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The tooltip is complicated in this version to be excessively clear on how it works. I'm sure it could be simplified should it be implemented (for instance, it probably doesn't need to mention that it has an arming time. It is a mine after all, and those typically are set as traps and have an arming time) but I feel it's important to be extra when presenting ideas like this.I think it sounds pretty fun! However, the tooltip is very complicated and I think that's a worrying sign when an item is confusing. Also when I think of items, I think of more general, all encompassing game concepts like "silence enemy" or "give someone a shield". Dropping mines sounds like a hero ability more than an item.
You bring up some valid points, and I will agree that I hadn't considered all of these when I first worked the item up. That said, I don't think the item needs to be reworked from the ground up, mostly just refinement.agree with all your points, having the narrow view of "only this set of mechanics may be covered by items" can reduce creativity. however there is precedent for most items currently in the game existing in dota in some form. Something about the semi permanent nature of mines makes me feel it goes against the spirit of deadlock (particularly in item form, heroes are fair play). Something I think about when imagining new items is their primary function which should be a single thing. What should these mines do. Because a 3k item preventing dashes and doing damage and allowing you to setup ambushes is too many things. Sounds like they should be a farming tool. Then why do they have to be throwable, isn't it better to just have it be a weapon damage scaling farming passive? If they also disable, why will anyone take something like slowing hex? Now we have an aoe disable hex that you can plant in advance. Think about how strong this would be around mid boss. Hope none of this is rude or condescending, just have some time on my hands and browsing all the forum posts I've missed the past few months!