There have been a few posts here requesting a smoke of deceit-like item, but I'd like to make a case for a couple of changes to the way such an item would work as opposed to a more or less straight port from dota.
1. I dislike the idea of a teamwide smoke item. For a teamwide smoke ability, I'd prefer something like an objective or structure like as suggested in this thread. I'll elaborate on my reasoning down below.
2. I do like the idea of a limited smoke item -- I'd suggest something that's around 3K souls and has a long cooldown (3 minutes?), and allows the caster to target a single allied hero to smoke both the caster and the target. Additionally, upon smoke break, I'd suggest that the enemy that broke the smoke to be pinged on the map, since there's so much more verticality in deadlock than in dota and it may not be immediately apparent where the break happened from.
I think deadlock has encouraged a lot more solo/duo roaming as compared to dota, and that's a part of the game that I like a lot. This kind of 2 person smoke would encourage that kind of playstyle. Additionally, if smoke worked as a teamwide item, then imagine buying 6 on a team and using them over and over again, it could get oppressive.
I think my suggested smoke also more elegantly balances things by not needing to introduce consumables, or team item limits like some of the other threads have suggested. A common complaint my friends have about dota is that there are a lot of small, annoying edge cases with regards to some items having limits, some being buyable only after X minute, etc. So the longer we can go in deadlock's development to avoid that, the better imo.
What do others think? Am I off base here?
1. I dislike the idea of a teamwide smoke item. For a teamwide smoke ability, I'd prefer something like an objective or structure like as suggested in this thread. I'll elaborate on my reasoning down below.
2. I do like the idea of a limited smoke item -- I'd suggest something that's around 3K souls and has a long cooldown (3 minutes?), and allows the caster to target a single allied hero to smoke both the caster and the target. Additionally, upon smoke break, I'd suggest that the enemy that broke the smoke to be pinged on the map, since there's so much more verticality in deadlock than in dota and it may not be immediately apparent where the break happened from.
I think deadlock has encouraged a lot more solo/duo roaming as compared to dota, and that's a part of the game that I like a lot. This kind of 2 person smoke would encourage that kind of playstyle. Additionally, if smoke worked as a teamwide item, then imagine buying 6 on a team and using them over and over again, it could get oppressive.
I think my suggested smoke also more elegantly balances things by not needing to introduce consumables, or team item limits like some of the other threads have suggested. A common complaint my friends have about dota is that there are a lot of small, annoying edge cases with regards to some items having limits, some being buyable only after X minute, etc. So the longer we can go in deadlock's development to avoid that, the better imo.
What do others think? Am I off base here?