

The SW were casted on the edge of the screen as scouts, the DW tanked, the bear was summoned strategically to kill key mobs, and the ravens blinded so efficiently.

I had 20 ravens, 5 SW, 20 DW, 20 G, 20 HoW, the rest I don’t remember. I got all the way to hell Baal, and died there because I ran out of healing potions. I did it under HC, SSF, no shops, no merc revives. I played a mod back in the days, which allowed all 3 types active at the same time. However, if both of these get fixed, my participation in the game will be non-essential. The combination of the 2 is simply terrible. We all agree on how bad druid summon AI is, and we all suffered long enough with only 1 type of summons. My opinions were based on the setting of only 1 type of summons was allowed. I started this topic before I learned about the new 2.4 changes. Just make them equal to the necro summon AI will be good enough.

I hope the devs can also improve the AI for druid summons. Guys, you are a pack of wolves, not a bunch of cats. But it does feel strange that the lifeless skeletons and golems are more alert and agile than the ferocious wild beasts. The druid skill trees are the embodiment of nature, unpredictable, untamed, and savage. Time and time again, I summon it on top of the target only to see it wanders off. The vines, mainly the poison creeper, to get it to reapply poison on a target is so difficult. When they do notice monsters, they also move slower than the necro summons to engage. They just idle, or walk in the wrong direction, even when there are enemies nearby. Now the druid summons, the wolves, the bear, the vines, very often they don’t seem to be aware of their surroundings. The skeletons, even though I am not using them this time, are about the same. The clay golem from the get go is so active, constantly picking fights, sometimes even beyond the screen, and it moves so fast. While waiting for 2.4 to give druid summoners a new life, I started a bonemancer game, and I would like to point out, what a difference in AI setting.
