Some observations about Mirage, specifically:
#1 Ability (Tornado):
- Essentially a Warp stone + Wraith Ult all in one, with some bullet evasion thrown in for good measure, with an incredibly short cooldown (considering it is not an Ult).
- I believe this ability could do with functioning more like Dynamo's shockwave, something that knocks the opponent up into the air, but not necessarily a hold.
#3 Ability (Djinn's Mark):
- Feels overly strong when considering his base weapon damage.
- Debuff Remover will still consume the stack all the same, making a savvy player waste their time trying to come up with an intuitive counter.
- It also acts as a forced delay for players opting to use Healing Rite to counter the incredibly high base game weapon damage Mirage has in his arsenal, as until the stack is conusmed, you cannot activate Healing Rite without the heal being dispelled.
- The movement reduction is an absolute headache to deal with towards the late game by removing any momentum from the affected player, and it seems almost every shot/every other shot increases the multiplier, so it creates a stun lock of sorts. Excluding the scaling spirit damge side of this ability, the movement reduction alone seems very powerful.
- I believe the cooldown before the multiplier is added should be shorter, and/or the stack should be consumed sooner.
- Perhaps a personal thing for me, but it's kind of annoying having a big purple number sitting on top of the character, especially when there's so little to do to avoid gaining it.
Mirages Base Weapon:
- Coupled with Mirage's 3 ability (Djinn's Mark), Mirage's base weapon hits like an absolute truck across the board: high base weapon damage, large capacity magazine, and a fire rate which is not to be frowned at.
- Early game with one or two tier 1 weapon items, a Mirage missing all of his abilities but hitting a lot of body/headshots is much more dangerous to deal with (for me) than a skilled headshot hunting Lady Geist, Vindicta or Grey Talon who are hitting their abilities.
I'm an average player skilled player who tends to usually top out on my team on whichever PUB match I'm thrown into (as a Lash main) with around 200 hours in the game, so perhaps I'm missing something obvious with regards to a counter, but right now it seems to me Mirage in average hands is wiping the floor with most lobbies.
I'd be interested to hear how everyone else is getting on with him. Thanks for reading.
#1 Ability (Tornado):
- Essentially a Warp stone + Wraith Ult all in one, with some bullet evasion thrown in for good measure, with an incredibly short cooldown (considering it is not an Ult).
- I believe this ability could do with functioning more like Dynamo's shockwave, something that knocks the opponent up into the air, but not necessarily a hold.
#3 Ability (Djinn's Mark):
- Feels overly strong when considering his base weapon damage.
- Debuff Remover will still consume the stack all the same, making a savvy player waste their time trying to come up with an intuitive counter.
- It also acts as a forced delay for players opting to use Healing Rite to counter the incredibly high base game weapon damage Mirage has in his arsenal, as until the stack is conusmed, you cannot activate Healing Rite without the heal being dispelled.
- The movement reduction is an absolute headache to deal with towards the late game by removing any momentum from the affected player, and it seems almost every shot/every other shot increases the multiplier, so it creates a stun lock of sorts. Excluding the scaling spirit damge side of this ability, the movement reduction alone seems very powerful.
- I believe the cooldown before the multiplier is added should be shorter, and/or the stack should be consumed sooner.
- Perhaps a personal thing for me, but it's kind of annoying having a big purple number sitting on top of the character, especially when there's so little to do to avoid gaining it.
Mirages Base Weapon:
- Coupled with Mirage's 3 ability (Djinn's Mark), Mirage's base weapon hits like an absolute truck across the board: high base weapon damage, large capacity magazine, and a fire rate which is not to be frowned at.
- Early game with one or two tier 1 weapon items, a Mirage missing all of his abilities but hitting a lot of body/headshots is much more dangerous to deal with (for me) than a skilled headshot hunting Lady Geist, Vindicta or Grey Talon who are hitting their abilities.
I'm an average player skilled player who tends to usually top out on my team on whichever PUB match I'm thrown into (as a Lash main) with around 200 hours in the game, so perhaps I'm missing something obvious with regards to a counter, but right now it seems to me Mirage in average hands is wiping the floor with most lobbies.
I'd be interested to hear how everyone else is getting on with him. Thanks for reading.