As most of you will know, Decoy will have new mechanics soon. From what it looks like on a dev’s post, the real one will stay visible. If so, I have to say, I dislike the idea. But it could be wrong, in which case, the following is to be seen as a suggestion for Wraith’s adaptation Decoy. But nonetheless if Decoy has no invisiblity anymore and the adaptation would, I am also suggesting to switch these abilities once the adaptation is ready.
But let’s get to the real suggestion here: Decoy on a Leash.
The basic idea behind this is, that the decoy and the real Wraith can’t be further apart than a certain distance before the Decoy breaks and Wraith becomes visible again. This is to prevent Flee till 3 strategies and enforce the use of Decoy in combat.
To further disable hiding in bushes while invisble, the Leash that connects Wraith and Decoy, which should be invisble during the Decoy, becomes visible for a short time, once the Decoy ended. (0.5 - 1.5 seconds). This would point towards the real ones location, thus give the hunters a clue where it is hiding/ from where it will start an ambush attack.
Speaking of the ambush attack, I imagine the damage of Decoy to be as follows: The Decoy itself has no hitboxes, can not do any damage or knockback. Instead the real one has the chance to use a stronger melee attack once. This would of course uncloak Wraith.
About the cloaking: Shooting Wraith does not reveal her, but recieving a certain amount of damage while cloaked breaks it (similar to Mimic and the real Gorgon). Distancing too far from the Decoy breaks it. Performing a melee attack or ability breaks it. Using a traversal does not break it but leaves a trail. Feeding does not break it.
In addition to this, I have in mind to make it a high risk, high reward ability: The damage that the first melee attack deals, builds up over time, making it strongest shortly before the time runs out. But also the amount of damage the real one can take before uncloaking decreases over time. Like that a late attack does heavy damage, but even a Napalm grenade could end the decoy immediatly, resulting in no extra damage.
Now lets get to the Stats, that I think of:
Duration: 6 seconds
This is about what a 2 Point Decoy lasts right now and a 10th of a dome. This increases with Mastery.
Coolown: 20 seconds
Slightly less than right now, provides 3 Decoys in a dome
Bonus Damage per Duration/ Ability Points
0.0 sec - 1.5 sec: 60 / 62 / 66 > 1.5 sec: 120 / ... > 2.0 sec : 180 / ... > 2.5 sec: 240 / ... > 3.0 sec: 300 / ... > 3.5 sec: 360 / ... > 4.0 sec: 420 / ... > 4.5 sec: 480 / 496 / 528
This stacks with Melee damage and the initial pounce damage. The maximum with a heavy melee (248) is 776. Provided that Stage 3 melees get about 10 to 11% stronger in the future, this results in 800 to 803 (Rock Throw/ Shield).
Leash Range per Ability Points: 30/ 37.5/ 49.5
With this range, the maximum distance that you can get away from your Decoy would be about half the diameter of a dome.
Sufferable Health before Cloak breaks per Ability Points: 320/ 400/ 528
This health starts to decrease after 1.5 seconds with 12.5% per 0.5 seconds. It stops decreasing once only 12.5% are left. Then even Caira and Lazarus can break the cloak in very short time (66 health).
Duration on which the Decoy dissolves and the Leash becomes visible: 1.5 seconds
This gives the hunters an idea where the real Wraith went