Although I am on the side of, all DGs need an interrupt...Ultimately in retrospect, Occ was overpowered with blastoff interrupt, and QoT doesn't really have a viable skill to attach an interrupt to... so she should work more like Occ, viable without an interrupt.
Oc is a damage machine. You fix his useless/broken skills, and he'll be doing just fine without an interrupt.
Your own LOP-QoT mod added an interrupt to spike wave, and I think that worked out fine. SW is a lot like Boulder Roll - great up close, potentially hits multiple targets, but has a narrow area of effect and is easily dodged at range. I have much less of a issue with giving QoT a fast-cast interrupt than I do Reg.
1) Add Interrupt to application of MoTB... (interrupt on application, not on trigger by skill use)
This is bad for a variety of reasons, one of those being excessive homogeneity, another being too much functionality on one skill, but the biggest is that you could no longer ninja MotB onto a dude that's just about finished casting something with the intent of making it detonate instantly. So you gain an interrupt, but lose the ability to reliably use MotB's damage.
Nevermind that combining this with Deadeye on Snipe (which I like) gives Reg THREE full-on interrupts. Even if one of them is slow, and one of them is random, that's waaaaaay too much for any one demigod, especially one that's already decent at screwing with ability use.
3 QoT Changes to make her more forgiving for non-1337 players, though not really increasing her power much.
1) Lowering Shield cost to heal cost is very useful.
2) Increasing shield duration by 10 seconds per level is also very useful simply by utility. (30,40,50,60 seconds)
3) Reducing explosion timer on Mulch is also very useful, so you can actually damage things intentionally while healing.
Don't really have any problem any of this, but other than shield cost, I wouldn't call any of it urgently or desperately needed. If we're talking about pushing through a small handful of changes, I'd vote for int on SW and/or lowered shield cost.
Initial Changes to DA- He still blows, but ultimately his problem is not his skills, they are actually quite good.
1) Base Speed 6.3: This actually goes quite a long ways for DA, allowing DA to flee or chase when appropriate. At 6.0, you need to be psychic to know if you need more speed to evade or chase an enemy based on their items, as the situations arise.
2) Remove Knocks in the air on Warp Area 3... this causes DA to hit dead flying targets and wastes hops. Just make it scale in hits and damage at level 3.
1) I think everyone is in agreement about his speed. 6.0 just makes no sense.
2) I was not aware this happened. That means the targeting routine for this skill blows, and needs to be fixed in the UberFix. Two ways to do this:
A. Save his original position upon activation, and make him re-check for a new target within radius after every hop.
B. Grab ALL targetable units in range upon activation, and continue looping through them until 4/8 valid, living targets have been hit.
Either way should work fine. A. will use more CPU time (still hopefully negligible) but be more responsive to new units entering the WA radius, resulting in fewer early ends due to a lack of targets when more are moving in.
I also disagree that his skills are 'quite good.' WA II/III are good, Spine is great, but his passives are awful, especially with the 40% evasion cap. Everyone else's passives give at least ~6-7% of total benefit per level, typically split between two skills. Bumping his passives to something like 7/14/20 (from 5/10/15) and his crit to 15/25/37/50 for +7.5-25% average damage (from 10/20/30/40 for +5-20% average damage) would make them much more worthwhile.
His teleport abilities are lacking in range and power as well. WS is crap until you get the L15 modifier, where it suddenly becomes amazing. I'd rather see that power spread out over the rest of its levels so it's actually usable prior to level 15. Swap has the same mediocre range.
I'd also add another topic to this post: Really Minor Tweaks to Really Bad Favor items, that might find a niche.
Favor items are going to be a huge can of worms, since 90% of them go totally unused for very good reasons. If we're not going to nerf / shift BotF's stats, then I'm gonna say don't bother, because BotF is still gonna be the number one choice for the vast majority of builds.