Level 1-
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Pain and Pleasure (Trait):
Quest: Gathering Regeneration Globes increases the heal and damage duration of Anguish by 0.1 seconds, up to 2.0 seconds.
Reward: After gathering 20 Regeneration Globes, Anguish deals 20% increased damage while you are affected by the heal from Anguish.
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Special Touch (Trait): Your Basic Attacks deal 100% increased damage to non-Heroic targets affected by Anguish.
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Distraction (Trait): Applying Anguish to Minions or non-Boss Mercenaries stuns them for 1 second.
Level 4-
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Safe Word (Q): You now gain half of all Armor you strip from enemy Heroes with Venom Spray for 3 seconds, up to 35 Armor.
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Take it Slow (Trait): When Anguish expires on an enemy Hero, their movement speed is reduced by 25% for 2.5 seconds.
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Guilty Pleasure (E): Ecstasy now creates an aura around you, granting nearby allies half of your movement speed increase for as long as they remain in the aura.
Level 7-
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Submission (E): When Anguish is removed from a Heroic target with Ecstasy, it reduces the healing they receive by 5% for every second of Anguish
I still think rolling both active D and E into one ability would be better but thats your choice to keep it that way so thats not a big deal
On Q, With a fixed timer and precondition just removing armor all together for a short period is fine, its like anas grenade that removes all healing for 2 seconds but even harder to do because you need trait first. Group play is REALLY bad talent because 4 more armor reduction is nothing, even if you hit 3 people with it 12 armor is sitll nothing and isnt worth it, ESPECIALLY for a 16 talent. Honestly its not even good as level 1 talent. 4 armor is LITERALLY nothing and would never be the difference to a kill or not outside of super fringe situations where someone escapes at like 1% hp due to armor.
Zuljins 16 talent that makes him bypass armor entirely isnt even that valuable unless its vs garrosh. So yeah, that talent is a trap talent 100% and needs to be redesigned. Like i said, as long as its not 100% uptime as a 100% armor strip it isnt broken or op for a few seconds and wouldnt make or break cassia/uther (but may be a counter).
If youre balancing your R2 around level 20 you should add the cooldown increase to the level 20 talent specifically rather than gimping the 10 version. Like leorics entomb and lucios sound barrier get reduced duration with their 20 upgrades.
Nnext up, I slightly buffed Group Play, making it reduce Armor by 5 per stack rather than 4. This, combined with the prior change to Venom Spray, should make Group Play morw widely usable. And lastly, I slightly increased the damage on Andy's AA, to make it scale a bit beter with her abilities and talents amplifying its power. As a baseline, she should be able to get around 180 DPS from range with both cooldowns popped, and the former changes should make it more than a bit safer for her to pop her trait to sacrifice her healing for more ranged damage.
I hope this addresses your concerns!
Off the bat, things i really like
Q- Simple but it has room to game. Simplying it to say something like removes any positive armor would be more clearer if thats what you are going for rather than 10 armor which is a odd number rather than just temp stopping armor all together. Cooldown is a bit long aswell.
W- reminds me of ivern from league, and ive always liked him. I think the idea of applying your trait first to get the benefit is pretty good but its not entirely dependant on it to be worthwhile. My only thought would be instead of bonus damage, it could apply a slow instead, which would allow you to continue to have uptime on a target if fleeing (uptime leads to more damage so its more valuable, especially for your teammates).
I think the trait and her R1 are both pretty cool, nothing really to note there other than active effect of the trait could just be a baseline thing to give her CDR based on active anguish on her targets per tick. Because it clashes with her E and thats definitely not fun. Having to choose between 2 psuedo dps cooldowns (CDR vs AA and movement speed) is just cumbersome and clunky when using the same minor resource.
Questions on R2. Does it stop once it hits a hero, or does it pierce like alaraks deadly charge? Secondly, i think the secondary effect is too niche. If youre in melee range to apply your trait, youre going to charge past them into danger if you dont already have anguish on (secondary targets)to fear them, since im assuming the distance is static rather than dynamic. Secondly the cooldown is way too long. Almost all damaging skillshot based ults are on a shortish cooldown for a reason with few exceptions like hanzo. 90 seconds is WAY too long of a heroic that can potentially whiff and do literally nothing while also putting you at risk. Honestly R2 is the only ability im not a fan of and could potentially be reworked to something more synergistic with her trait like R1 is.
As for the concerns you have about Andariel, I hope you don't mind too terribly if I go through them and address/accomodate them in a pretty long-winded fashion.
1) I made Andariel's cooldowns so long because I figured that she would be actively consuming her selfheal to bring the cooldowns down to a more manageable level, with her trading survivability for damage and flexibility at a core level.
2) I had her Q place the upper limit at 10 so as not to completely castrate certain heroes' defenses (Cassia, Uther for a couple examples) while still making her effective against them. Plus it gives room later on in her talent tree to work with that mechanic a bit more, as with Group Play and Safe Word.
3) I didn't want to give Andariel a baseline slow because I felt it would be too oppressive when combined with the amount of damage she can put out, her range, and the speed she can gain from her E. Again, the decision was partially made for the sake of talent design space, as with her Q's armor limits.
4) The concern about her trait and her E requiring the same resource has been addressed previously. Ecstasy takes the DoT off of an enemy, while activating Anguish consumes her HoT. There's no interference between the two abilities, beyond her trait possibly making it less safe for her to go in after popping her E.
Her R2 does stop when it hits a hero, more like Blaze's E than anything else. Rather than being a damage ult first, Play Rough's main purpose is the Fear it applies, hence the similar cooldown to Horrify. The slightly longer cooldown is mostly because of the level 20 upgrade causing a Stasis effect on top of the already-large amount of CC it can provide. I'll offer some ideas I'd be happy to inplement for it in a future comment, if ypu're interested in hearing them.