[Suggestion] Uproot Change

I was just thinking .. uproots last upgrade ... is rlly useless. takes a long time to get to that stage to even be able to use it for a start and it just sucks in general mainly coz of its dmg radius.

instead i think it should be like this...

Uproot I - does 50 dmg for 10 seconds.
Uproot II - does 100 dmg for 10 seconds. nearby enemies are dmged for 50 dmg each second.
Uproot III - does 150 dmg for 10 seconds. nearby enemies are dmged for 75 dmg each second.
Uproot IV - does 200 dmg for 10 seconds. nearby enemies are dmged for 100 dmg each second.

"Voilent Siege" - Every second uproot is active, nearby allies gain X health per second

1,503 views 10 replies
Reply #1 Top

I watched Narcaz drop a tower at level 2

By level 6 there are no towers left on a  map with which to cast Uproot on.

Reply #2 Top

Quoting Bamji, reply 1
I watched Narcaz drop a tower at level 2

By level 6 there are no towers left on a  map with which to cast Uproot on.
End of Bamji's quote

 

But there are Citadels :p

 

 

Reply #3 Top
People use Uproot?
Reply #4 Top

People use Uproot?
End of quote

No, and that's why it should be buffed!

 

Reply #5 Top

Quoting Creep666, reply 4

People use Uproot?
No, and that's why it should be buffed!

 
End of Creep666's quote

No and that's why the Queen should get a move speed buff like oaks Called "Beetle Skittle" :)

Reply #6 Top

Uproot change suggestion: Permanently reduce the maximum hitpoints of a building (except the citadel) by 4/7/10/13 percent.

At rank 3 for instance, casting uproot on a tower that has 6k health would bring down the health of the tower to 5400. Another cast would bring it to 4860 (i.e. 5400 x 0.9). And so on.

This would make it very useful, as the tower would get weaker and weaker with each uproot, with no way to get those hitpoints back (so the building +hp upgrade wouldn't save it).

Reply #7 Top

A modest damage increase that made current regeneration neglegiable is another possible fix/upgrade/tweak for uproot.  As it stands, it is a high cost, high cooldown, low damage spell.  I will not disagree that a QoT that is on the ball can seize down unupgraded or hp1 towers in a short time period with great effeciency, but only if it is done with efficacy. 

Reducing maximum HP would be nice, even if it is only temporary.

Reply #8 Top

an idea would to make it a castable area effect like TB's fire circle... (except not around QoP, but in a circle within here cast range)  once casted the area will sprout roots and any builds in the area will take damage (less that what Uproot does not but still a nice bit of damage)  then on top of that effect units are slowed by the roots.  this way QoP can:

 

-Take out multiple towers at one (ex, Tower Rook)

-Additional Slow (when combined with spike wave :))

-a Move that usefull even late game when there r no towers left

Reply #9 Top

Uproot seems useless, I would just spike the tower, then auto attack because the armor debuff would apply to towers...which was odd

Reply #10 Top

i actually like all the suggestions put forward so far.

my main concern was mainly the skill after uproot IV, but i do believe uproot itself needs a change, thats y i merged the 2 together. but the range of hitting nearby enemies wouuld need to be increased (maybe double the dmg radius of wat it is atm).
This could counter low health enemies that retreat next to a tower for their support.