Against experienced players, it’s nearly useless for escapes.
It’s situational on your terrain. If you are in a canyon or flat area, it’s useless.
It’s easily dodgable and ignorable. I’ve not tried opening with it, but every time I use it/see it used, I just shoot past it/move past it. There’s no point to dealing with it. Remember: Once you make the wraith break invis, the decoy is gone.
Spreading out hunters isn’t popular right now. You want them to bunch up so that they can be easily exploded together with your L3 warp blast.
Who doesn’t take rock throw/LS? People with bad aim. You can get more out of aftershock if you can’t aim your lightning strikes/rocks. Bear in mind, “easily” doing damage is the “pro” thing right now.
This is the main problem with Decoy as it is currently above all else: its inconsistent. Its either totally useless or borderline overpoweringly strong depending soley on how smart or dumb its AI decides to be at any given moment. Supernova might have been nerfed into oblivion, but at least in the one or two situations where it still excels, you know for a fact that it will work and have complete control over it. You can’t do that with Decoy, you just have to sort of pray that it doesn’t do something stupid.
That’s why I keep suggesting a simplification of Decoy’s AI. Either run in the direction you choose, or go after a Hunter that you choose by aiming your crosshair around them. Make the latter work through walls so that the Decoy will target Hunters that you smell through walls without having to expose yourself instead of running face first into a wall. And for the love of God, make it so Decoy’s AI cannot follow the real Wraith.
That, combined with swapping some of its damage for a slightly longer duration, would make it way more useful in the long run both as a utility and as a damage dealer. As it stands, you have a nearly useless skill unless you sink two or three points into it that doesn’t even last long enough to move from cover-to-cover without straight up maxxing it out that you have no control over at all once you’ve used it. I’d rather it do slightly less damage but be way more consistent and last long enough to actually distract people for longer than two seconds. Increase its cooldown if you must to balance it out, I’d still rather have one Decoy that I know for a fact will do what I want it to over being able to pop three that will follow me, dash halfway to a Hunter and then proceed to dry hump a wall.
I watched my Decoy swoop in once and down the Medic from full health, and both my reaction and the reaction of the team after the match wasn’t rage, or being impressed at a good play, it was “Wow, the Decoy actually did something useful!” Decoy being useful should be the norm, not an anomaly. Fix that, and you fix a whole lot of the Wraith in the process.
EDIT: As a note, when I say “Fix Wraith”, I mean more making her more stealth focused rather than the current lightning bruiser that she is. I don’t mind that being a lightning bruiser is an option, as she’s got the perfect kit for it, but until Decoy and Supernova get some well deserved buffs, an ambush lightning bruiser is her only viable option. By all means, fix Kraken first. I can actually play Wraith without feeling like a scumbag right now. I’m just spitballing some ideas that might emphasize her assassin side a bit more.
I still like the idea of giving Supernova a slow field…
My wraith build is 2 warp 1 abduct, 3 warp 3 abduct, then all decoy. I can usually get strikes at stage one and win at stage 2 since I barely use decoy anyways, btw I play sky wraith but not the kind who never attacks and always stays in the air.
Leap smash has a slower cooldown out of combat at 20 seconds.
When you are fighting “in combat” the cooldown is much shorter at around 8is seconds. Warp blast, and Charge also have this quirk in order to reduce they run away potential from counteracting the reduced out of combat stamina system.
That is because Rock Throw is a combo finisher, not a builder. You use a leap smash/charge to knock the hunters back into a corner and do like 30% dmg, then you throw a full stage3 rock in their face from point blanck and poof, dead hunter. If the hunter survived your rock, your combo failed and you need to start over.
Also the reason why leap smash has a longer cooldown, is that it’s also an awesome traversal ability, same for charge. These abilities are not made for mainly damage dealing imo, but for putting hunters in a corner/out of sight of the healer so you can use rock throw to finish them. And as mentioned by MisguidedWorm7, in combat the cd is less. Flame breath is for anti cloak and doing AOE dmg and widdle the health of the hunters down slowly. I mostly use this first at multiple hunters, so i get some damage in at everyone. Then you use a charge or leap smash to isolate a hunter and then rock throw to finish them. GG.