Passive: Troopers, Jungle minions and Mid Boss don't attack you.
When you buy the item the enemies aren't notified.
Active(cooldown 150 seconds, is not reduced with Item Cooldown Reduction): Plant a trap on a Jungle Minion or Midboss that triggers once the entity was killed. On trigger it curses everyone for 5 seconds (INCLUDING FRIENDLIES) in a 10 meter area and inflicts a -45% Outgoing Damage debuff on the person that killed the entity (in case of Mid Boss debuffs the person that dealt most damage), for 10 seconds.
Curse Snare doesn't go on cooldown until the entity is killed.
This could make rejuv stealing a little easier (if you decide to keep the current rejuv mechanic) and enable new ambush strategies, or show the current location of the enemy.
Since the enemies aren't notified they will have to keep track of enemies' items more in late game, which I think is a good change that incentivizes good macro.
When you buy the item the enemies aren't notified.
Active(cooldown 150 seconds, is not reduced with Item Cooldown Reduction): Plant a trap on a Jungle Minion or Midboss that triggers once the entity was killed. On trigger it curses everyone for 5 seconds (INCLUDING FRIENDLIES) in a 10 meter area and inflicts a -45% Outgoing Damage debuff on the person that killed the entity (in case of Mid Boss debuffs the person that dealt most damage), for 10 seconds.
Curse Snare doesn't go on cooldown until the entity is killed.
This could make rejuv stealing a little easier (if you decide to keep the current rejuv mechanic) and enable new ambush strategies, or show the current location of the enemy.
Since the enemies aren't notified they will have to keep track of enemies' items more in late game, which I think is a good change that incentivizes good macro.