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DarthIronclad

Mirage Touchup/Buff ideas

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Overview

Currently,Mirage is an ok frame,she can be a decent weapons platform with her 1 and 3,but her 3 has inconsistency issues,and her poor survivability makes it kinda redundant.

Her 2 is meh,but can nuke,but only if you are using the augment for her 2.

Her 4 can somewhat CC,but is inefficient as it requires line of sight for the CC effect to work on enemies.

I would buff her base stats,then change her passive,the augment for her 1,a small part of her 2,some changes to how her 3 works with  complete rework of her 3's augment,and a buff to her 4.

Base stats

Normal/Prime

Health 300/350

Shield 350/350

Armor 150/250

Energy 225/225

This will greatly bring up her survivability to average levels.

 

Passive

Being in the light grants 10% ability strength.

Being in the dark grants 10% ability duration.

Does not scale base on light level,being in an area that is barely considered light will still grant the full 10%

Changes to Hall Of Malevolence

Now allows Hall Of Mirrors to be recasted

Still grants the +50% damage from clones

Now grants 30 armor per kill,this bonus caps at +500 armor

Armor gained per kill is affected by ability strength,but max possible armor is not.

Changes to Siege Of Hand

Rigged lockers now trap an enemy that get too close to them instead of detonating.

Lockers with trapped enemies can be hacked by Mirage or her allies to free the trapped enemy which will now fight alongside Mirage or her allies,depending on who hacked the locker. This still works as long as the locker has a trapped enemy,even after the duration is over.

Enemies that are freed have a chance of being upgraded by 20 levels and becoming an eximus.

Synergy

Casting when Ecplise is active will make all booby traps able to pull in enemies, killed enemies dorp orbs which can be picked up by Mirage and her allies, which can heal, if at fulll health, it will grant a mirror shell which prevents knockdown and status effects, picking up more orbs will increase the health of the mirror shell up to a cap. (like iron skin) 

Details

Spoiler

Chance of freed enemies being upgraded are 10%/20%/30%/40%,and is affected by power strength.

Health and mirror shell restored will be 20/40/60/80,with max mirror shell health 2000+frame armor,health and mirror shell gained from orbs is affected by power strength, same goes for max mirror shell health. 

Changes to Eclipse 

Now made more consistent.

Casting/recasting it in the light will grant the full damage buff

Casting/recasting it in the dark will grant the full damage reduction

Can now give the buff to allies within a radius.

Synergy 

Activating Hall Of Mirrors when Eclipse is active will allow all 4 of her clones to fire at the enemy. 

Details

Spoiler

Buff range is 5m/10m/15m/20m,affected by ability range.

Changes to Total Eclipse

Completely reworked

Now allows Eclipse to grant the opposite effect at the same time as the current effect,but at a reduced effect of only 30% of the original effect.

Example,casting Eclipse in the light normally grants the damage buff,but with the augment,it will also give the damage reduction at the same time,but with only 30% of the damage reduction effect you will have if you have casted it in the dark,and vice versa.

Potency of the augment can be increased with ability strength.

Changes to Prism

Detonating the prism will now blind all enemies within a smaller radius within the blind range,regardless of line of sight,enemies past the inner circle will still follow the normal line of sight rules of this ability however.

Overall energy usage of the ability will be reduced, with more damaging beams with punch through being fired from the prism, but at a slower rate of fire. 

Casting it in the dark will do the minimum damage,but with half the energy cost per second

Casting it in the light will do the maximum damage,with the normal energy cost per second.

Synergy

Activating eclipse when Mirage is under the light of Prism will allow Eclipse to use light mode even when in the dark. 

Details

Spoiler

Inner circle range of blind radius will be 10%/20%/30%/40% of the full blind radius,inner circle range will not be affected by ability range however.

 

 

Edited by DarthIronclad

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1 hour ago, DarthIronclad said:

Overview

Currently,Mirage is an ok frame,she can be a decent weapons platform with her 1 and 3,but her 3 has inconsistency issues,and her poor survivability makes it kinda redundant.

Her 2 is meh,but can nuke,but only if you are using the augment for her 2.

Her 4 can somewhat CC,but is inefficient as it requires line of sight for the CC effect to work on enemies.

I would buff her base stats,then change her passive,the augment for her 1,a small part of her 2,some changes to how her 3 works with  complete rework of her 3's augment,and a buff to her 4.

Base stats

Normal/Prime

Health 300/350

Shield 350/350

Armor 150/250

Energy 225/225

This will greatly bring up her survivability to average levels.

 

Passive

Being in the light grants 10% ability strength.

Being in the dark grants 10% ability duration.

Does not scale base on light level,being in an area that is barely considered light will still grant the full 10%

Changes to Hall Of Malevolence

Now allows Hall Of Mirrors to be recasted

Still grants the +50% damage from clones

Now grants 30 armor per kill,this bonus caps at +500 armor

Armor gained per kill is affected by ability strength,but max possible armor is not.

Changes to Siege Of Hand

Rigged lockers now trap an enemy that get too close to them instead of detonating.

Lockers with trapped enemies can be hacked by Mirage or her allies to free the trapped enemy which will now fight alongside Mirage or her allies,depending on who hacked the locker. This still works as long as the locker has a trapped enemy,even after the duration is over.

Enemies that are freed have a chance of being upgraded by 20 levels and becoming an eximus.

Details

  Reveal hidden contents

Chance of freed enemies being upgraded are 10%/20%/30%/40%,and is affected by power strength.

Changes to Eclipse 

Now made more consistent.

Casting/recasting it in the light will grant the full damage buff

Casting/recasting it in the dark will grant the full damage reduction

Can now give the buff to allies within a radius.

Details

  Reveal hidden contents

Buff range is 5m/10m/15m/20m,affected by ability range.

Changes to Total Eclipse

Completely reworked

Now allows Eclipse to grant the opposite effect at the same time as the current effect,but at a reduced effect of only 30% of the original effect.

Example,casting Eclipse in the light normally grants the damage buff,but with the augment,it will also give the damage reduction at the same time,but with only 30% of the damage reduction effect you will have if you have casted it in the dark,and vice versa.

Potency of the augment can be increased with ability strength.

Changes to Prism

Detonating the prism will now blind all enemies within a smaller radius within the blind range,regardless of line of sight,enemies past the inner circle will still follow the normal line of sight rules of this ability however.

Casting it in the dark will do the minimum damage,but with half the energy cost per second

Casting it in the light will do the maximum damage,with the normal energy cost per second.

Details

  Reveal hidden contents

Inner circle range of blind radius will be 10%/20%/30%/40% of the full blind radius,inner circle range will not be affected by ability range however.

 

 

To be honest your suggestions actually sound decent. What your asking for may be somewhat of a buff but at least it would bring her up to the level of others. 

What I tried suggesting was a little more synergy between her abilities. Such as using an ability during Eclipse will add a bonus to them. Such as:

1). Her clones can do a little more damage but also all 4 clones will shoot instead of just the front 2. 

2). Slight of Hand would not only booby trap objects but it would also distract enemies to them. Could even cause the items to drop a unique resource that buffs her survivability by like increasing her armor and health for a short time that scales to a certain point. Once it reaches to the cap they just heal.

4). Prism uses less energy and the beams are thicker and have punch through plus a little more range and damage. 

Something like that. Basically she channels the solar light energy into her abilities similar to what you suggested for her passive. 

The change I wanted for her Eclipse is that when cast in the light you gain a damage buff or damage reduction in shaded areas for the duration of the ability. Versus switching when you step in and out of lit/shaded spots. Reason for that is due to the fact literally one wrong step could end you. Especially with how squishy she is. That would make her ability somewhat better in my opinion in comparison to chroma. People can use that damage yourself excuse but that only requires 5 seconds for me and the ability is basically permanent as long as there is energy lying around which I always have, especially with the duration I have. 

Her Eclipse Augment idea would definitely be a better improvement vs just a slight range increase to teammates. Chroma can do that without an augment and the range is better. I have a selfish build and selfless build for chroma. My selfish build has greater buff but little to no range. 

I also figured to add more synergy is to make her prism flash give her like a few seconds of pure light to make her Eclipse apply the damage buff. Duration would increase the time the lit area stays lit. Range obviously determines how wide the area would be. That would help in darker areas or maps. Like in the plains at night. 

Also due to Ballas saying she “laughed”, I was thinking they could make her do like a little giggle or laugh when casting abilities, similar to rhino roaring and Umbra howling. Make her a more fun character to use. 

But these are just my opinions.

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