M0RT3MD3US Posted January 26 Share Posted January 26 There’s also problems with it in the simulacrum as well but imo something in working like voruna’s lycaths hunt ability with better parameters Link to comment Share on other sites More sharing options...
(PSN)waterdog77 Posted January 26 Share Posted January 26 (edited) Get rid of the damage reduction buff in darkness. In higher levels success is more reliant on dps than survivability for most warframes, and Mirage is a light warframe. Shields Rework exist with Adeptation to help with surviving higher level missions including steel path missions. Also abilities based on darkness is off theme for her. I wouldn't mind a rework for eclispe as well to justify it as a helmith ability. Edited January 26 by (PSN)waterdog77 Link to comment Share on other sites More sharing options...
KingArthur-EN- Posted January 26 Share Posted January 26 Honestly I would prefer the ability was reworked, as the tap and hold option would simply mean it becomes purely used as a damage boost. However I must admit the tap/hold option is an extremely easy way to provide a huge fix. Link to comment Share on other sites More sharing options...
Zext Posted January 26 Share Posted January 26 Toggle would be ok, but I would make sure that it gets some kind of conditional in place that would let it still keep its power in general. Just making it a buff you can just turn on whenever at the numbers/strength it has would just make it eclipse(heh) pretty much everything, by a lot. The pillars of light is a nice idea, as it keeps the concept of positioning for damage or defense. Any other idea that reflects positioning would work too. Link to comment Share on other sites More sharing options...
-m4dh3x- Posted January 26 Share Posted January 26 Fix level lighting on all tilesets, and let players git gud. Kekw. I think Eclipse is a very creative move. And having to stand in light or shadows adds to the difficulty level for the player to use its powerful upsides. Giving people the option to flick it like a lightswitch feels just too easy. . Link to comment Share on other sites More sharing options...
(PSN)LCTM-_FRANKIKI- Posted January 26 Share Posted January 26 Duro Link to comment Share on other sites More sharing options...
(PSN)New_Machabee Posted January 26 Share Posted January 26 Toggle for sure! Thank you for fixing this! Link to comment Share on other sites More sharing options...
CS_Hatchet Posted January 26 Share Posted January 26 I think that a tap/hold system would be best for this ability; the most frustrating aspect in many games is when something is inconsistent, so going around that would be amazing for QOL. Link to comment Share on other sites More sharing options...
Sztoli Posted January 26 Share Posted January 26 Toggle with colors setting (just like chroma for example) Link to comment Share on other sites More sharing options...
Crepuscule Posted January 26 Share Posted January 26 Please make it TAP/HOLD. Doing so, I don't mind a % damage or duration reduction in its helminth form for better utility/usability. Link to comment Share on other sites More sharing options...
K1llerB1 Posted January 26 Share Posted January 26 Toggle would be perfect Link to comment Share on other sites More sharing options...
MaggotInfested Posted January 26 Share Posted January 26 MAKE IT TOGGLE AND RELIABLE!! Also please don't nerf it for mirage. Making it useable isn't warrant for a nerf 1 Link to comment Share on other sites More sharing options...
LunarApollo Posted January 26 Share Posted January 26 Toggle and reduce the potency for helminth Link to comment Share on other sites More sharing options...
ninjakivi2 Posted January 26 Share Posted January 26 Tap//Hold seems the easiest, the idea of playing with was never fun for me, especially in open worlds where you don't really have a choice over lighting conditions. Could Also make it so you get a fixed buff after casting for X seconds, so you can choose to stand in light/dark and casting the buff will probe the light around and give yo a fix buff for the duration. There could be a new 'light' gauge on display at all times to indicate what buff you'll get once you cast the ability. Also, why isn't mirage's Helmith buff nerfed as Rhino's Roar? It should be cut by 50% and that would balance it in my opinion. Link to comment Share on other sites More sharing options...
Drunkenexo Posted January 26 Share Posted January 26 (edited) Tap Hold toggle Edited January 26 by Drunkenexo Link to comment Share on other sites More sharing options...
ChaosTheNerd Posted January 26 Share Posted January 26 Mirage main here for 5 years and on going, while the light and dark effectiveness was a nice feature, in the current day and age with the lighting updates, eclipse has became far too unreliable and inconsistent as an ability to exist in the current meta. Reworking the ability is an option i think is too drastic given how well eclipse synergizes with her kit fixing the lighting for the ability would be a neat change would be abit much in terms of labor for something that I believe doesnt need an extensive rework Making the ability toggleable would be the BEST option in my opinion as it makes mirage's survivability more reliable with being able to use damage redurction all the time or permamant damage buff. Granted that would require a nerf to the helminth version, but i consider it a benefit for the frame who had and needs the bility first over any other. I vote for toggle! Link to comment Share on other sites More sharing options...
0Howl0 Posted January 26 Share Posted January 26 Tap/hold would make the ability much more consistent and pleasant to use. Nerfing the Helminth version makes sense, could also nerf Eclipse in general and give Mirage specifically a synergy to buff it to current levels. Link to comment Share on other sites More sharing options...
StarKPrime50 Posted January 26 Share Posted January 26 Make Damage reduction scale with duration and keep light buff change ability into double tap single tap active damage buff double tap u get damage reduction for helmeth make it ability cost less energy with decent ability effectiveness Link to comment Share on other sites More sharing options...
Conqveered Posted January 26 Share Posted January 26 First choice: Make it a toggle/cycle and nerf the helminth Second choice: Rework Link to comment Share on other sites More sharing options...
DecoyDestiny Posted January 26 Share Posted January 26 I think that if you change to tap/hold would be nice and should be able to get both buffs simultaneously. If given the option for mirage people are only going for a damage buff from a damage frame. I would suggest neither fix lighting or rework the ability. I suggest including the damage buff in her passive and give a CC ability that interacts with her 4th ablitity. maybe like octavia mallet. 1 Link to comment Share on other sites More sharing options...
AGingerMonster Posted January 26 Share Posted January 26 I Propose: make the ability a hold/toggle, but make the helminth version only allow one version at a time based on your emmissive, reusing the logic of chroma's ward selection and equinox's default form. reducing the usability to just bonus damage or bonus DR when on the helminth would be the ideal fix, especially if the damage was capped to, say +100%. 2 Link to comment Share on other sites More sharing options...
RusStarik Posted January 26 Share Posted January 26 (edited) My stupid ideas. 1. Fix it, for future proofing any other illumination based abilities, enemies, mechanics 2. Make Eclipse a tap/hold ability. You toggle the effect on/off by holding it, and with a tap it scans surroundings and highlights "dark" and "light" (not necessary illumination) zones around you for a few seconds 3. Both Edited January 26 by RusStarik 3 Link to comment Share on other sites More sharing options...
Robot_Phoenix Posted January 26 Share Posted January 26 Either make it toggle Or how about when you press the ability, depending on where you stand, it will start charging the buff and when it is charged, it will give you the maximum intensity of that buff for a period of time. 1 Link to comment Share on other sites More sharing options...
Gormlinder Posted January 26 Share Posted January 26 Either tap/hold (or toggle) or some kind of redesign. I really liked Pablo's suggested "increased dmg when you're not taking damage, dmg reduction when you're taking damage." Link to comment Share on other sites More sharing options...
EdoYoshi Posted January 26 Share Posted January 26 A toggle would be the easiest fix but there should be something added to balance it, like more consistency for a slightly lower damage boost. Link to comment Share on other sites More sharing options...
Recommended Posts