Originally Posted by Annoyed Player
To add one more thing to the discussion, Druids can't use most items when they wildshape, which is fine in tabletop, as the itemization is not that important and some items were introduced by later books.

In Baldur's Gate 3, items are the way your characters can get stronger in the wildshape. Not only the number of items that the druid can use in Wildshape is terrible, you don't get most of them till ACT 3!!! In act 2 you are pretty much swimming in magical swag to gear your entire party, but Moon Druids in particular get nothing to help their forms.

Here are the 3 items, that actually wildshapes can use:

a) Shapeshifter's Boon Ring is an uncommon Ring that grants the wearer +1d4 on all checks made while shapeshifted or disguised.

b) Corvid Token is a very rare Amulet that increases jump distance and flying speed, grants the Polymorph: Dire Raven action, and grants Feather Fall while Polymorphed or Wild Shaped.

c) Armour of Moonbasking is a very rare Light Armour bought from Voiceless Penitent Bareki that bestows Temporary Hit Points and Armour Class to its wielder when they Wild Shape.

2 of these items appear only in ACT 3, at which point the game is already finished. Sure you can get plenty of items for typical caster druid, but Moon Druid? Not really.


And the corvid token is useless anyways, since by the time you get it in Act 3 you are using myrmidons, which have teleport and fly, so extra jump distance is more than worthless. You also don't need featherfall because the boots of mystra from the Underdark arcane tower give featherfall to the whole group with zero cooldown period, and the only time you use Featherfall is outside combat anyways, so you can unequip them after.

Even worse, the armors we do get for druid in Act 3 are TERRIBLE. Moonbasking bugs half the time and gives lower AC, so you gotta re-equip it.

The Spore Druid and Land Druid robes are even worse. The Spore druid one gives a pitiful advantage on necromancy spell, of which you only have Blight, pretty mediocre, since Spore druid was not given Dethrone or Circle of Death. On top of that, the robe gives a pitiful 1 extra damage on necromancy spells. You read that right, 1 extra damage on a necromancy spell, while martials are getting 4-6 extra damage on their gloves and boots left and right. Spores are terrible anyways, druid damage for all specs just doesn't scale past Act 2 at all. Our damage spellbook is terrible, Sunbeam does half the damage of a chain lightning or upcasted magic missiles. Thorn Wall is so bad. We don't get extra spell slots at lv12.

Land druid gets a useless robe that gives +1 spell DC and 4-6 HP healed any turn you are standing in plant growth terrain. What garbage. By act 3, enemies are multiattacking for 20-30 damage. You really think standing in plant growth for 4-6 healing is even noticeable? And that's the entire bonus.

The three single druid centric robes, and they all suck. Lower AC, pitiful and niche effects on a mediocre damage, mediocre utility, mediocre healing/buffing class.

THERE IS NOT A SINGLE DRUID LEGENDARY WEAPON. I REPEAT, NOT A SINGLE DRUID CENTRIC LEGENDARY OR VERY RARE STAFF IN THE GAME.

And while we're at it, Moon druids and Spore druids should get extra attack passives for their humanoid forms as well. They are literal minions outside wildshape, and spore druid doesn't even do any meaningful damage with the spores.

The helm that gives +1 wildshape charge from Act 3 has a worthless +1 Nature on it. WHY? Nature is by far the most useless stat in the game, I think the last check that happened with Nature was in the Myconid colony. There are certainly no Nature checks in the entirety of Act 3, and I can't recall any on Act 2, and you can't even obtain this hat in Act 2 anyways.

By the way, the hat wildshape charge does not work on Halsin. He does not get an extra charge. Just like how he does not get Call Lightning and Healing Word as actual spells in the spellbook, but garbage passive spells on the left pane that can't be upcasted, so healing word stuck as a lv1 spell for a worthless 1-7 healing, and a lv3 Call Lightning passive spell he can't upcast, so enjoy 17 damage Call Lightnings on Act 3 with enemy HP pools ranging from 80-90+ and boss pools at the 225-666 HP range.

EDIT: While we're on the topic of bad druid mechanics and weak class implementation. Spore druid's Symbiotic Entity, which consumes a wildshape charge, DOES NOT STACK WITH OTHER SOURCES OF TEMPORARY HP. That means that if you have the Tharciate Codex buff from Necromancy of Thay giving you 20 temporary HP, your Symbiotic Entity cast sets the bonus HP to 48. They do not stack.

In other words, you are only getting 28 bonus HP from your wildshape charge. Not only was Symbiotic Entity bad already by only giving about half the hp of most lv10+ wildshapes, but it doesn't even stack with other sources of temporary HP and loses value with any other necromantic buffs like False Life or Tharciate Codex.

Last edited by Zenith; 30/08/23 06:47 PM.