Outpost Rework

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Changelog:

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Primary jungle Outposts have been moved to the secondary jungle

Rosh Pit Outposts moved further away from both Rosh Pits and Twin Gates

Outpost base channel time reduced from 6 to 5

Outposts now grant 300 ground vision

Outposts can no longer be captured, and are now considered faction buildings

Outposts can now be interacted with by the enemy at the start of the game

Channeling an enemy Outpost successfully will now cause it to be inactive for 60 seconds, removing vision and the ability for allies to teleport to it

Outposts are now affected by Glyph, which will activate inactive Outposts and prevent them from being deactivated

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The idea with the Outposts in this new post 7.33 world should be based more on allowing for basic map control that the enemy can only hinder rather than remove, considering the girth of the map. I also thought it would make more sense to have them be faction buildings and for one to be in the triangle rather than the primary jungle due to the Rosh outposts allowing a path there anyway.

The enemy now counteracts potential Outpost usage by deactivating them briefly, which will obviously help vs Roshan, but also controlling the triangle, which should be the hardest place for the enemy team to control in my opinion.

To counteract this counter, Glyph will be able to turn on Outposts and prevent them from being turned off, giving a tool in the toolkit for your team to use them even if the enemy team deactivates them before going to Rosh for example.

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Created 692 days ago

Last edit today

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39 posts made - Member since 2022

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