So, I thought more about HorseStrangler's post.
First off, would you care to address my previous points about why you think uproot (in 1.20) is so good (especially when compared to similar skills) and about how important killing towers (your examples even demonstrate that tower destruction is the goal)?
As it stands now, a QoT could do everything you described (in your Rook captured portal defense example) using violent siege (except the AOE is 8 instead of 10). However, because Uproot is so useless, no one does. This is a problem.
While awuffleablehedgie is a bit exaggerative, his point is still valid. A more viable character counter to Tower Rook builds is desirable. The QoT may have been intended to be his nemesis, but Uproot didn’t turn out to be that useful and neither did she. I find it troubling that you describe how useful the Rook is in that sort of circumstance, however when it comes to finding a niche for the QoT, there aren’t any such stories (that really hold up under scrutiny). (When is a queen “difficult to deal with” in a way that really makes a difference. You may cite early game advantages, or shield support for a top tier demigod, but seems to be a weak argument.) It may also be the case that the Rook needs a little bit of a boost to make more nontower builds viable. He definitely needs some work done to Structural Transfer (as you have stated).
I’m not sure I can support your statements that are based on the design concept of the Rook. Unless I am missing something, you don’t have direct access to GPG’s design goals (if you do, let us see them for goodness sake). That being the case, then your statements are based on your perception of the Rook’s design goals, which may or may not be completely valid (we are all human and biased to some extent).
You continue to cite Ground Spikes as a counter to towers, but in this mod I’ve removed that aspect of Ground Spikes. Likewise, I’ve also been making changes to the mana requirements for the QoT, that reduce some of your arguments for her needing more mana regeneration abilities.
You continue to also cite Uproot as being involved in Demigod/Demigod fights. I’m picturing it more on the end of Demigod/Structure fights. Either for the QoT to push towers by herself, or to come in and stop a push against her own towers. I still don’t believe that towers are as trivial as you have suggested.
The Structural Transfer/Violent Siege swap troubles me somewhat because the QoT would be forced to spend mana to heal a nearly if not completely healed tower, to gain a mana regeneration buff. To be more explicit:
Towers are typically nearly dead, dead, or almost full. The number of times I can recall towers that would benefit from a little topping off is very few relative to the other cases.
Most QoT builds should probably get in order: monks, hp/armor, mana helm. That leaves her until level ~5 before she has a boost in mana regeneration. Without anything else effecting her, her mana regeneration is ~6 per second while closed. The base mana regeneration effect for Energizer is 150% for 10 seconds. Assuming that costs remain at 400 mana for Uproot, she would need to make up that amount plus a reasonable mana surplus to make the ability worthwhile. How much gain should she get for it? 500 mana, 1000 mana? That would either require an insane mana buff (1000% for 10 seconds), a longer but smaller buff (200% for 60 seconds), uproot be relatively useless as a first skill, grant a set amount of mana instead of a regeneration bonus, or some other compensation.
Furthermore, if it is left as a level 15 skill, no one would get it anyway. It should have a meaningful contribution at level 1.
I don’t think we will be able to get any nerfs to the top tier demigods to help provide balance. I’m also not sure that we should try. I much rather prefer the idea of increasing the usefulness of the current demigods. As a side note, you may have noticed the Rook targeting thread in the bug reports forum. If someone can figure out how to fix the targeting locks for the Rook’s shoulder mounted weapons, Rook DPS may increase an average of ~100 dps over the course of the game.
I also figure that if we can hand Frogboy a mod with all of the changes already made, that he can get GPG to allow Sorian to implement them. It is the part where GPG makes Sorian figure out how to code things from scratch that really costs them time and therefore interest in it.
So as it stands, Uproots healing effect is fine. The cost is fine. The problem is with Violent Siege’s effect. It either should be left at level 15 (wherein it will still cause problems and keep Uproot as undesireable), or its effect should be moderated.
Some ideas:
- Make the AOE shorter ranged, mitigated by armor,
- Replace the AOE damage with an AOE debuff.
- Change the net effect of the Uproot AOE to do the same damage as an equal level v1.20 Ground Spike? That would keep the relative effect the same as against a v1.20 QoT, while still increasing the worthiness of Uproot.
- Make Uproot a channeling skill for an infinite duration (i.e, a cheap version of Structural Transfer) while keeping the dps the same. If unopposed she will devour your entire defenses.
- Replace the AOE with a single target effect that hits X targets per second for the same DPS.
- Replace the AOE with a summoning ability. Whenever you use Uproot you get a shambler or a new type of shambler. The type of shambler might even depend upon the team of the structure you target or even the type of structure you target.