Transmuter, no interest in dealing with a class that has a free pass to avoid interacting with the majority of the MUD.
While one could argue the same for shapeshifters and rangers, there are just some classes you have to be way too on the ball to catch well beyond what the RNG allows and transmuters are at the very tippy top of that list, water and air shifters being the next ones down and then rangers following.
Druids quite simply suffer from a toolbox that is far too large. Too much utility, not enough vulnerabilities unless the player is lobotomized. Once you understand the basic concept of 'highlight the moon phases' and 'waltz to different wilderness areas to test CoW' followed by 'drop the hunt on people who walk into briartangles and you have uber curse' and 'keep the weather bad enough to use call lightning when someone flees', they have all the utility of necromancers, offensive power of conjurers, and the raw survivability of shamans and healers, with the mobility of rangers. Unless they are complete morons and eat a stray earthbind or blow too much mana too quickly (impossible with enough utility or offense herbs, fights either are too long or too short) their only real drawback is too many solutions to a single opponent, which is neither fun to play against or play as.
I watched some CoW's attack tanky warrior specs and the CoW was basically unparryable and 5+ levels above the warrior in question which made the druid effectively impossible to deal with... and the player playing the druid was quite obviously mediocre.
Global damage reduction as a concept really needs to be filtered out entirely, damage reduction should be specific to certain types of damage which would make most empowerment classes more in line with their non-empowerment counterparts while letting them maintain their utility and bash/trip protection.
Edited 3 time(s). Last edit at 09/27/2014 09:50PM by Scrimbul.