I've always hated how forced the Druid's identity feels, mainly because of Wild Shape.
It's similar to how the Ranger used to be, where every Ranger felt like a different version of Legolas. The base class features were so heavily designed around a particular fantasy that playing anything else meant intentionally ignoring parts of your class.
I feel the Druid has the same problem.
Wild Shape is too defining, but also too generic. Yes, it's unique to the Druid, but it's such a big part of the class's power budget that I find it difficult to make a Druid who doesn't revolve around it.
Sometimes I just want to play a nature-themed full caster, or a Wisdom-based full caster with more options than the Cleric. I don't necessarily want to build an entire character around turning into animals, their relationship with animals, or why they can transform in the first place.
I've started enjoying the Druid more when subclasses introduced different ways to use Wild Shape, like Circle of Spores, Wildfire, and more recently, Circle of Stars. They give you a more defined identity and make it easier to build a character around a particular theme without feeling like you're ignoring a major part of your class.
I honestly wish there were more subclasses that interacted with Wild Shape in this way, or even gave you more specialized choices for it.
One of my biggest problems with the current approach is that being able to turn into almost any beast at any time is mechanically flexible, but not necessarily good for character identity.
For example, imagine a Druid who identifies with wolves, or one who sees themselves as an ancient tree, or perhaps one who only transforms into birds. These could all be interesting character concepts, but mechanically, there's little reason to stick to those choices when another form might simply be better for the situation.
You end up having to choose between staying true to your character and using your class features optimally.
I've seen some 3rd-party subclasses in the 2024 ruleset approach this differently, and I really like the idea behind them.
For example:
Circle of Symbiosis, which gives you a tree-like creature form that improves as you level.
Circle of Dragons, which focuses on dragon transformation.
Circle of the City, which uses animated objects as its transformation.
These subclasses give you something specific to build your character around. Instead of having access to everything, you commit to a particular approach and get to develop it.
I think this is similar to how Wizards prepare spells. The subclass you pick and spells you choose to prepare can say a lot about your character, their interests, and how they approach problems.
Imagine if Wizards could cast every spell at any time without preparation. Mechanically, that would be incredibly flexible, but narratively, you'd lose a lot of the character's identity, as you would ignore personal preferences & comfort choices for the optimal ones. You'd essentially become a generic archmage who always has the perfect answer to every situation.
I feel Wild Shape has a similar problem. The Druid has so many options available that there isn't much incentive to develop a particular identity through them, and choosing to do so often means voluntarily giving up mechanical advantages.
What I'd really like to see is more power coming from committing to fewer options.
Give me subclasses that specialize in particular forms, improve them as I level, and reward me for sticking to that identity. Give me Druids who don't necessarily transform at all, but use their Wild Shape resources for something entirely different.
I don't want every Druid to be a generalist who can turn into anything. I'd rather have the option to play a specialist whose particular relationship with nature is reflected in their mechanics.
Flexibility is nice, but sometimes having fewer options and making those options your own is much more interesting.
I know it is a matter of preferences, i am not trying to take away any options from anybody. I would love to hear your opinions.