Third Eye / Sixth Sense

Amni3D

Member
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Third Eye (1,500 souls)
Active:
You see through walls for 1 second. Revealed enemies are aware they're being watched.
Duration: 1 second
Cooldown: 60 seconds.
Radius: 15 meters.

Passive:
+2m/s sprint speed

[Upgrade] Sixth Sense (3,600 souls)
Active:
You see through walls for 3 seconds. Revealed enemies are aware they're being watched.
Duration: 3 seconds
Cooldown: 60 seconds.
Radius: 20 meters.

Passive:
+2m/s sprint speed
Bullet damage indicates direction of attacker.
Enemy footstep audio volume x1.5


This would come in useful for things such as preparing to steal Mid Boss or knowing when to turn during an escape. I think the premise of this item allows some opportunity to weaken its effects for the sake of balancing (Should vision update after activation, or act as a singular frame snapshot?)

I think such an item could have unique dialogue for Haze, who has likely sharpened this sense due to her training. Seven is another contender, being one of the best mages in history.
 
Ok, but that's too good, and if bought on team scale can be abused really hard to setup ambushes or escape before said ambush is done. Its gonna be everywhere and those who ignore this item will be at big disadvantage
 
Hmmm... Personally I don't think that would be an issue, although it is speculation on my side as well.

If you're seeing a singular radar blimp, by the time you reach your target your information is outdated, and the enemy is aware you're setting something up as a side effect of the ability's usage. A good portion of its utility would likely be escape/bluff, as opposed to camp + dive, with the exception of obvious funnels like Mid Boss.

With existing shop items, in theory everyone can buy items like invisibility, camp, then CC burst within line of sight, but it's not exactly a popular choice. Although the game's balance is always shifting, items go in and out of fashion.
 
People are not gonna run as if they are about to die from simple confirmation that someone is checking up on them. They will be alerted at most, so unless you use it in a situation where someone is in bad position and then get scouted, only then he will run immediately. So still too good for ambushes. Also outdated info can be solved with multiple owners of this item. Just ping target again.
 
Most items in this game become seemingly broken with multiple owners. Imagine a team of 6 knockdowns, which isn't even a very expensive item.

If someone keeps getting jumped by this item, it means the attacker is actively choosing to camp, which is not a feasible strategy. You can already attempt this with Haze's invisibility or items like Shadow Weave- invisibility is even more deadly for dives because you can actually line up instant CC out of invisibility.

Furthermore this item requires additional travel time as you need to navigate around any collision in front of you, and the enemy becomes notified the moment you see them. For dives this would actively be weaker than the existing invisibility in the game.
 
more than 1 knockdown on same target will require high coordination and plan, since its only stuns for 0.9 secs everytime after delay, abusing it in average games is almost impossible. In team coordinated environment it might work, but for 3k a piece, there are better options for a mass buy.
With this item you can scout people on team scale, or even at individual scale - to execute pushes, ganks, ambushes, just scare someone off the big neutral camp and so on. Too much worth from single item and his usability ceiling is too high up for its worth, while unlike knockdown, it wouldnt require much of coordination or risk. you will peek through wall and its better to do with a delay in case on multiple items to track enemy movement.
At best it should also reveal the user for the same duration.

There is no cc from items that prohibit stamina usage, so you can react to ambush everytime. Using cc out of stealth reveals you, so guy can react or stamina spam away (haze first skill wakes after damage taken so you get to use counter measures after receiving little damage)
 
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