Stark Trist
New member
Quantum Flux is a juke + initiator + assassin type item focused on enabling wild team fights and unpredictable escapes.

Roles:
Jukes: This item should pair very well with the juke closets as entering them blocks line of sight. If someone is right on your tail then timely usage of Quantum Flux should place you outside their line of sight. However, if the previous position is observable by another player then the item sound effect will be heard by all. Additionally, footsteps are silenced so it shouldn't be too hard upon successful activation to slip up an opponent.
Ambush: Having silent footsteps doesn't often make a huge difference, but if you want to be sneaky it helps.
Team Fights: Silent footsteps for an initiator is very good. Their aren't a ton of high-value active items to have be silent, but I could see this being valuable in high-level play to provide additional stealth to Warp Stone, Alchemical Fire, Majestic Leap, Infuser, Echo Shard, and Refresher.
Item/Map Interactions (Buffs/Nerfs):
Vampiric Burst: Sound effect won't foil/reveal surprise attack.
Unstoppable: Sound effect won't foil/reveal surprise attack.
Warp Stone: This item is very loud and so having a way to make it silent would be fantastic.
Combat Barrier: Great way to force a refresh on bullet shield every half minute. Should make this item better in early game. Getting this to trigger reliably does mean you've probably dropped out of the lane for a second, but that's not too un-reasonable.
*Teleporter Jukes: Makes dodging a single enemy through a teleporter very easy.
*Slowing Hex: Good usage of slowing hex greatly counters this item.
*Juke Closets: Should makes these way better as a means of evading enemies.
Hero Interactions (Buffs/Counters):
Notes:
Balancing Values:

Roles:
Jukes: This item should pair very well with the juke closets as entering them blocks line of sight. If someone is right on your tail then timely usage of Quantum Flux should place you outside their line of sight. However, if the previous position is observable by another player then the item sound effect will be heard by all. Additionally, footsteps are silenced so it shouldn't be too hard upon successful activation to slip up an opponent.
Ambush: Having silent footsteps doesn't often make a huge difference, but if you want to be sneaky it helps.
Team Fights: Silent footsteps for an initiator is very good. Their aren't a ton of high-value active items to have be silent, but I could see this being valuable in high-level play to provide additional stealth to Warp Stone, Alchemical Fire, Majestic Leap, Infuser, Echo Shard, and Refresher.
Item/Map Interactions (Buffs/Nerfs):
Vampiric Burst: Sound effect won't foil/reveal surprise attack.
Unstoppable: Sound effect won't foil/reveal surprise attack.
Warp Stone: This item is very loud and so having a way to make it silent would be fantastic.
Combat Barrier: Great way to force a refresh on bullet shield every half minute. Should make this item better in early game. Getting this to trigger reliably does mean you've probably dropped out of the lane for a second, but that's not too un-reasonable.
*Teleporter Jukes: Makes dodging a single enemy through a teleporter very easy.
*Slowing Hex: Good usage of slowing hex greatly counters this item.
*Juke Closets: Should makes these way better as a means of evading enemies.
Hero Interactions (Buffs/Counters):
- Abrams: Nice way to leave a fight that's going poorly.
- Kelvin: Makes his ice walking (footsteps) better for sneaking around.
- *Kelvin: Great way for enemies to escape from his dome.
- *Kelvin: Ever wanted to put your enemies on Ice and throw away the key. Well now you can do just that. This could already be done to a degree with Ethereal shift, but this grants some extra value if not affected by slowing hex.
- *Bebop: The cooldown is long, but being able to return from a hook could save your life.
- Haze: Heavy utility to escape enemies. Not quite as good as you might think cause she has a lot of other high value weapon choices.
- Holiday: Great combo with ultimate. Especially if you build her spirit.
- Holiday: Good escape one her ultimate is done, if you live.
- Mirage: If you regret your teleport choices. Here is an escape plan. Also useful if you wanted to tornado the enemy team and escape back to base.
- Lash: Good way to avoid his ultimate in several situations.
- *Lash: Lash is an asshole...
- *Paradox: Very good. Hard countered by Slowing Hex.
- *Pocket: Very good, but probably not needed by most skilled players. Hard countered by Slowing Hex.
Notes:
- Unobserved means that the caster upon using the item is not visible to any enemy players.
- Quantum Flux's teleport sound is muted for the player and their team when un-observed. For the enemies it is silent. Same sound property is applied to other items, footsteps, and mobility sounds.
- Quantum Flux is nullified by slowing hex and cannot be activated while under its effect.
Balancing Values:
- Add 0.2-1.2s activation delay when used under observation. Should probably play a different sound for observed/unobserved anyways.
- Make cooldown be much longer, but half it when un-observed.
- Refreshing Bullet Shield recharge speed/rate is reduced (ie. slower the Veil walker).
- For some characters this item is totally worth 3000, but for most it fits 1250.