Ptarth Ptarth

[MOD] QoT Mod: Focus Mod

[MOD] QoT Mod: Focus Mod

Preface:

I've been keeping up with the current QoT Mods, however I have a different version of what should happen. Instead of making the QoT more competitive with other demigod directly, I've chosen to focus on her strengths, keep her weakneses and make her playing style more unique than other demigods.

Current QoT builds focus on two primary skills: Bramble Shield and Ground Spikes. Instead of making other skills useful to add a dash of into the build, I'm trying to develop something that allows new skills to be the basic of a build. The following is my first draft of it. Please feel free to dl try it out and tell me what you think.

 


Qot Mod: Focus Version
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This is a series of changes to the QoT to make her more competitive. This mod focuses on making her more
extreme. Her open mode is more aggressive, her closed mode is much more defensive.

Her open form is more suited for attack. It now possesses greater weapon range
than Towers of Light and can also kite other demigods better.

Her closed form is more suited for defense. It lost 1/3 of weapon range, but AOE radius doubled. Armor,
regen, and speeds boosts were also applied making it easier for her to get out of trouble.
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Changes

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v1.01
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Added in Fix for Minion +hp Items
Minor Text Fixes in Descriptions

Uproot
Balanced against Circle of Fire
Violent Siege Effect changed from 500/1000/1500/2000 to 600/900/1200/1500 over 10 seconds
Mana cost changed from 400/400/400/400 to 450/600/700/800

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v1.0
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Decreased weapon damage from 135 to 100

Open Form:
Weapon Attack Range increased from 15 to 20. (This outranges ToLs, but not Archer Towers or Fortresses)
Weapon Muzzle Velocity increased from 15 to 20.

Closed Form:
Weapon Attack Range decreased from 15 to 10.
Weapon Damage Radius increased from 1.5 to 3.
Weapon Muzzle Velocity decreased from 15 to 10.
Weapon RateOfFire increased from .66 to .69 (matches default Open Form RateOfFire)
Movement speed increased 20% while closed (7.2 without speed buffs)
Armor bonus increased from 0 to 170 (This is in addition to the 10% bonus). At level 1 she has 550 armor (18% damage reduction) while packed and 330 (11.7% reduction) while open (unchanged).
Health regeneration increased from 10 to 15.


Uproot
Mana cost changed from 425/585/745/905 to 400/400/400/400
Damage remains the same 500/1000/1500/2000 over 10 seconds
Healing affect for friendly towers 500/1000/1500/2000 over 10 seconds
Violent Siege ability added to friendly tower effect
Violent Siege Ability added to all levels 500/1000/1500/2000 over 10 seconds
Violent Seige AOE increased from 8 to 10

Tribute
Changed function to reduce citadel upgrades and item costs by 50%.

Ground Spikes
Changed Armor reduction from 375/750/1125/1500 to 25%/50%/75%/100%
Increased debuff duration from 5 seconds to 10 seconds

Spike Wave
Range increased from 20/25/30 to 30/30/30/30

Bramble Shield
Increased duration from 30 to 60
Absorption increased from 700/950/1200/1450 to 700/1000/1500/2000

Compost
Shambler damage bonus increased from 4/6/8/10/14 to 10/20/30/40/50/60

Entouragehttp://www.mediafire.com/file/djto3izjzjw/QoT Mod Focus Version.zip
Shambler damage bonus increased from 6/12/18 to 10/20/30
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Qot Focus Mod Download v2

Also, if you are interested in a little more color for the QoT, try out this skin mod.

I tend to talk way too much, so I'm going to let the changes speak for themselves. Some things are over the top, but that's what trial and error is for.

Also, feel free to cannabalize any of the code.

 

27,770 views 102 replies
Reply #101 Top

Quoting Ptarth, reply 100
RE: LO

If you are willing, I'd like to get your help to create a number of QoT Balance mods. I think there are lots of different ways to go with it, so variety is (in my opinion) the way to go.

RE: LO RE: Compost

You are mostly correct. The one caveat I have to add is that she would not gain the additional health from the Compost Boost. It would only increase her maxhealth, not her current health. That being said your sigil observation is correct, and intended.

Level 10 QoT (standard load out as specified above) with 4695 Health, 4695 MaxHealth, and 19 Health Regen

With Max Compost (3 ranks + 3 levels from kills), 4695 Health, 7695 MaxHealth, and 79 Health Regen.

With Sigil (+50% health) 8542 Health, 11542 MaxHealth, and 79 Health Regen.

With Priest (reinforcement Heal) or Monk 10%, 1154 Heal per 8 seconds

With Priest (reinforcement Heal and Healing Wind) or Bishop 15%, 1731 Health per 8 seconds.

With Shield IV 1450 every 7 seconds

With Mulch Shambler 1500 every 7 seconds

Of course, this build is 1 Summon Shambler, 1 Mulch Shambler, 3 Compost, 4 Bramble Shield, which uses up 9 points. Which leaves you with no real damage abilities. You'll only get auto attack and minions.

Sure she has health at the level of a citadel for 30 seconds, but she also only does the damage of a citadel.

RE: Ground Spikes

It has a .5 cast time which is useful for an interrupt. I could see swapping it for a slow effect without much problem.

She will suffer a damage loss when converting from removing Armor to +% damage. However, I think that it will make things less expert biased and more friendly to team play. I think that negative armor was an oversight on the GPG and wasn't intended.

RE: Spike Wave

I don't like the idea of Spike wave as an interrupt. It has a relatively short cast time of .4, but it still has to travel towards the target. It feels a lot slower than boulder roll. There should, however, be reason to purchase the higher levels of Spike Wave. Adding on increasing stun length in addition to an increase in slow duration sounds reasonable.

 
End of Ptarth's quote

I'm game for playing with QoT mods, I especially like the purple flower in your ancient shambler pic. Send me a private message with what you have in mind and we can arrange some time to playtest this weekend online if you want. :)

One thing about spike wave, it is an instant attack. With timing you can interrupt a boulder roll. Spikewave isn't going to be interrupted so I am unsure if adding stun is fair.

Reply #102 Top

so.. randomly commenting in this thread after playing QoT extensively.

QoT is fine.  I've used tribute and felt that it has helped.  The only problem with it is that most games don't last until lvl 17, much less last significantly longer, which is the earliest you can really get it (mulch III and goddess are just too good to pass up to get tribute first).  It did allow me to get some nice artifacts sooner than I could have otherwise.

Many people have said that QoT is terrible late game.  I would disagree.  She has 2 weak spots, lvl 9 and 13-14.  @ 10 she shoots up with mulch II and ground spikes IV, and 15 shoots WAY up with mulch III and goddess.  If she can hit 17 and the game is still even, the gold advantage can swing in her favor.. making her stronger every artifact.  Most demigods just ride their lvl 15 ability through the end.. getting stats or something else to fill up talents.

People say that she can't 1v1 hardly anyone.  Again, I find this untrue.  The only people I find it nearly impossible to push out (assuming equal footing) is bots beast.  Fire tb is hard to push out once he gets to 10.  That's about it.  

 

That all said.. shield could use a little buff.. but it's not terrible currently.  It would be nice if mulch did damage right away.. but it's entirely important as it does its damage eventually.  It would be nice if ground spikes was like this:

GS1 : max {375 armor reduction, 25% armor reduction}

GS2 : max {750, 50%}

GS3 : max {1125, 75%}

GS4 : max {1500, 100%}

It would make a huge difference when going up against a lvl 15 beast who stacks armor 1v1.  Currently, you do very, very little damage outside of the damage of gs, spikewave, and mulch.

Even w/out any of that done, I still think QoT is fine and grossly underestimated (although much less lately since people have been seeing the power of QoT  }:) )

 

The build I use is posted in strat section, but to sum it up - shamblers to start for additional damage, then a focus on ground spikes and mulch with just a point in shield until you need to go for goddess.  Then entourage towards tribute after goddess and mulch III.