Originally Posted by Annoyed Player
Originally Posted by Redheaven
Of all the criticisms of moon druid, the lack of itemization is the one that I understand the least.

Shift and in the case of elementals, owlbear and sabretooth, a decently featured form.
Shift out and be dressed as a nearly caster (I usually give Halsin all my cold-related gear to drop some bolstered ice storms.

Yes, our items need to work. Allowing repositioned spells to keep working is needed. But there's a lot you can do with a druid or two, and espeically three (if you're Tav is also a druid)

In normal 5e, that�s not a big problem. All classes, except artificer, can only attune to 3 magic items. It means that a high level fighter In 5e tabletop gets something like this: +3 weapon, +3 armour, +3 shield + 3 attuned items like: belt of giant strength, periapt of wound closure, etc.

In BG3 you get way more magic items than that and no restrictions: 2 rings, cloak, gloves, boots, helmets, etc.

A fully geared up high level fighter, paladin and barbarian can overshadow most classes In damage output, maybe with the exception of sorcerer.

Druids were obviously buffed to compensate, as even Moon Druid progression is way stronger. Owlbear is a monster in combat and Fire Elemental Myrmiddon is something a level 14 moon druid should be able to turn into, not level 10, where they normally get normal fire elemental.

This helps close the gap, but doesn�t fix other inherent issues: broken multiclassing, conversations skipping you due to wildshape, not being able to cast concentration spells you used prior to wildshape, Moon Druid being weaker than other 2 classes, with very few exclusive forms, etc


It's not just that. A core feature of RPG's is feeling the high of gear upgrades. As a moon druid, the gear upgrades will be turned off most of the time, so you basically spend the entire game not benefiting from one of the core pillars of an RPG gameplay, the itemization. Itemization is even build-changing, but this is not the case for moon druids. Their wildshapes play the same no matter what, and since the balance between the wildshapes and their scaling is pretty bad, you'll just sit in Owlbear or Fire Myrmidon the entire game. Panther, Sabertooth, Raptor are all pretty worthless next to an owlbear who can aoe leap and prone targets to increase hit rates on them on top of doing aoe damage. Do you think a measly 2 AC shred single target ability with a 65% hit chance is gonna compete with that? No.

Same goes for Myrmidon. Maybe Earth Myrmidon competes with Fire since its attacks suffer less from resistances on average and it has a knockdown component, but water and air myrmidons are pretty mediocre, especially water with its multimissile splash icicles which do friendly fire damage and have low hit rates for mediocre damage, and air myrmidons just being worse than earth and fire. Earth give durability, fire brings the raw damage. And it's even more important to use the optimal myrmidon because they made myrmidon wildshape for some reason cost DOUBLE the amount of Wildshape charges despite not being double the amount of output of, say, an owlbear.

Last edited by Zenith; 07/09/23 01:56 PM.