So yeah I came back for a short time.
"Wrath of the Witchwood" splash range increased ffrom 1.5 to 2.5 meters.
"Amalgamate" turned into a slowly-moving expanding skillshot and "Experiment C3" had its scaling reduced and duration prolonging removed in exchange for health based damage to enemy heroes, which also affects the Amalgamation.
"Keeper of the Bog" reworked:
Channel time reduced from 6 to 4 seconds
Groddo is now stationary and creates a bog, which slows enemies in it, acts as bushes (Hagatha sees through ANY kinds of bushes) and spawns
Witchwood Ents when minions die.
"The Bog" talent replaced with "Witch's Bulwark", which is a stupidly strong protection for Hagatha and a lil' periodic damage to all enemies within the bog.
"Draining Vines" talent no longer removes ammo from towers since they don't have it.
"Curse Bombs" talent now procs only if the
Ent was close to Hagatha.
"Blood Grove" talent replaced with "Bewitch", which increases spell damage whenever a
Witchwood Ent is spawned.
"Splinters" talent now procs only once for each
Ent and it spawns 3
Splinters with reduced stats.
First, I feel like the base kit is lacking in direct damage. As far as I can tell the only source of damage is the Ents spawned by Wrath of the Witchwood, which definitely doesn't feel like enough (even summoner heroes like Azmodan and Gazlowe have significant direct damage in the kit). I'd suggest maybe adding a small damage over time to Witch's Curse baseline, and maybe also have Wrath of the Witchwood increase the damage of its special attack baseline (and maybe convert it to spell damage, to synergize with Witch's Curse). As a final note on this, I'm not clear on what exactly "Entangling" on Overgrowth does. Is it just a Root, does it also disable attacks (since it affects structures), and does it deal damage or not? The specifics should be elaborated on.
On another note, I think it's too difficult to spawn Ents in the base kit. The only way is to kill minions with a small area of effect on a basic attack with Wrath of the Witchwood, which seems kind of difficult. Adding more damage to it would help with this, but I might also consider having it spawn an Ent for each enemy it hits.
Just a final note that isn't really a criticism, but Hagatha's hero power in Hearthstone basically has her minions empowering her spells. I think it might be good to have some effect somewhere that powers up based on friendly lane minions and Witchwood Ents besides consuming them for Amalgamate or Sacrificial Pact. Again, this isn't really necessary but I think it'd be nice thematically. And on the note of final notes the hero editor is a bit messed up and defaults the category to a Blizzard Assassin every time you edit it, so you might want to correct that back to a Specialist.
Overall, this concept is very interesting and I like the theme of a sustained fighting summoner with high awareness. I look forward to seeing where the concept goes in the future. (And sorry about the wall of text, I usually end up saying way too much :P)
First, the Gustave talent looks nice but it might be hard to build up to full potential considering how late Hagatha gets it. I'd consider making it easier to stack up, or making it a little weaker and swapping its position with Poison Ivy (that talent looks strong enough to be Tier 6, maybe with a little buff). And another minor note on talents, the numbers on Draining Vines feel weak unless it hits a fully stacked minion wave, which is really unlikely. Maybe increase its base value some, and have it multiply on heroes so it can compete with the other talents in the tier.
Another suggestion, since Hagatha has a lot of synergy with bushes, it might be interesting to add in a talent the ability to make Overgrowth spawn a temporary bush. This could make for some combos with Poison Ivy and Heart of the Witchwood to super Root somebody who commits too much to fighting Hagatha.
Lastly, while the heroics both look nice and match Hagatha thematically, they both look like they'll serve the exact same purpose of just pushing a lane. Even though they feel unique when you get down to specifics, they have the same overall role in gameplay and that makes the heroic choice feel less impactful. Since Groddo already has some Slowing effects, it might be good to tune him more toward disabling heroes than pushing lanes, since Amalgamate already does that very nicely.
This concept is looking really nice and I like all of the changes you've made so far, keep up the good work! And also it's back to Assassin again :P Right now there's a bug on the site that does that every time you enter edit mode, so make sure to watch out for that unless Hagatha's going through a role change.