Good Morning,
So, let's sum up the comments to date, and my responses. I now get to talk too much.
Overall:
Buffed too much
You are crazy
Pt: Perhaps, but I'm also seeing a lot of incomplete theory craft. This mod changes a lot of things that we take for granted for the QoT. I'm not saying it isn't too buffed, it is. However the changes are worse/different than any one so far has imagined.
Ground Spikes
End game only, useless against towers
Nerfed
Debuff is too long
Pt: So the Skill is too good and useless. Sounds perfectly balanced, eh? The damage on it is rather subpar, as always. The creep slaying ability is retained, however the closed form AOE makes autoattacking grunts a better option. As it stands the debuff has NO effect on towers, but will really impair armor users. It doesn't really effect health stackers, except that they will take lots of damage from creeps and minions, which the QoT now has (check out the overpowered compost).
Uproot
Still not using it
Ground spikes and minions are still better
Pt: This is so over powered, I'm sad no one complained yet. It does 2k aoe armor-immune damage for 400 mana at max level. It absolutely destroys tower rooks. It also makes defending at your own tower hazardous forcing you to come out to engage the queen or retreat back to crystal, and maybe even lose your tower.
Shamblers
60 extra damage at max compost is too powerful
240 extra damage for compost is too much
Pt: It is both worse than you think and not quite as bad.
The worse. It is a 240 dps boost from compost (60 per shambler), another 120 dps boost from Entourage (30 per shambler), the possibility with removing all armor from the targets (New Ground Spikes), and 120 dps from base Shambler stats. Which means 480 ranged, aoe, armor-immune (with Ground spikes) damage. All for the low, low price of 10 skill points (14 if you want armor immune attacks).
The not as bad.
The QoT lost some of her DPS, she now does ~70 DPS at level 1, ~250 dps at level 20. For comparison other demigods have ~100-120 dps at level 1 (curse you UB), and ~300 dps at level 20 without using skills or armor. This is largely an early game loss.
Damage advancement for minion buffs tend to be around 10-20 dps for a new minion and 5 dps per additional buff level after that (moral is +4 per level, idol upgrades tend to be around +7, vamp upgrades + 4, equipment buffs vary). The effect of her Shambler specific upgrades is to give double the typical bonus to minions, but ONLY to shamblers, which currently are limited to 4. I figured it was an even trade.
Consider that Vampires do 250 dps, don't cost anything, and come with an demigod that has great speed and many stun options (with armor reduction on one). (They are also non AOE).
Consider the Oak who gains 180 damage price from Soul Power for only 7 skill points.
The cost of these 480 ranged, aoe, armor immune attacks is not cheap. A base cost is 10 skill points, 4 more for ground spikes, 4 more for consume shambler. That's 18 right there, with no shield. So you can have potentially really good minions at level 18, but nothing else. I thought it an interesting potential for a build, and I'm not convinced yet that it would be worth the sacrifice.
Regular Attack
Closed AOE removes micro which is bad
Closed range reduction removes closed build opportunities
Pt: I don't like excessive micro, and I will do my best to reduce it.
The closed form now shreds creep waves. Four attacks will kill most of the minotaur warriors (all of them if you micro).The loss of range means that you'll have to switch forms to poke the enemy, but with 15 range, you can afford to do it.
The open form is obscene when it comes to ToL. You can't hide behind your tower now, because the QoT will eat your tower if you let her. The enemy has to either engage you (in which you can go closed and run away at 7.2 speed), go back to crystal (and lose lots of tower health while she creeps and destroys your tower), or stay put (and potentially suffer uproot damage).
These changes also open up the possibility of stacking +attack items with the QoT to grant the power to dominate creeping even better than the TorchBearer. Overall, it creates a very different QoT.
Entourage
Okay now
Pt: This is the same important damage buff (+10 per skill point) that compost recieved (not quite exactly, but close enough. Compost allows you to get 2 more levels than the skill points you have invested, so 30 dps per shambler at level 1). See my Compost notes for my comments. It is also interesting that no one was impressed by this one.
Spike Wave Range
30 is too much
Pt: Spike Wave's range has been always a little longer than it seems. I made this change to allow for easier targetting of a skill that already went far enough. This really wasn't an important change.
Bramble Shield
Still doesn't fix it
Pt: I made changes to improve Bramble Shield, but not to make it 50% of the skills the QoT uses. It should be considered a pre-combat potion or ablative armor, nothing more. With the other skills I want to see something besides builds comparisons that argue if you should level Ground Spikes or Bramble Shield at level 1.
Tribute
wow
Giants for 3k
10 or 15% is good enough
Pt: Do that many games really last until level 15 without anyone getting giants? Really? The main use I envisioned for this was for nonmainline items and upgrades getting into play. I'm still not convinced it would work out. Feeding gold to your QoT would only get you a ~20% gold bonus (lose some for selling the items first). It really does come too late for what it is.
Violent Siege
Pt: I haven't replaced it with anything yet, Any ideas?
Looking back of this giant wall of text I feel that I really do write too much.