Tree Tiers + Ability Interactions

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210

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Description

Idea: Trees have 3 different general variants - Normal, Old Growth, and Elder.

-Normal trees are what we are used to, both in size and impact on the game.

-Old Growth (OG) trees spawn peppered throughout the map (I'm thinking 30-40 total) and are about 1.2x the size of normal trees (they'd also ideally be subtly visually distinguishable from normal trees). They also cause stronger effects when tree-interacting abilities are used on them. OG trees regrow as normal trees, meaning that no more OG trees will spawn during the course of the
game.

-Elder trees are pseudo-buildings that are significantly taller and wider than normal trees and are placed at very specific points on the map ( like 4 or 6 total, it would require some balancing work). They generally cause even stronger effects when targeted with tree-interacting abilities, and cannot be cut. Any item or ability that would normally destroy a tree will instead shake an Elder Tree (so that Monkey King can't abuse them).

Specifics/Reasoning: I was thinking that it'd be cool if the height of a given tree could impact the effects of abilities like Eyes
in the Forest, Tree Dance, and maybe even Nature's Call. With these three types of trees, players of those heroes have an
extra level of strategy on the map. Old Growth trees specifically will force players to decide whether it's worth permanently destroying an OG tree that's in a good location in order to make a play. This would all require an overhaul of the tree models, but I think it'd be worth the effort.

Ideas for Hero Specifics:

I'm mostly limiting this to abilities that would semi-logically be affected by the size/stature of the trees they interact with. Things that just destroy trees will not change, other than that some abilities won't be strong enough to destroy OG trees and some will. I don't know.
Also all trees that are created by abilities/items will be normal trees.

Monkey King
Tree Dance
-Base vision/tree target radius increased by 15/25% (doesn't amplify bonus cast range from items) when perched on an Old Growth/Elder tree. Primal Spring cast range not affected.
-OG and Elder trees will shake (if OGs are not destroyed; see above) when affected by an ability that would normally destroy trees, causing Monkey King to fall to the ground and become stunned as if the tree was cut.
-Custom animation: Monkey King will hold on to the trunk of an Elder tree during Tree Dance instead of perching on top of it.

Treant Protector
Nature's Guise
-Nature's Guise works within 300 radius of Elder trees (that's 2x the search radius for normal trees). Old Growth trees are unchanged.
Eyes in the Forest
-Vision/Overgrowth radius increased by 15% (Old Growth) - Cannot be cast on elder trees.

Timbersaw
Flamethrower
-Old Growth trees will burn for 8 seconds before being destroyed instead of the normal 5 (for dramatic effect).

Nature's Prophet
Nature's Call
-Old Growth trees count as two trees for the purposes of Nature's Call. Elder trees count as one tree, but will spawn a Greater Treant instead of a regular one (maybe too OP).

Tiny
Tree Grab
-Old Growth trees give an extra 35 attack range when held by Tiny using Tree Grab. Elder trees obviously cannot be grabbed.
Tree Throw & Tree Volley
-Thrown Old Growth trees travel at 75% speed but hit for 112% of Tiny's damage (instead of 100%).
-Elder trees cannot be thrown using Tree Volley.

Windranger
Shackleshot
-If targeting an Old Growth tree, the latch angle will be increased by 10%.

CREDITS

Created 885 days ago

Last edit today

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14 posts made - Member since 2022

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