QOT's place statistically, and a possible cause

Since the game doesn't maintain detailed statistics per demigod, People generally look to the pantheon win percentages for stats on demigods. People who have kept an eye on those stats have noticed qot's stats being pretty low overall. And I think I know the cause, she has no stun attack. TB can freeze you in place, rook has boulder roll sedna has pounce (pretty limited stun attack) oak has penitence (again a very limited stun attack) Erebus has charm, UB has his draining thing (I can't remember the name), Regulus and UB are the only one's without, and regulus mines can slow at a certain level (this is a pretty limited stun attack as well), but what QOT does without completely, is a stun attack, and I'm thinking this may be the reason she does poorly in the pantheon stats.

What I'm thinking, is either she get some sort of addtional entangle spell (which I think is a bad idea, one she's got a full plate of spells [two filled rows already] also, that means another set of spells to spend on) or perhaps better, would be that ground spikes entangled those in the area of effect. I'm not sure if slowing or stunning would be a better way to do it, but, somehow I think she needs a stun attack of some kind. I suspect this is the reason she fares so poorly (or seemingly, the data is limited)

another note on qot: Her defensive spells in flower/attack out of flower make a simple sense. But with her armor being...pathetic, her getting out of the flower is a threatening process. Even though she is ostensibly some sort of faerie, her dodge doesn't compensate, and coming out of the flower to attack is a process that leaves her very vulnerable to attack. I think this is probably a problem when we get into the realm of game balance.

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Also, and auto submit for error logs would be a great feature. There probably isn't a server set up, but with the relative frequency of it, we'd probably be better served if we didn't have to save the logs, and email them out, when we're in the mood to play demigod.

1,995 views 14 replies
Reply #1 Top

If you were going to do it, I think it would make more sense to give the entangle effect to a different spell -- Ground Spikes is already quite a good skill.  Maybe make Uproot able to target Demigods (for less or no damage, of course) and give it an entangle effect?

 

Also, you didn't miss the fact that her spike wave attack has a slow effect, did you? :)

Reply #2 Top

I did actually, but I think it's too limited in either case. Spike wave is expensive a spell, and the effect is limited, whereas a lot of other's stun/slow effects are cheap/easy to execute. Probably ground spikes sees too much use to have entagle integrated into it, but I think a whole other spell is going to be detrimental.

Reply #3 Top

I think she's a difficult character to play properly, but I do not think she needs any buffs.  I play her most games that I play.  I feel confident stacked up against any demi's.  Her snare is definitely viable if you get good at using it.

Reply #4 Top

QOT is already ridiculous 2v2 if played well, though 1v1 anybody can run/TP from her I suppose. The lack of stun/interrupt sucks (just like it sucks for fire TB or Regulus though he can make up for it to some extent with snipe/mine slowdown). Those thorns that slow people down could be buffed by another 10% or so at max lvl, and it should go wider because it's a bitch to aim.

Reply #5 Top

My main issue with QoT is how she will sometimes stop moving when switching forms. This hinders two things: chasing a demigod when it is appropriate to transition into the open form, and trying to run after being in open form. I, personally, have come to rely on the teleport favor item for generals when playing QoT now, as I have died too many times from her stopping in mid stride because I gave a form change order.

 

TDude, I still feel like she needs a bit of some kind of buff. I feel like I can survive for long periods of time against most demigods, but I don't feel like I can ever kill them (and no, I'm not saying you have to be able to kill all DGs; that said, Sedna and Erebus can usually outlast QoT with health regen and nuke ability). For me, this comes from the attack time lost when having to go from closed to shield myself, to open for attack boost and ground spike, and then back to closed because my shield has failed by that point. Unless you are stacking armor like crazy (in which case your mana regen probably sucks), QoT must stay shielded to attack other DGs. I'm not sure what change needs to be made, but something needs to help the form transition a bit, whether it be a slow effect (preferable one that slows attacks, not necessarily movement speed), or make her minions worth having. If I could count on my army to do some decent DPS while I change forms, I wouldn't mind the constant shifting at all. As it is, I must count on my priests and archers (idols) to do that DPS, while the shamblers are good for nothing.

Reply #6 Top

Quoting Sacrificial_Soul, reply 5
For me, this comes from the attack time lost when having to go from closed to shield myself, to open for attack boost and ground spike, and then back to closed because my shield has failed by that point.

I do not play her in this manner.  Once I am in combat I try to avoid changing forms as much as possible.  If i am going 1v1 with Sedna then I know beforehand that I am not going to outlast her.  That's fine.  I'm either going to try to burst her with open form (unlikely but it can happen if she overextends) or i'm going to retreat.  That's it.  I don't think this is a problem.

Queen's advantage is versatility.  Her disadvantage is that she can't do everything at once because she has to change forms.  She is a serious powerhouse offensively when she is working with her team, and she is tough to kill when she plays defensively.  Just because she can't do both at once doesn't make her bad, it makes her have to plan ahead a bit.

Try playing a few games just staying in open form and playing cautiously.  It will help you figure out what you can handle offensively.  You'll find you have a lot more mana once you're out of the habit of using shield which will help a lot with using spike wave effectively.  When you go back to playing with a build that has shield you won't end up relying on it.  You'll find situational uses of shield, but otherwise you'll be setting yourself up to play offensively with your teammates.

Reply #7 Top

Just to argue:

Interrupts do not function as stuns. Stuns fuction as interrupts, but not the other way around. Pounce in particular isn't going to slow or stop a moving enemy for any length of time.

 

:fox:

Reply #8 Top

Yeah, I guess I usually focus more on her support aspect than her powerhouse aspect. When it comes down to it, her open form abilities seem fine. I just find her closed form abilities, with the exception of shield, to be lacking. Shamblers are not that great, and seem to have pathing even worse than most other minions. The exploitiation finale on the shambler tree is a joke (does the same thing as lvl 1 gold upgrade on citadel). And while the munch ability is nice for survivability, I think its associated dmg range is so small as to make it almost neglible unless you give specific move orders to minions prior to munching them. I would actually like to see the health gain from munching dropped slightly in favor of increased dmg and dmg radius. I would also like to see the shamblers reworked a bit so that they are used more often.

Reply #9 Top

Quoting Sacrificial_Soul, reply 8
Yeah, I guess I usually focus more on her support aspect than her powerhouse aspect. When it comes down to it, her open form abilities seem fine. I just find her closed form abilities, with the exception of shield, to be lacking. Shamblers are not that great, and seem to have pathing even worse than most other minions. The exploitiation finale on the shambler tree is a joke (does the same thing as lvl 1 gold upgrade on citadel). And while the munch ability is nice for survivability, I think its associated dmg range is so small as to make it almost neglible unless you give specific move orders to minions prior to munching them. I would actually like to see the health gain from munching dropped slightly in favor of increased dmg and dmg radius. I would also like to see the shamblers reworked a bit so that they are used more often.

Can't argue with that.  I use Mulch a lot in my build, but it is quite cumbersome.  I wouldn't be against changes made to it in an effort to make it more "fun."

I don't think it's underpowered even though it is cumbersome.

If you're curious at all about how I use Mulch or how I play in general, here's a link to the guide I put up: http://forums.demigodthegame.com/355664

Reply #10 Top

I think QoT is pretty strong.. but a bore to play. She excels in the support role, much more than Sedna. She heals (more or less), reduces armor, slows, AOEs creeps destroys towers. She lacks the strong 1v1 killing ability and generally performs well if you're good at switching stances and sticking with a strong tanking character (oak, rook etc.) But she is BORING. Probably why most people don't play her.

Reply #11 Top

One thing I would support is a slight decrease in the amount of time it takes her to change forms. I think it's 4 seconds right now.

Reply #12 Top

Quoting hoogamaphone, reply 11
One thing I would support is a slight decrease in the amount of time it takes her to change forms. I think it's 4 seconds right now.

Currently 2 seconds.

Reply #13 Top

It takes

Quoting TDude, reply 12

Quoting hoogamaphone, reply 11One thing I would support is a slight decrease in the amount of time it takes her to change forms. I think it's 4 seconds right now.
Currently 2 seconds.

 

It takes a few seconds after the trasformation to cast a spell. 4 seconds seems right.

Reply #14 Top

actually, I'm kind of disliking my own OP here. I'm seeing spike wave as effective, but usually for an assist, not an actual kill. her lack of armor makes her an easy target, but I'm not sure the stun issue is the problem.