Mirage Scarabs + Traveler Rework Idea

Lumirecia

New member
Due to the recent andrew chicken video, i was thinking on what could make mirage more interesting. Andrew primarily indicated that his scarabs and ultimate feel boring and that they leave almost no impression. So i spent some time thinking and here's what i came up with (i added values to the abilities more to visualize the effects rather than to try and balance them properly, so take it with a grain of salt):


Fire Scarabs
Design Philosophy:
Create a synergistic ability with his Djinn's Mark, that fits with mirage's overall theme while retaining the original feel of the ability. -> AKA, sand/desert themed ability that tries to keep enemies in line of sight for longer.

Ability Description:
Shoot a damaging projectile that, upon impact with either a player or the ground creates a quicksand pit which applies an increasing slow over time.
- 2.5 meter radius (4 meters after t1 upgrade)
- 5 second linger duration of the pit
- applies a movement slow that starts at 0% and builds up to 100% over a period of 4 seconds.
- slow takes 0.5 seconds to linearly dissipate
- 75 (+0.8x spirit scaling) impact damage
- Charged (1 charge by default, 7 seconds between charges)
- 30 second cooldown

T1: Movement slow now starts at 25% instead of 0%, +1.5m radius.
T2: +1 charge, enemies in the quicksand will now have their HP stolen at a rate of 25HP per second with a 0.3X spirit scaling.
T3: Quicksand now also applies a dash slow at the same rate as the movement slow. Furthermore, while inside of the quicksand, using stamina will now accellerate the progression of movement slow.


Traveler -> Renamed: Sweeping Winds
Design origin: the natural phenomenon of sand from the sahara desert being picked up in strong dust storms and deposited far away in other countries, also known as "Blood Rain"

Design Philosophy: His ult is loved by many, but is not flashy and does not really contribute to lane. So the goal for this rework is to keep the ult as close to the original while also implementing some power fantasy (aka, make the ability more offensively oriented). And maybe at some synergy with the rest of the kit while we're at it.

Ability Description:
Start a channel to allow yourself to be picked up by the desert winds and transported to a selected location on the map, upon arrival launch a sweeping dust storm around you to deal damage and apply 1 Djinn's Mark stack to everyone within a 12 meter radius.
- 14 meter radius (20 meters after T1 upgrade)
-
120 (+1.5x spirit scaling) damage to anyone in the radius
- 165 seconds cooldown (100 seconds after T2 upgrade) (yes i nerfed the CD cuz the ability is stronger now)
-
3 seconds channel duration
- Application of Djinn's Mark stacks ignores the internal cooldown of Mirage's 3, however, after application normal CD applies/
- Unstoppable during the arrival animation (1.5 seconds)

T1: +6m sweeping winds radius, +20% fire rate for 12 Seconds
T2: +1 djinn's mark stacks applied on arrival, -65 seconds cooldown
T3: While channeling, a quicksand pit (following the fire scarabs upgrade levels) is summoned after a short delay (1 second) within the sweeping winds radius (matching the radius) (2 seconds duration)

Thats all! I hope you like my suggestion. Again, i do want to stress: I am no expert on balancing. I just wanted to make his abilities cooler. The stats are just there to help you visualise how this would work in game. If the core concept were to be taken, but all the numbers and upgrades were different, i count that as a win in my book.

If you have a remark, concern or other piece of feedback, feel free to post it. I am happy to learn. If you liked what i did, let me know then i might adress a few different abilities in the future!

-Lumi
 
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