smoke of deceit

Markus

Moderator
Staff member
T3 vitality item

+8 spirit
+1 m/s move speed
+5 hp regen
active: make all friendly heroes within 25 meter stealthed for 45 seconds, increases sprint speed with +2 m/s, using any ability or attacking causes stealth to break
enemy heros within 35 meters causes the stealth to break
cooldown: 150 seconds

numbers could be tweaked and stats could be changed
 
I think the game needs more ways to gank people as a team. Sometimes it feels like you and the enemies are staring at each other from opposite sides of the map waiting for the other to overextend. As of now it feels very hard to push into the enemy's territory. Being able to sneakily engage the enemy as a team with something similar to a smoke of deceit would be a great addition to these goals.
 
I think the game needs more ways to gank people as a team. Sometimes it feels like you and the enemies are staring at each other from opposite sides of the map waiting for the other to overextend. As of now it feels very hard to push into the enemy's territory. Being able to sneakily engage the enemy as a team with something similar to a smoke of deceit would be a great addition to these goals.
i agree, but imo i think the game would fair better off with more underground areas for ganking rather then stealth. having stealth even if it breaks within X range is fairly low risk so far since we dont have any "sentry" wards. the underground areas would add more counterplay aswell where enemies can atleast expect it, but it would divide their attention so mindgames would be at play. i think however a smoke of deciet that doesnt make you invisible normaly but makes you invisible on the minimap even if you are close would be more interesting. and make the break range closer as compensation. thats atleast my 2 cents.
 
i agree, but imo i think the game would fair better off with more underground areas for ganking rather then stealth. having stealth even if it breaks within X range is fairly low risk so far since we dont have any "sentry" wards. the underground areas would add more counterplay aswell where enemies can atleast expect it, but it would divide their attention so mindgames would be at play. i think however a smoke of deciet that doesnt make you invisible normaly but makes you invisible on the minimap even if you are close would be more interesting. and make the break range closer as compensation. thats atleast my 2 cents.
How smoke works in dota is that even wards can't reveal it, but as soon as an enemy hero is within a certain distance of you it immediately breaks, it could work similarly in this game.

Anyways my main point was adding more avenues for ganking as a team as it stands now it feels like a lot of the time lategame you are waiting for the enemy team to go on your side of the map and its hard to push into their side of the map because minion vision range seems huge, as well as huge sightlines that aren't in other mobas.

In dota there is limited vision radius, whereas in this game you can see any hero at any distance in a straight line. This makes it hard for team rotations to occur.
 
The more i play the more i want a smoke in the game too. I also like the idea of incorporating the smoke mechanic in the map, using the spirit sewer drains that spawn the power ups to vent among us style. That could be kinda silly, but regardless i agree with having a team based gank mechanic.
 
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