Movement speed is very important in Demigod. It can be the most decisive factor when you chase down a fleeing enemy DGs or try to retreat yourself. Moreover, the faster you are the better you can adapt your strategy like taking flags, changing lanes or going back to refill at your base. This is a short list of movement speed related skills for each Demigod:
- Regulus
- passive speed reduction of enemy (Maim).
- active speed reduction of enemies (Shrapnel Mines).
- Unclean Beast
- high starting speed (6.3).
- passive speed increase (Inner Beast).
- passive speed reduction of enemy (Diseased Claws).
- Sedna
- passive speed increase (Inner Grace).
- Torch Bearer
- Ice TB has passive speed reduction of enemy (Permafrost).
- Fire TB has passive speed increase (Fire Aura).
- Lord Erebus
- high starting speed (6.3).
- active speed reduction of enemies (Bite).
- Oak
- active speed increase (Surge of Faith).
- active speed reduction of enemies (Pentinence).
- Rook
- low starting speed (5.4)
- active speed reduction of enemies (Hammer Slam - Dizzying Force).
- passive speed reduction of enemy (Archer Tower - Poisoned Arrows).
- Queen of Thorns
- active speed reduction of enemies (Spike Wave), but only in open mode.
Now for my idea, which is of course related to improving the playability of the QoT.
Imho it would be fair and interesting to give the QoT's Bramble Shield a movement speed related side effect. That's because every other active support skill already has multiple very advantageous side effects (at higher skill levels):
- Sedna's Heal
- removes all debuffs
- deals area damage
- Oak's Shield
- removes all debuffs
- makes temporarily immune to debuffs
- heals
For a Shield it would be quite fitting if it could reflect the effects of movement speed impairing attacks (Maim, Shrapnel Mines, Diseased Claws, Bite, Pentinence, Dizzying Force, Poisoned Arrows and Spike Wave). The attacker, or in case of Regulus' mines the surrounding enemies, should be slowed instead of the Shielded Demigod.
I think such a mechanism would improve the QoT's support role (which definitely is too weak at the moment) and teamplay while not being too strong.
Another idea would be to make Shielded Demigods immune to interrupts.