Offensive flag locking.
Shield -> Lock -> Heal -> Shield -> TP out.
One thing I made sure to bring up to Ptarth is that the immunity debuff is removed if QoT's shield is collapsed. So, in the event of a guarded portal, 2 DGs should be able to collpase her shield and either interrupt the lock, or the TP out and kill her.
1on1, you are going to have a relock, which is no worse then the other portal rapists like Oak, LE and Rook. This makes QOT a desirable late gamer.
Late-game it's more like, Giants -> Ground Spikes -> Demigods melt -> Lock flag in safety.
Also, most demigods won't have much of a saw in the matter
Demigods who wouldn't be able to pop Shield and have an interrupt:
Demigods without interupts but able to pop:
Demigods who have interupts but will be unable to pop
UB (lack of burst), TB (Fireball -> Drop -> RoI -> DF is too slow if the Queen ports, shields, locks).
Demigods who have alpha strikes and interupts on different abilities
Erebus, Rook, DA (but swap is too slow, Rook's Hammer Slam - Roll /barely/ makes it and Erebus can't burst through it alone)
Demigods unable to pop:
I do that Queen losing her debuff immunity breaks homogenuity, so I think it's a more clever idea and also a decent compromise making her stronger and better at locking without being over the top. So long as it doesn't remove debuffs (to be a 7 second cooldown heal III clone) when it casts, simply makes her immune to new ones (so that means, if an Oak tries to pop her shield with Penitence, then she won't suffer the % damage increase which is a pretty big deal. Same with UB and spit).
I would also rework it as follows:
- Absorb: 700,950,1200,1450 -> 700,980,1260,1400
- Cost: 400,560,720,880 -> 400,560,720,720
- Efficiency: 1.75 1.70 1.67 1.64 -> 1.75,1.75,1.75,1.94
- When QoT casts Bramble Shield IV on herself she becomes immune to debuffs for 3 seconds. Current Active debuffs are unaffected. This buff is removes when Bramble Shield IV is destroyed.
The concept is rather than Shield IV's primary benefit be simply a "bigger shield" like it is now, you would get Shield IV for it's debuff immunity and the fact it is a slightly bigger shield without costing "a bigger helm", which solves one of her major late-game weaknesses.
Shield II doesn't really need to be buffed, but I don't think that 30 more absorption will make a big deal in the long-run (that's a 3% buff). It's major benefit is that it makes the gap between Cloak of Night Queen and Blood Queen a little smaller at level 4. I think most people agree that Shield III is towards when Queen starts to weaken. I don't think that the 60 more absorption will change that much about that. Plus, weather or not Queen is "weak" at Level 7 is up for debate.
Shield IV changes are a bit more drastic. Notice the 50 absorption nerf, though the "huge" mana-buff (18% cheaper). I think that in most cases the debuff will save her more than 50 absorption (spit, blocking a Silence or other stun so she can mulch or Sigil, preventing penitence and bite debuffs, etc).
All DGs should have an interrupt to prevent item abuse. With no stun, travel time and a 15 second refersh, it is on the weaker side of precision interrupting. However, it does have good range and can interrupt multiple DGs, so QoT is ALOT better then before for DG on DG combat.
Many Demigods have a 15 second cooldown on their interupt. The only ones who don't have a 15 second or more cooldown are Oak and Sedna.
I disagree about item abuse. The only real "abuse" is porting away. If they lock a flag AND then port away, they probably either had full hp (but no mana? why not fight?) or had to Sigil to do it. That's a lot of gold. Eating pots in your face is just hilarious as well.
Porting away is really the only item that you can "abuse" without hurting yourself in the long run, other than chain-locking portals.
yet Sedna is one of the best 1on1 DGs and QoT is the worst. (well, there is DA, but he is a new char)
Bullshit. Sorry, but it's true. Mid game (8-10) she is probably the best in a 1v1 General versus General match up. However, she struggles a lot more in 1v1 General versus Assassin match ups (and against General versus Assassin matchups she can't buy Currency if she wants to win):
Rook ... yah. lol
UB ... Sedna is really one of the few characters that can beat a UB. But Erebus can too between Bite and Mist.
TB ... though a Sedna with Bishops can ignore TB, she can't have Bishops if she got cur. Sedna struggles against a Blood Fire TB (typically because said Blood Fire TB is 2-3 levels ahead) because she has to choose to eat fireballs or stand in a circle and burn away. Against a BotS Hybrid, she doesn't have the ability to kite them out since she has no ranged. Though Sedna will destroy a BotS Hybrid standing on a flag at this stage in the game.
Reg and DA don't count for this discussion. Though Reg can kite Sedna ad nauseum.
Once catapults and giants hit the field, she can't 1v1 against pretty much anyone except DA in a creep lane. Now, pull her out of a creepwave and she can fight UB still. Just not in one.
Queen rapes Oak early game? You can certainly outlevel him if you're on the mana side and alternating since you farm faster, even at level 5 when he can Surge. If you are both on HP side, then he isn't getting levels fast which just prolongs your early-game advantage.
I don't neccassarily want to bring QoT to == UB. I want to bring the best down a notch, and the weaker up.
I think Oak, Rook (bottom half of T1) and Sedna (upper T2) should be the "ruler" to guide. They have various roles they can play, various builds, even if some are better than others in general, and have a variety of different Favor Items available to them that can all be useful in certain situations. And they have a wide variety of skill lines that mostly tend to be useful.
Occulus could be in there if he had more than one viable skill tree build and half his abilities weren't bugged and his passives didn't all mostly suck.
Now, I don't want to crash and burn UB (and I do want to fix Bestial Wrath and I think I have a unique solution for that), and I have a LOT of concepts regarding balance. Lots. I could type up pretty much the total sum of how I would "balance the game" over the weekend if you beg me
Regarding Yeti's roles.
Sedna has three major flaws throughout the course of the entire game (low armor and low hp being huge end-game but not a problem until then):
- lack of high, reliable damage output
- lack of AoE.
- lack of ability to kill while chasing (this is because pounce screws up your autoattack because it doesn't have a snare effect like Pentitence or Bite, which allow the attacker to cast the animation and then catch up back into melee range. You can only pounce if you have Cloak of Night or Wand of Speed or they are Rook).
There are two items that you can purchase that fix the first two flaws dramatically and the third somewaht:
- Nature's Reckoning
- Siege Gunners
Siege Gunners have splash, deal decent damage, help push towers, etc. NR is great for farming. Bishops also do nice dps once you get them as well.
I've always imagined Yetis as being basically "mini" demigods. They should do decent enough damage you can't just ignore them (like say, one of Erebus' free night walkers) but not so much that you CAN'T ignore them (like a full horde of Oak Spirits with Ring of Divine Might, full Morale and Gloves).
If I were to redesign them I would do the following (keeping in mind Yetis as a "bodyguard" type role for Sedna, and an infinite budget, and maintaining heterogeneity):
- Limit them to 1 for all levels. Reduce mana costs, and increase hp and armor accordingly (dps could be left as it is or slightly increased - they only do 13 dps at level 1). Have all minion-items have double an effect on the single Yeti. This number could be tied to the skill itself ("minion buffs have +50%/100%/150%/200% effectiveness"). Would be interesting if this also included non-item buffs, such as Fire Aura and Healing Wind.
- Give them 100% cleave from the get go. They are melee and attack as slow as molasses so it's not a big deal. You could link this into a "crit" if a natural cleave is OP.
- Make their pathing not terrible so they can properly chase enemies if you have Boots of Speed/Inner Grace/Wand of Speed
- Provide an "aggro" aura. All non-demigod enemies within 'X' range are provoked into attacking them and will chase them. This includes minions (which counter Sedna). Utilities:
A: Creep wave control. You can draw enemy creep waves away from you or past you (or into towers), while your creepwave moves in on beat on your opponent or attack the other creepwave while it chases your Yeti around.
B: Monk pulling. The aggro range would have to be decently small (like 5-8 yards, which is half of most Aura's range) for this not to be abused, but you can run up your Yeti close enough to a monk to aggro them, then run your Yeti back straight into your towers. If you're engaged with a demigod, they are forced to autoattack your yeti while you beat on him, or lose his monks. Very effective against Assassins
C: Minion-build counter. It really only "delays" them since minions will melt Yetis with their 9000 dps but it still would be useful, especially for pulling to towers.
- Provide a +armor aura for friendly demigods. Synergy with healing wind, and this could be made into the Level 15 skill if that was a big deal (or you could make the Aggro into the Level 15 if everyone screams OP.. which they probably will anyway).
- To balance this, the Yeti must be within a certain range (20? 30?) to Sedna or they suicide.
However, I don't think that Yetis themselves should do very much damage. They should be decently good at farming creeps up to Priests, but shouldn't be much of a threat to Giants (other than making them run around not dealing damage). Note that currently at level 1, one yeti only does 13 dps, which is roughly the dps of a single minotaur creep. I wouldn't have a problem with them keeping roughly that much dps against demigods. You could use Weapon Types to make Yetis do extra damage against minotaurs and minions without being stronger against demigods. Again, I don't think that Yetis should be particularly effective against other Demigods.
If a Yeti is fighting alongside Sedna over a flag, you wouldn't feel a need to kill-it-or-die since it's damage is negligible. However, you might want to since the armor and aggro auras will work in Sedna's favor in the long run. On the other hand, it shouldn't take that long to kill it.
Obviously, this could be terribly imbalanced, or still very UP. But I thought it was a unique way to redo Yetis (even though that would be a LOT of coding, see "infinite balance" above) and I think it would be an interesting way to cover Sedna's flags and bring something unique to the table.