There is Nothing To look forward to as QoT

My thesis is compost should increase the amount of damage the bramble sheild can absorb. This is due to the fact that a qot wastes many skill points on useless skills late in the game and she desperatly needs a useful ability late game.

 

Most people who play queen of thorns just place points in shield and her 2 aoe attacks. This means you have to wait a few levels then drop 2-3 skill points. This is very effective early mid game.

 

However, once level 10 hits there is nothing to look forward to till lvl 15 (where you drop 2 skills). After lvl 15 there is NOTHING that can possibly help you. Shamblers are useless after around lvl 7, plus there are 4 different skills on can get to increase their value (which is still next to nothing). One could possibly just use shamblers as health potions using mulch...but its a very expensive potion mana wise. Keeping up queens sheid and aoe attacks will suck most of your mana. Shamblers are a waste if you go aoe queen.

 

The other option is to get uproot. A few points in this might be somewhat usefull....the only problem is by lvl 10-15 most towers are dropping instantly....so this skill does nothing for you.

 

Compost is a skill which helps the useless abilities i just mentioned. So basically, if you are queen of thorns, and you wish to win, you better fo it by lvl 15, otherwise enemy will just get more powerful while you sit and smell your own farts. Most games only last till lvl12, but on crucible the game can last a mightly long time. Having 8 wasted skill points is a mighty big shame.

 

 

My solution: have compost increase the amount of damage the sheild can take. Sheild is a wonderful ability early game, but it is shit late game. If compost upped amount of damage it takes, then late game the sheild would have more power. This would also not make sheild too strong early game since not many players could afford to drop points in it till lvl 10.

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Reply #1 Top

I would like to see compost effect more of QoT skills. Maybe just a slight increase in shield strength, AoE damage, or just attack damage.

Reply #2 Top

When I play QoT I'll usually go for a minion build, max out bramble shield, shamblers, shambler hp and attack, the eat the shambler skill. IF the game is still going on, go for minion skills. Nothing new to look forward to in the later levels but bolstering the ones I have makes or one mean, demigod downing QoT.

I've found shield essentially adds 1600? hp, enough hp to withstand a rook's hammer slam and giving me enough time to lay into the enemy and re apply bramble shield, repeat and defeat with assistance from shamblers, ranged, melee, and priests.

I don't encounter much downtime in skill progression. With the mana/armor boots, two mana head pieces, it takes a while to use up my mana supply.

Reply #3 Top

Shamblers are a joke....

 

I think QoT needs Compost and Uproot reworked

 

as it is Compost isnt worth much, and Uproot is inferior to ground spike/melee dmg to tower

Reply #4 Top

I did have an idea for Uproot.

Same mana, same range.
Targetable on Demigods, not buildings.
Damage around spit's damage.
BUT: If the target moves, it doesnt take damage, but it also acts like a snare.

Short Version:

7/10/13/16% snare
500/900/1200/1500 damage
If the target moves, it takes no damage.
Double the cooldown. 

Compost should still effect the damage, but not the snare. 

Edit: Would probably require a change to Spike Wave so the snare wouldnt be crazy.

Reply #5 Top

Quoting Teseer, reply 4
I did have an idea for Uproot.

Same mana, same range.
Targetable on Demigods, not buildings.
Damage around spit's damage.
BUT: If the target moves, it doesnt take damage, but it also acts like a snare.

Short Version:

7/10/13/16% snare
500/900/1200/1500 damage
If the target moves, it takes no damage.
Double the cooldown. 

Compost should still effect the damage, but not the snare. 

Edit: Would probably require a change to Spike Wave so the snare wouldnt be crazy.
End of Teseer's quote

 

that doesnt work at all...

Reply #6 Top

So how was it the game you played with the skill this way?

Edit: Lol, wait, it was Foreshadowed. Consider the question retorical. 

Reply #7 Top

QoT has some pretty darn major problems all right.  Even if shamblers were okay, she still has 2.5 skills that REQUIRE you to have them.  This at the very least limits the possible ways to play her. The fact that shamblers aren't very good means that entourage, mulch shambler, and Compost all end up not that good either.

 

In fact the queen is the Only Demigod who has skills that have no effect unless other skills are bought first. Entourage and Mulch being completely useless without shambler is simply a bad design choice.

Reply #8 Top

Even if shamblers were okay, she still has 2.5 skills that REQUIRE you to have them.
End of quote
This is really at the heart of the issue.

Reply #9 Top

Agreed... rebalancing for her would be very nice.  At a minimum, increasing the strength of the shamblers sounds like a move in the right direction or perhaps adding some sort of perk for having them (like oak gaining additional damage based on numbers of spirits) 

Reply #10 Top

I'm confused... what's a % snare? Are we saying it lowers the speed by 16%? If so, that's still a crappy skill... I mean, compare bite, which lowers armor and guarantees the damage and slows by much more (though it admittedly deals less damage, but with the health swing from healing it's about the same)... I'd gladly take a 16% slow to completely avoid the damage of the skill.

If it's a % chance of stun... not a good idea. Rolling the dice on a skill is not very fun when it's such a major thing.

Reply #11 Top

Quoting Foreshadowed, reply 3
Shamblers are a joke....

 

End of Foreshadowed's quote

I disagree, you may have an optimised plan that works for you, but I find shamblers to be useful in the field for "human (shambler) shields" while attacking towers and in field health which keeps me on the attack and lets me use gold to purchase items other than health potions. And I find any added DPS helps. They also add numbers to a wave which can add confusion on the playing field for the enemy leading them to retreat and add you time go after an objective.

I play skirmish and pantheon only and have found the ground circle spikes to be a joke as a PUG rarely seems to understand ot arn't organized to know when it hits an opponant to attack as it lowers their armor. But prior to team concede, it's very useful near the end of a losing game to put down a citadel attacking wave to get the "most damage" favor points =)

Reply #12 Top

Quoting Othello, reply 11

Quoting Foreshadowed, reply 3Shamblers are a joke....

 


I disagree, you may have an optimised plan that works for you, but I find shamblers to be useful in the field for "human (shambler) shields" while attacking towers and in field health which keeps me on the attack and lets me use gold to purchase items other than health potions. And I find any added DPS helps. They also add numbers to a wave which can add confusion on the playing field for the enemy leading them to retreat and add you time go after an objective.

I play skirmish and pantheon only and have found the ground circle spikes to be a joke as a PUG rarely seems to understand ot arn't organized to know when it hits an opponant to attack as it lowers their armor. But prior to team concede, it's very useful near the end of a losing game to put down a citadel attacking wave to get the "most damage" favor points
End of Othello's quote

 

shamblers are a joke

Reply #13 Top

Quoting Foreshadowed, reply 12

Quoting Othello, reply 11
Quoting Foreshadowed, reply 3Shamblers are a joke....

 


I disagree, you may have an optimised plan that works for you, but I find shamblers to be useful in the field for "human (shambler) shields" while attacking towers and in field health which keeps me on the attack and lets me use gold to purchase items other than health potions. And I find any added DPS helps. They also add numbers to a wave which can add confusion on the playing field for the enemy leading them to retreat and add you time go after an objective.

I play skirmish and pantheon only and have found the ground circle spikes to be a joke as a PUG rarely seems to understand ot arn't organized to know when it hits an opponant to attack as it lowers their armor. But prior to team concede, it's very useful near the end of a losing game to put down a citadel attacking wave to get the "most damage" favor points
 

shamblers are a joke
End of Foreshadowed's quote

=) ok Foreshadowed

Reply #14 Top

I play a very offensive queen. Max out hp and mana as best i can, then charger after a demigod. Switch in and out of modes, spike and slow down the opponent. Sheild, And keep running after them till they die (with seige gunners).

 

This works pretty well usually. But again...there isnt a single skill i can use with it...at all. Please turn one of her skills into something which helpsd this build. 3.5 skills which synergize (uselessly) is no funs.

 

Idea for uproot is Aoe(agaist buildings lvl 2, so it can hurt clusters) and a slowing affect to units who pass by on lvl 3.

Reply #15 Top

I'd rather see Uproot be a target AOE ability (target ground and not unit) that damages the area and has a %chance to stun enemies (higher chance versus Units) in that area for every tick of damage it deals. It should do additional damage to structures.

Compost could still boost this ability and it wouldn't be all that much of a change since the last Rank of Uproot gives it an AOE effect.

Reply #16 Top

She already has 2 aoe attacks which are pretty powerful if used right. Adding a possible stun (while i would LOVE it) might cause some balance issues. However...she is the worst her in the game stats wise so maybe it would create balance.

Aoe does seem right for uprrot. But making it target only building would make it seem like an offensive skill(which fits her open flower) and would stop her from having to many aoe attacks. HOWEVER, adding stun to that aoe would be nice. It would allow her to seige tower better since units (possibly building) may get stunned some of the time.

Reply #17 Top

I'd like to see Uproot / Structural Transfer "stun" buildings.  i.e. during the channel time of those skills, buildings don't attack or deal any damage.

Reply #18 Top

Structural Transfer does stun the building actually.

Maybe the final lvl of Uproot could be like 5 yards of AoE or something like that for full damage? That sure would make it useful in a few more situations.

Reply #19 Top

I believe that QoT is the best hero in this game when played by a very skilled player.