Stealth Mechanics (Help?)
I'm working on a champion concept and I'm trying to come up with an interesting way to implement stealth into his kit but there are a number of problems when trying to give characters stealth in multiplayer games. I just want some input as to what other people think of this concept, cause in my head it looks good, but I can't be sure myself.
To me, one annoying part about trying to stealth in video games, especially mobas, is proximity nerfs so that when you're within a certain range of your enemy, they can see you anyway. It makes total sense balance wise, especially for heroes with perma-stealth, but also kinda defeats the purpose of stealth in the first place, pretty much making you only invisible to wards.
So my idea is essentially that the proximity works the opposite way? Enemies would be able to see you from a distance but when you get with a certain range you'd be invisible until you attack or are hit by an an enemy. It would give you opportunities for really good outplays, while still being countered by wards/game sense/etc.. I feel it would be a fun way to implement stealth without being too overpowered, which is really hard to do, so any feedback would be great, especially from any Rioters, thanks.
- Wyrin 