-Rook.
Imo the Rook doesn't use enough of his innate lore abilities, he is a castle yet that is rarely used except for his
shoulder additions.
Skill : Fortress
Available at : last level of the shoulder upgrades
Effect: Roots the rook into the ground, entrenching him into the ground leaving just the upper part of him still
visible. While in this form the rook is immobilized and his shoulder upgrades receive a 500% bonus in damage and a
20% increase in range. The rook also gains hp equal to 100*level(2000hp at lv20) and armor equal to 75*level (1500
armor at lv20). While in this form the rook cannot use any ability except placing Towers which has it casting range
increased to 15 range.
-Regulus
Atm he is a little bit too much fire and forget, you can snipe from 90 distance but it really doesn't take any skill
at all so there really isn't much difference between a skilled Regulus and a newbie Regulus.
Skill : Snipe
Change it to target ground as proposed in http://forums.demigodthegame.com/338075
The SupCom engine is a great simulation, why not make use of it?
-Queen of Thorns
Skill: "Spike Wave"
This skill is great, yet when it comes to a niche it doesn't really fill any too good. Ground Spike is almost always
both better and cheaper. add an ensnare effect to it, immobilizing the targets for 2 seconds. This effect already
exists in game yet none of QoTs skills uses it, her effect on death does though even though it seems ensnare is just
another slow atm. I would actually want to go as long as to say change the spell from spikes to vines, doing 0
initial dmg but holding enemies for up to 2 seconds dealing 200dmg each second.
Skill: "Goddess of Thorns"
The idea of two skill branches leading to a combined ultimate skill is nice yet this doesn't really make it feel
worth it. Instead connect her bramble shield with her pet sacrifice, and then allowing her to use the pet sacrifice
on a bramble shield to create an ensnare effect in an area around the shield sacrificed. This ofc consumes the
shield. Could also add so at the final level Bramble shield increases the dmg by 40 and attackspeed by 20% of the
target IF the target is a Shrambler.
This all works to making the bramble shield much more dynamic.
-Unclean Beast
Skill: Ooze
I don't really see the use for this skill, Unclean already got AoE with his Post Mortem, the only good thing about
it is the % reduction in attack speed of target, still I don't think it adds much to the demigod experience. My
suggestion would be to change it to an effect that "taints" the ground he is standing on. passive so its always
active and doesn't drain mana. Wherever he walks an area behind him remains tainted for 5 seconds, hurting enemies
who walks on it for 50 dmg/sec. Also it could have some secondary debuff as well but Im not sure what one could add
without making it an free escape for the Unclean beast, 20% miss chance may work.
This ability adds an additional dimension when playing Unclean, running in and through the enemy and back just to
see the acid wear down your enemies.
Skill: Plague
Remove it, really. In it currents form its just feels like an annoyance with all the small numbers popping up over
the whole map, in reality it does nothing for you. Could just go ahead and replace its two positions in the
skilltree with two versions of the "Taint" ability I proposed above ^^
-Sedna
Overall sedna is a damn nice Demigod, but I cant shake the feeling that she feels passive, really passive. Her
healing/silence aura is great but once you got it you will stop noticing it after 10 seconds, this makes her quite
boring in the long run, give her something more to keep her busy in the battles please.
Skill: Heal
Last level deals 200 dmg to anything around the target, please change it to heal 200 instead, I want my heal to
heal, and if I would want to deal damage there are better alternatives.
-Oak
Cant think of anything yet, haven't had enough playtime with him.
-Overall Skill Ideas
Skill: Barrier
This is a skill that could work for all generals actually and is something Id want to see for a long time now.
Barrier got a range of about 12 and when cast, creates a impassable barrier perpendicular to the Demigod who cast it
that lasts for 5 seconds or so, the width of the barrier should vary with skill level but it should never be big
enough to cover a whole lane. One could also go with the other way to do it and create the barrier from the location
of the demigod to a target, this is used in DoTA by a tauren hero which allows for some quite nice ambushes where
the demigod can deny an enemy its planned path.
This skill got enormous potential in team play. For example your regulus stands sniping an Unclean beast, the
Unclean start moving towards him with berserk active. So you (who are standing a bit behind the regulus) uses
barrier just in front of him denying the Unclean beast direct path to him, the regulus can now start retreating while the unclean has to either spend two or three seconds walking around the barrier, or wait till its duration is over.
Creating obstacles and modifying the environment is a part of the gameplay I think should be considered alot during beta3.
Skill: Shield
Creates a spherical shield over a target area á la SupCom which prevents any missiles from entering it for either 2000 dmg or 8 seconds.
Once again, use the cool features of the SupCom engine!