HorseStrangler HorseStrangler

How I would fix QoT, in 5 steps

How I would fix QoT, in 5 steps

1. Slightly reduce Shambler target acquisition range so that they correctly engage stationary and retreating targets.

2. Fix QoT's autoattack issues (she randomly loses her target).

3. Entourage redesigned - It now affects QoT and nearby Demigods

  • Consequently the idea behind tribute becomes hilarious.

4. Compost receives a major overhaul. The previous Shambler-only damage and health gains from Entourage are added to this ability's current effects and each stack of Compost reduces the cost of Summon Shamblers by 20-33% (I'm partial to 20%). Whenever new Shamblers are summoned all stacks are consumed. This skill trades places graphically with Entourage.

5. Uproot is given a Universal Gadget-like dual functionality. QoT still "sends her vines beneath the earth" to destroy the foundations of enemy structures, but she may now use her vines to reinforce friendly structures as well (it becomes the first building healing skill).

24,806 views 35 replies
Reply #26 Top

Yeah, really the uproot idea is the least interesting and useful change. There's two reasons why I didn't suggest something more radically different:

First of all is that my idea would require no new animation. Making the ability into something else which targets units/DGs would almost definitely require some new visual effects.

Second is that QoT has enough attack spells and mana is a major issue as-is. Whatever other effect you want to see wrapped into a new version of Uproot could be tied to Spike Wave, Ground Spikes, Mulch, shamblers' auto-attack, or even as an open-form autoattack special effect.

Uproot is not a cool ability. As long as it's focused on buildings, whether it heals them, harms them, confuses them, stuns them, deals AoE damage around them, etc. it's never going to be useful in the vast majority of fights, but some players still like that kind of thing and no DG can really handle casting more than 3 spells anyway.

Reply #28 Top


1. Slightly reduce Shambler target acquisition range so that they correctly engage stationary and retreating targets.

2. Fix QoT's autoattack issues (she randomly loses her target).

3. Entourage redesigned - It now affects QoT and nearby Demigods


Consequently the idea behind tribute becomes hilarious.


4. Compost receives a major overhaul. The previous Shambler-only damage and health gains from Entourage are added to this ability's current effects and each stack of Compost reduces the cost of Summon Shamblers by 20-33% (I'm partial to 20%). Whenever new Shamblers are summoned all stacks are consumed. This skill trades places graphically with Entourage.

5. Uproot is given a Universal Gadget-like dual functionality. QoT still "sends her vines beneath the earth" to destroy the foundations of enemy structures, but she may now use her vines to reinforce friendly structures as well (it becomes the first building healing skill).

1.       Well I wouldn’t shorten the range but give them more with their attack, the further the attack got the wider it would get also.

2.       True but also let bramble shield increase with armor defense, I mean seriously.

3.       I agree with entourage

4.       At first I wished compost would work in a similar way to oaks healing skill (forgot it’s name),but I would rather it increased damage or healing rate with xx amount of kills for everything in the area (demigods/minions/creeps).

5.       Uproot I wanted this to actually skill to have two effects, 1 damage buildings and two stun everything within range of that building. If there’s is another building within range than it would increase the stun effect but not the maximum size of the original stun range.

 

Reply #29 Top

I'm not saying shamblers should have a shorter attack range. From what I've been told every other ranged attacker in the game has an acquisition range which tells them to stand just inside of their firing range, which allows them to actually hit a unit with their attacks when you command them to do so. However, shamblers have one equal to their range, which is why if you tell four shamblers to move and attack a tower you're lucky to get half of them to actually do so.  


If you increase shambler range you turn them into siege weapons, and I don't think the reason why QoT is ineffective is her lack of siege abilities, not to mention it would infringe on Regulus's uniqueness a bit.


Bramble shield is a good spell. The ability to cast it pre-emptively gives it a unique advantage over heal, as does the fact that it can't be interrupted. It falls behind a bit because it doesn't get anything interesting at level 3, not because of armor.  When it comes down to it Sedna is a better support character because of healing wind, not because shield is too weak.

As for uproot it'll always be a niche ability. Outside of maybe showdowns with tower rook building-based abilities are never going to be particularly good, and I don't see rook as either so powerful for popular that giving QoT the ability to stunlock him to death is a reasonable way fix her.

Reply #30 Top

Today an Oak one-hitted my Shamblers after I bought Hauberk and Sigil. Just wanted to share my frustration here. After that game I played Oak for the first time, and it was quite awkward. He also has strange autoattack behaviour.

I usually do not have the Shambler attack problems at enemy towers, maybe because I click like a madman. My problem is that quickly getting Shamblers between the soldiers and archers to Mulch has been quite annoying since 1.19. With the decreased turn-speed for minions they kinda nerfed my build with QoT. X|

Reply #31 Top

Quoting obscenitor, reply 29
I'm not saying shamblers should have a shorter attack range. From what I've been told every other ranged attacker in the game has an acquisition range which tells them to stand just inside of their firing range, which allows them to actually hit a unit with their attacks when you command them to do so. However, shamblers have one equal to their range, which is why if you tell four shamblers to move and attack a tower you're lucky to get half of them to actually do so.  


If you increase shambler range you turn them into siege weapons, and I don't think the reason why QoT is ineffective is her lack of siege abilities, not to mention it would infringe on Regulus's uniqueness a bit.


Bramble shield is a good spell. The ability to cast it pre-emptively gives it a unique advantage over heal, as does the fact that it can't be interrupted. It falls behind a bit because it doesn't get anything interesting at level 3, not because of armor.  When it comes down to it Sedna is a better support character because of healing wind, not because shield is too weak.

As for uproot it'll always be a niche ability. Outside of maybe showdowns with tower rook building-based abilities are never going to be particularly good, and I don't see rook as either so powerful for popular that giving QoT the ability to stunlock him to death is a reasonable way fix her.

No no no no I am not saying increase the range, I am saying increase the weight.

Shambler’s here and attack < get’s wider the further it goes, right now it goes simply in a straight line and that’s not much of an aoe to me. But an increase in attack would most definitely be needed.

Well the only character I ever play is QoT, seriously no other demigod  clicks with me the way she does which is ironic seeing how Tb appeals to me being a mage but I just can’t play him and oak necromancy side appeals but, every time I try him he doesn’t feel right. Then I pick up QoT a sexy fairy who says some very suggestive things from time to time but I get her play her and everything goes good. Than as the game progresses you feel less and less useful, I tried every build I can think of and found on this and a few other sites.

The first major problem I have is she lacks the versatility of the other gods, yes we have the tank build and assassin build but the problem is literally all the same builds, revolving around the same skills and the same item set ups (excluding artifact.) Half the time I don’t feel like I am playing any different with any build. The main issue is still she loses power as the game progress, which wouldn’t behalf bad if her base stat for speed, mana or hp was a bit higher.

Shambler’s hold oh so much potential but doesn’t really cut the cake there has been one or two forums comparing shamblers to other general minion, the only real redeeming quality is they are walking potions. But still even that sometimes did more harm than help, when I’m swarmed with creeps and an enemy demigod and hustling to put shield up and then try to heal, just to not be able to find the shamble just to either not find it in time or not at all. An alternate solution would be to give us more summons for our buck (well mana), what makes oaks and Eb minions different is the quality (well EBs maybe) but the fact they can get mass quantity of them.

 

Reply #32 Top

Shamblers do AoE and they're bulky, clunky units. A swarm of 6-8 shamblers would be a nuisance and not as consistent with EB/Oak as it seems in theory.

Reply #33 Top

Well exactly how long would it take you to build them up to be an offective offensive force?

Reply #34 Top

Maybe this should be in this thread aswell?

Reply #35 Top

Quoting Esuzu, reply 34
Maybe this should be in this thread aswell?
That one was posted on Oct 6, lemme hop in my time machine and get right on it...

 

In all seriousness though I think that consolidated threads like those become very clunky in a short amount of time and I prefer to narrow the scope of my threads a bit.