This character concept is a play on deadlocks asymmetry in which your abilities fundamentally changes design-wise and aesthetic-wise based on what patrons you are in the game.
The Druid plays like a steroid version of graves and REM in which you deny the enemies of resources in the jungle, forcing them to band together in mid game to lessen the map pressure created by the character.
Unfortunately, I don't have the time to create a graphics for this suggestion.
Here are the abilities:
The Archmother Druid
Insect Overgrowth— Summon a large mosquito that fly to the targeted area piercing enemies after which attacks on its own. Targets heroes first and foremost.
Vermin Swarm— a movement ability, become one with the vermins and turn intangible with omnidirectional movement. enemies within the swarm gets damage and suffer bleed. The ability become stronger on place of power. can only be damaged by aoe abilities.
Infested District— a domain ability infested by hive with bio-organic appearance resembling calcified husk plastered around the surroundings that spreads slowly until it reaches the maximum area. debuffs enemies by reducing their bullet resist and spirit resist and summons swarm to patrol and defend the area. Maximum amount of 5 domains and will destroy previous domain when casting a new one
Swarm Overlord— teleport to the targeted 3rd skill(Infested District) leaving behind a husk to go back to when duration ends. Teleporting takes time and transform into a flying based chitinous insect that is range with increased Spirit Resistance. If your avatar dies before the timer expires you take damage based on the amount of damage was dealt to you in a short period of time. Your husk is extremely vulnerable during this stage. You are revealed on minimap during projection
The Hidden King Druid
Feral Reckoning— Summon a feral beast that runs to the targeted area trampling enemies after which attacks on its own. Targets heroes first and foremost.
Feral Tide— a movement ability become a part of rat tide turn intangible enemies with increased movement and sprint speed. enemies caught in the tide are damaged and get slowed. The ability become stronger on place of power. can only be damaged by aoe abilities.
Urban Collapse— a domain ability infested by vines resembling ivy that spreads slowly until it reaches the maximum area summons feral creature to patrol and defend the area also creates traps that root or silence or curse enemies. Maximum amount of 5 domains and will destroy previous domain when casting a new one
Manifest Ferocity— teleport to the targeted 3rd skill(Urban Collapse) leaving behind a husk to go back to when duration ends. Teleporting takes time and transform into a land based bestial monstrosity that is melee with increased bullet resistance. If your avatar dies before the timer expires you take damage based on the amount of damage was dealt to you in a short period of time. Your husk is extremely vulnerable during this stage. You are revealed on minimap during projection
A Fates Tale:
There are older maps than the ones you can open.
In one of them—inked in ink that no longer matches any known plant, river, or border—there is a small grove marked in Ireland. Not large enough to matter. Not important enough to be remembered.
And yet it remains.
It does not expand like forests should. It does not die like forests must. It simply persists, as though refusing the idea that time applies to it at all.
Locals speak of it carefully, if they speak of it at all.
A place where the air feels duplicated. Where moss grows in patterns that resemble thought. Where animals avoid paths that do not exist on any human-made chart.
At its center is the Grove.
Or perhaps what remains of one.
No one agrees when they first left the Grove.
Some say they never did.
Others insist the druids stepped out once—only once—into a world too loud, too built, too certain of itself.
That moment fractured something. Because beyond Ireland, beyond the quiet persistence of old land, there is New York.
To the Druid, New York is not a city but a blight that learned architecture.
Its steel-layered over root systems it never asked permission from. Rivers forced into obedience.
Forests reduced to memory and parks. A living thing replaced by something that only imitates life at scale.
And so the Grove reached outward.
Not all at once. Not cleanly. But inevitably.
And here the truth splits. Because the druids of the grove does not act as one will.
There are two ways the Grove remembers itself: Two interpretations of the same becoming. Two rulers wearing the same skin.
Some say the wilderness became something else entirely after the city was first touched. Not a destroyer—but an intelligence; a mind that learned to speak in infestation instead of words.
The Arch-Mother does not burn the city. She reorganizes it from within.
Cells replaced with instruction. Systems nudged into new patterns. People walking routes they believe they chose. Infrastructure that still functions—but no longer for the reasons it was built. Under her influence, New York does not fall. It complies. And the Grove spreads like thought becoming architecture.
Others tell of a different awakening.
One where the wilderness stopped trying to understand the city—and instead chose to reclaim it as something older than it. The Hidden King does not corrupt. He reclaims.
Concrete splits. Roads soften. Steel is pulled back into root and bark. Entire districts collapse not in ruin, but in reversal—like the city remembering it was never meant to stand this way.
Under his rule, New York does not survive. It is unwritten back into wilderness. And the Grove spreads like inevitability returning home.
No one agrees which is which. Because no one agrees whether they, druids, are the ones being that changes or two truths that cannot coexist in the same body.
What is known is this: The Grove in Ireland still exists.
Unmoved. Unfinished.
As if waiting for the rest of the world to either become part of it or be corrected.
And somewhere in New York, beneath layers of glass and noise and ambition, something answers that waiting.
Sometimes it builds. Sometimes it breaks.
But slowly and surely, its root spreads out.
The Druid plays like a steroid version of graves and REM in which you deny the enemies of resources in the jungle, forcing them to band together in mid game to lessen the map pressure created by the character.
Unfortunately, I don't have the time to create a graphics for this suggestion.
Here are the abilities:
The Archmother Druid
Insect Overgrowth— Summon a large mosquito that fly to the targeted area piercing enemies after which attacks on its own. Targets heroes first and foremost.
Vermin Swarm— a movement ability, become one with the vermins and turn intangible with omnidirectional movement. enemies within the swarm gets damage and suffer bleed. The ability become stronger on place of power. can only be damaged by aoe abilities.
Infested District— a domain ability infested by hive with bio-organic appearance resembling calcified husk plastered around the surroundings that spreads slowly until it reaches the maximum area. debuffs enemies by reducing their bullet resist and spirit resist and summons swarm to patrol and defend the area. Maximum amount of 5 domains and will destroy previous domain when casting a new one
Swarm Overlord— teleport to the targeted 3rd skill(Infested District) leaving behind a husk to go back to when duration ends. Teleporting takes time and transform into a flying based chitinous insect that is range with increased Spirit Resistance. If your avatar dies before the timer expires you take damage based on the amount of damage was dealt to you in a short period of time. Your husk is extremely vulnerable during this stage. You are revealed on minimap during projection
The Hidden King Druid
Feral Reckoning— Summon a feral beast that runs to the targeted area trampling enemies after which attacks on its own. Targets heroes first and foremost.
Feral Tide— a movement ability become a part of rat tide turn intangible enemies with increased movement and sprint speed. enemies caught in the tide are damaged and get slowed. The ability become stronger on place of power. can only be damaged by aoe abilities.
Urban Collapse— a domain ability infested by vines resembling ivy that spreads slowly until it reaches the maximum area summons feral creature to patrol and defend the area also creates traps that root or silence or curse enemies. Maximum amount of 5 domains and will destroy previous domain when casting a new one
Manifest Ferocity— teleport to the targeted 3rd skill(Urban Collapse) leaving behind a husk to go back to when duration ends. Teleporting takes time and transform into a land based bestial monstrosity that is melee with increased bullet resistance. If your avatar dies before the timer expires you take damage based on the amount of damage was dealt to you in a short period of time. Your husk is extremely vulnerable during this stage. You are revealed on minimap during projection
A Fates Tale:
There are older maps than the ones you can open.
In one of them—inked in ink that no longer matches any known plant, river, or border—there is a small grove marked in Ireland. Not large enough to matter. Not important enough to be remembered.
And yet it remains.
It does not expand like forests should. It does not die like forests must. It simply persists, as though refusing the idea that time applies to it at all.
Locals speak of it carefully, if they speak of it at all.
A place where the air feels duplicated. Where moss grows in patterns that resemble thought. Where animals avoid paths that do not exist on any human-made chart.
At its center is the Grove.
Or perhaps what remains of one.
No one agrees when they first left the Grove.
Some say they never did.
Others insist the druids stepped out once—only once—into a world too loud, too built, too certain of itself.
That moment fractured something. Because beyond Ireland, beyond the quiet persistence of old land, there is New York.
To the Druid, New York is not a city but a blight that learned architecture.
Its steel-layered over root systems it never asked permission from. Rivers forced into obedience.
Forests reduced to memory and parks. A living thing replaced by something that only imitates life at scale.
And so the Grove reached outward.
Not all at once. Not cleanly. But inevitably.
And here the truth splits. Because the druids of the grove does not act as one will.
There are two ways the Grove remembers itself: Two interpretations of the same becoming. Two rulers wearing the same skin.
Some say the wilderness became something else entirely after the city was first touched. Not a destroyer—but an intelligence; a mind that learned to speak in infestation instead of words.
The Arch-Mother does not burn the city. She reorganizes it from within.
Cells replaced with instruction. Systems nudged into new patterns. People walking routes they believe they chose. Infrastructure that still functions—but no longer for the reasons it was built. Under her influence, New York does not fall. It complies. And the Grove spreads like thought becoming architecture.
Others tell of a different awakening.
One where the wilderness stopped trying to understand the city—and instead chose to reclaim it as something older than it. The Hidden King does not corrupt. He reclaims.
Concrete splits. Roads soften. Steel is pulled back into root and bark. Entire districts collapse not in ruin, but in reversal—like the city remembering it was never meant to stand this way.
Under his rule, New York does not survive. It is unwritten back into wilderness. And the Grove spreads like inevitability returning home.
No one agrees which is which. Because no one agrees whether they, druids, are the ones being that changes or two truths that cannot coexist in the same body.
What is known is this: The Grove in Ireland still exists.
Unmoved. Unfinished.
As if waiting for the rest of the world to either become part of it or be corrected.
And somewhere in New York, beneath layers of glass and noise and ambition, something answers that waiting.
Sometimes it builds. Sometimes it breaks.
But slowly and surely, its root spreads out.