At first glance I liked it because decoy should be just that…a decoy. But then, thinking on it more…the decoy MUST do some damage because every monster ability does damage and that’s the overall pattern of all abilities being able to dish it out. I wouldn’t mind the decoy attacking the hunters as it does now but I’d like to see a nerf to the damage output…and I’m never one to use the word nerf! Right now players are spamming decoy so much that the decoy usually ends up doing just as much damage, if not more, than the monster itself. I even had one match where I am almost certain everyone on the team died due to decoy + wildlife. However, I have another suggestion to run kinda off yours while not changing the damage output.
What I would like to see is a decoy that acts more like a decoy like you mention…running away from the hunters (not directly towards them) and not engaging the hunters unless they engage first. The decoy could remain visible for quite a long while until it takes damage…then the decoy timer should start, THEN, it can deal damage and fight the hunters as it does now. That would be pretty awesome, because the hunters could see the decoy at a distance and run quite a long ways out in the wrong direction. If they realize what it is before attacking…then they can change their plans…but if they strike and it’s the decoy, then they take the hurt!
Imagine the awesome jukes of a monster gliding by the hunters (deciding not to attack) and the hunters thinking it’s just the decoy!