A replacement idea for the vet stealth: holographic decoy

so i STILL standby the fact that vet stealth is just bad and even if it was made good, it would be the same problems the longer aura caused on zealot all over again but WORSE frankly and i feel theres a much cooler and more interesting ability replacement idea for it after giving it some time to think.

at first i thought to just make it basically the scums rampage but let it trigger on ranged hits too and that instead of damage, it would buff attack speed, reload speed, and swap speed as well as have nodes to boost toughness dmg mit and move speed and stuff while also having maybe an innate toughness regen %/second at base but than i did come to realize that is kinda just boring and that instead, what if we leaned into tech a high level gaurdsmen might be given since they also get to use stuff like plasma guns and bolters being a holographic decoy.

it would function basically like a grenade where you toss out the holographic decoy disc and than it would last for a similar duration to ogryn taunt with maybe like 2 to 3 taunt waves just like ogryn BUT its sub nodes would be what make it notably different as at base, it would give JUST YOU maybe just 2% toughness per stack but it would stack up to 8 times with the stacks being gained based on how many enemies are distacted and in the attacking enemy slots around the decoy so ranged enemies dont give you stacks.

its first subnode which can always be taken and isnt locked out like the executioners stance aura highlight would grant the same buff to your allies in coherency simply helping boost team survivability further with its the second and third nodes that make it interesting being that you have the choice to have the taunt pulses affect EITHER ranged enemies like shotgunners, gunners, snipers, reapers, and general ranged enemies while having maybe even double the taunt range against specifically only ranged enemies OR you can have the taunt draw the aggro of elites like ragers, maulers, crushers, and bulwarks basically bein the choice of " do you want less melee armor to have to dodge OR do you want enemy ranged to be shut down for good?" with the cooldown of course would be HELLA long and its more of a “we hit a dense pack, time to make some space” type ability kinda like the chorus of the faithful from zealot and paritally you could even say just a ‘oh crap’ button but i feel it leans into the resourceful and well equipped veteran who hasnt just earned their stripes but has earned the gear they are allowed to carry into battle and uses it to overcome being techincally just a ‘regular guy’ in a world of demons and monsters ripping through the fabric of reality to kill you.

i just realized an addition to help balance it even further being that sure, the enemies we fight ARE brain dead and in many cases, probably LITERALLY actually so maybe for all melee eneimes that arent pox walkers, they have a 50% chance per attack to realize that the hologram is fake EXCEPT crushers and bulwarks which would likely have a 25% chance to realize it while ranged enemies will only shoot one volley of ammunition into the target when taunted so its not infinite BUT it certaintly still is good and given that hte vet has smokes, i feel it only eating one volley from a gunner feels fair while maybe shotgunners and snipers have maybe a 75% chance to realize that its a hologram per shot so its not gonna eat THAT many shots from them either.