servers, where you can just press uh hotkey to survive everything, so i see it as huge utility for druids, a reason to bring druid other than saving cash
go sanctum
i mean yeah but if you need 600+ lvls to feel needed, then yeah 
Yesterday I got to try the new spells while on celebril dungeon.
I'm a Druid 296, my party consists with EK, 359 and RP 340.
With Lifebloom instance, purification on the Ek gave a little more than 300HP for the knight 10% of hp, while I couldn't use purification on myself. Also 30 min cd. I'm never going to use it again... it's just not worth it. Also none of the new spells can be used while lifebloom is active...
cold rush, was so insignificant that after I cast, everyone was asking if I really had cast.
Frostfire Surge same thing, it was so insignificant everyone asked If I really had cast.
Glacial Aegis, nice, but 520 mana and 3 min cd.. I'm not saying it's bad, but is far from good to be honest.
I know, late game is very different. the impact is bigger, and if @cinder lily says is balanced in the best case I believe it's... but in the end game.
Right now for me, early to mid game it's useless.
Maybe I'm crying too much, sorry about that. But this is druid related changes topic and to be honest this changes will be used level 500+ maybe.... so far nothing changes.
The spells were added for a scenario where there is a second druid in a party, so mostly in the end game. It is intended.
Like Ive said
Is there any way to turn off lifebloom effect?
Use lifebloom rune again.
Cooldown of new spells will be reduced to 120 seconds.
some teams are barely able to find 1 druid and game is being designed for 2? damn, gotta make a lot of friends xD
When? 🙂
Any chance you would consider raising lifebloom perseverance to 10%? I think players are going to need all the help they can get with new sanctum mobs if deathlists any indicator... 
Or base it on same formula used for elemental shield values? That would be sick
Make it boost healing instead of max hp cause 500 more hp is nothing more then half a meele attack from the new mobs, and it will make so that what you intended that it should be 1 supportive druid and one more offensive will be 100% viable with the max hp% I think its a really bad addition, atleast this is what you could do for us knights after three patches nerfing us
This ^

HABIBI
i agree, the bonus of slightly higher hp pool is very underwhelming
Other vocations still healing more with UH then the healing vocation with its healing spells 2025
the spell cold rush isn't more damage efficient than shooting an sd i believe, so is there a point? it should be clearly more valuable, as the mana cost is 2x of an SD, it should be around twice the value no?
using the same logic, glacial aegis is worth 2.5 sds worth of value, which makes it viable on 3 creatures but not two. solid balance here.
frostfire surge is worth an sd per person, which means it's not mana efficient (we pay for buffing the EK's spellpower?) and unless you have more than 10 shooters, you dont make up for the damage you lose by not shooting an sd (200damage buff a turn). so it's not even worth pressing i guess
i think we would rather have one good spell on a 40 second cooldown. rather than 3 niche long cooldown spells that dont provide enough value in the majority of cases
we need some standardized unit of value to balance spells. i believe the sd is a great one. please make the math make sense behind the new spells
You do not take best case scenario into account. I will not be making a spell dealing 8 SDs worth of damage for a price of 1 just because you think it's not worth using it. Somehow other players find it worth using. Not every spell will be effective in all scenarios and all spells are designed or balanced towards a specific scenario which means in some cases it may underperform which is intended.