Garden of Terror Rework by Da Huuuuuudge

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Garden of Terror Rework

By: Da Huuuuuudge
Last Updated: Sep 14, 2018
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Garden of Terror Rework

Not Terrible Edition

As we all know, the Heroes of the Storm Dev Team has just announced their rework to the Garden of Terror, and everyone hated it. Instead of trying to improve on the identity and personality of the Map, they decided to just replace it with a tweaked version of mechanics that have worked in the past. What I hope to do here is create a revision of the original Map that addresses its issues while still remaining loyal to it's core gameplay style.

The classic Day/Night cycle will remain intact, but with a major change. Now the cycle will occur in set time intervals, with the night cycle ending after a set amount of time rather than once all the adds are destroyed. Once night ends, all Mobs spawned by during the night will burrow back into the Earth. To counter balance this, the adds spawned during the night will now roam around the map, aggressively attacking anything that gets to close. There is also an air of Randomness to the Night, with Mobs having multiple branching travel routes and some more rare Mobs not appearing every night.

Can you think of a way to improve on this concept, or is it just as boneheaded as whatever Blizzard is trying to do? Leave a comment below to tell me what you think. Second Opinions are always welcome!

Combat Trait

1
Day Night Cycle
First night cycle happens about 3 minutes into the game. Night cycles last about 1 to 1.5 minutes. After this night cycles happen about every 2 minutes.

Primary Abilities

1
Shambler
Shamblers now roam aggressively, wandering in packs of 3 to 4 attacking any enemies that gets to close. Shambler paths are somewhat random, and will occasionally enter into lane, where they will attack Minions but not Structures. Once the night cycle ends, Shamblers will burrow underground as soon as they are Leashed from combat with heroes, leaving behind a single seed each. Shamblers will not be indicated on your mini map unless seen by your team.
2
Collect Seeds
Collecting Seed will remain roughly the same, collect 100 to summon a Garden Terror for a Team Member to Pilot. Some changes have been made to accommodate the new Day/Night System. Seeds must be collected within 20 seconds of being dropped, or else they disappear. The summoned Garden Terror can now last 1 minutes 30 seconds without a host, allowing you to be a bit more tactical with timing it's use. Your team can only have one Terror available at a time.
3
Garden Terror (Mob)
The Large Shamblers monsters, which I assume are also called Garden Terrors despite having a different Model, will spawn in a large alcove every few nights. Instead of staying put, they will slowly wander the grounds in a set counterclockwise path, wandering in and out of lanes while occasionally stopping to attack nearby Heroes and Minions. It will work very much like how it does in game currently. Once day comes, the Terror will begin a 3 second burrowing channel, losing a chunk of Armor in order to make a last second kill more possible. If it succeeds in leaving the battleground, it will leave 5 seeds behind.

Heroic Abilities

1
*NEW* The Hogweed
On a few nights, a creature called The Hogweed will appear on the map, devouring an unclaimed Mercenary camp, replacing it. Heroes can attack The Hogweed in an attempt to claim the Merc camp. Defeating The Hogweed makes the camp immediately capturable, and empowers the Mercenaries with a stacking poison bonus to their attacks. If The Hogweed survives the entire night cycle, it will instantly Burrow regardless of Hp or combat status, leaving the camp unusable for some time.

The Hogweed is one beefy customer, with a high Health pool for a mercenary and a powerful ranged attack. The Hogweed will occasionally summon a patch of brambles that slows enemies in an area by 30% and applies a stacking poison, lasting 4 seconds. The Hogweed is immobile and Unstoppable. To counteract the limited amount of time needed to beat The Hogweed, it will not recover Health once Leashed and will begin to lose physical Armor once the Day Cycle nears.

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