thank you all for sharing your ideas even though i already made a concept after some time posting this however that is still a work in progress and i'll just gonna let you all know before anything else
some of the details just in case (however, they may probably change):
(Q) Afforestation - works like tranquility with some improved behaviors: grants an active aura for X seconds so expect it's a non-channel which can buff ally units and either birth or revive trees randomly around the caster (where birth and revive is not an instant but takes X seconds to complete so it's not overpowering)
(W) Nature Protectors - works like force of nature with some improved behaviors: transforming of trees is not that instant but will take X seconds to complete and this will not be just Treants but mixed with Ancient Protectors (which requires more time to transform) and do note the trees are vulnerable during that time of transformation so this effect can easily be cancelled via destroying the tree, etc... (gives an opportunity to the opposing player to prevent such difficult consequence) still thinking if the mana spent should be fixed per ability cast or per tree transform.
(E) Stoneshield - increases armor of a target ally unit while increases health regen of a target tree (supposing trees don't have armor) just to give both of them enough durability and under the effects of the shield is to also push the enemies away (knockback) constantly. (preventing melee attacks and for the workers to harvest the tree in this state and that shield will lasts X seconds more for the trees)
(R) Magic Dispersal - target point area of effect. uses X wisps to send in the area and detonate themselves which deals damage to enemy casters (it's a mana to health equivalent) while also silencing them. (if the enemy unit don't have mana then the effect instead will have no damage but still silence)
(T) Hurled Destruction - target point area of effect channel. uses trees around the caster to throw them randomly at the target point which will deal damage and knockback enemies when the tree lands (if the caster is interrupted then trees will just land at their current spots). channeling for X seconds.
Nature Retaliation - passive aura. trees under the effect of this aura will have them X% chance to damage or heal a unit near them by launching projectile. that being said if the attacker is an enemy the projectile will damage and if the attacked is an ally the projectile will heal.
---
about your concept guys just keep sending them in and i'll make sure to put some of them on my to-do list.
lastly, i have feedback to some of yours:
@cleavinghammer
Spore Cloud: Targets an area. Units in the area are slowed, and if still in the area after X seconds, get Sleep cast on them.
any spore cloud model suggestion/recommendation?
also is the sleep mechanic here i assume the same with the melee one? (which makes the target invulnerable for some sec)
Horn of Cenarius: Increases allied HP regen, armor and movespeed when used.
is it channeling?
@KromaticLost
[Whispers of the Leaf]
Passive
Nurturing all life that is sacred, Cenarius' presence inspire wisdom, life and might to all. Cenarius has a chance to revive random allies within his presence, that revived ally gained a temporary increased DEF and ATK boost. Level up to increase it's chance in reviving stronger allies, the reviving range and the buff's duration.
Note: This ability also revives tree, allowing your ally to essentially regain resources around Cenarius. Would work well for a long timed altered-melee maps.
i assume the X% chance here will only trigger at the moment of unit/tree enters within range of the aura and not periodically, right? sounds like the player can abuse the chance mechanic here (like moving Cenarius back and forth) unless we'll make some restrictions like giving a X seconds delay of their removal when they get out of range.
[Jumping Roots]
Active (CD: 10 sec)
Cenarius commanded a line of root that homes to a single target, tangling them and bounces between nearby target. The damage decays afterward for each target caught within it, but all target take the same amount of continuous poison damage afterward, as well as slowing them all down for a short period of time. If casted to a building, this spell will instead become a single target, stopping any action the building's currently doing. Level up to increase it's cast range and the tangled duration.
isn't the tangling mechanic here the same as Entangling Roots which disarms and immobilizes enemy units which makes the effect below
as well as slowing them all down for a short period of time
not effective in this case? unless i just misinterpreted that and we'll just slow these tangled units here without those mentioned factors.
[Hyjal's Wrath]
Active (CD: 60 sec)
Mark a single target, slowing them down and prevents them from casting any spells. If the enemy dies under this ability duration, bounces to another target and decrease it's cooldown for Cenarius to cast. If it expires before the enemy can die however, it will instead cause the unit to explode, draining it's mana and dealing damage based on a percentage max HP amount of the target to itself and everyone else. Level up to allow it to target stronger unit and bounces to one aswell.
Note: This debuff can be removed, but it will explode nonethless and deal lesser damage instead.
should this ability duration reset for that every unit it bounces to?
[Trampling Charges]
Active (CD: 15 sec)
Cenarius call forth upon the spirit of his father, Malorne to charge onward, knockbacking and stunning all enemy that is within the straight line. Deals more damage towards building, and has a chance to completely cancel any action the building is currently doing. Level up to increase it's range and the cancellation chance.
will be eyeing for this model:
Malorne, Great Stag Mount which pretty fits the mechanic unless you have some suggestions/recommendations other than that.
Here's a take of mine! I'm sorry if this doesn't quiet line up with what ya think, but i hope you like it nonetheless! Would love to see how the final product came out as
looks cool by the way plus the effort with each spell description describes it even more