Forum Discussion

Re: Mirage Buff

@WolfReccless I disagree with your idea because I don't think it's very good = closed minded. Closed minded would be that I never even considered your idea. I did, and gave my reasons as to why I think it's bad.

His decoys are decoys, not shields or weapons.

23 Replies

  • Anlbrd's avatar
    Anlbrd
    6 years ago
    @WolfReccless There's no solution to a flat-out disagreement mate. You think it's a good idea to fundamentally change the character to have a damaging/shielding ability and I don't. It's a difference of opinion, not a mathematical formula.

    Shatter away 😛
  • Dude you sound so ill minded. Mirage is an offensive Legend. This is an offensive tactic. It coincides with his overall makeup. There's set limitations. Get off your high horse 😊

  • Anlbrd's avatar
    Anlbrd
    6 years ago
    @WolfReccless Your idea is to give damage REFLECT to someone. Have you played this game? :P Whether I'm mentally ill, on a high horse or closed minded : this idea is putrid.
  • Yeah Mirage is already in a pretty good place right now, I think this buff would just make him stupidly OP.

  • @WolfRecclessHey guys let's cool it don't be rude! They will delete this post keep the close minded saying's and more to yourself wether true or not or over stating or not everyone has there own opinion respect that! But still hear the idea in full agreed? I agreed with both of you and thanks {anlbrd} the 2 decoys I still think will balance him perfectly enough,
    and as for the damage part remmeber what I said last time bro? {alnlbrb} I agree he shouldn't be able to be a shield but a 1 bullet or 2 \ being able to enter trap zones should be the way to go IF this was added{wolf}, anything more would be to OP and 100% a sheild for him but I agree with both of you overall cause both have fair points and maybe this post here can be the middle ground.

    2 decoys- only can take {1} bullet for you at Max 2 maybe... \be able to enter trap zone for a second so it seems like real one......any more not good and make him to OP..... Or just be able to enter trap zones with 2 decoys would be good enough honestly.

    Let's keep love and light on instead of off☮️

  • WolfReccless's avatar
    WolfReccless
    6 years ago

    He's Making it seem as if I'd love to give Mirage a deployable body shield that reflects damage. No. Leave the decoys as if with a mirror damage buff for when you shoot them alongside a either timed activation or distance activation requirement to halt abuse of the ability. As stated, a burst from a Prowler, not too big of deal cos you probably aren't gonna get the whole burst into the decoy, but say a Peacekeeper, longbow, or triple take would be someone's downfall. Hell it's damn near the same thing as Caustic's nox barrel. 

  • @WolfReccless Thats explained better I like it and it does make sense so then the decoy could just keep going untill the timer runs out, and it doesn't {absorbed} the bullet but has the hitpoints\hitmarker on it right?
  • iBlockHead's avatar
    iBlockHead
    6 years ago

    I still don't see whats actually wrong with Mirage. You can use his decoys every few seconds, which is a plus already, to have the enemy look one way while you go the other. 

    His decoys are meant as a quick distraction, to draw gun fire and fool the enemy while you run or get behind them for the finishing blow. 

    If his decoys were to be able to show hit markers (even while not actually absorbing the shot), than it becomes a whole different thing. 

    Imagine being in a gunfight, you see mirage running, you fire, you continue to fire because you see hit points but after 6 seconds it disappears and you realize you left your team fighting a 2v3. That doesn't sound so fair or fun to be the receiving end of. 

    You could ignore the decoy but what if it turns out to be the real thing, now you screwed yourself and the team. Too much power for someone who already goes invisible. 

    Where a buff is needed in my opinion is having the ult last a few seconds longer to fully get behind a team or run away.  

  • The longevity of how long the decoy remains play doesn't change, only thing that does is whatever u put into that decoy is reflected upon you. Still vanishes after u put your shot into it at its same rate and everything

  • @WolfRecclessOk yeah that make sense and a good idea too, I can also see the application's of that seeing as if your the real mirage and you could pretend to be a clone if you stay striaght while being shot at but I also see that people would catch on pretty quickly don't you think? Or because it's just moving straight a few shots get him and nothing happened it can be a major tell it's the clone. Both good and bad I like it and does make the implications of his holograms more viable and holograms can do this too, but because they can only go straight don't you think it would be a issue or not as effective as it sound here???
    If this was to be added I think it would work perfectly BUT only if when he gets shot he changes directions at random and I mean at random even runs back at them {change directions once or twice only} lol, otherwise it's a tell. what you think wolf?

    Yet it's not in the game and we can't test it out to see how effective it would be OR if it would be to much on Dev's side to do and work properly in game you know?
    That's why I suggested the 2 deocys easy to do on thier end {copy it}, but Idk I prefer ether or honestly both are viable buffs, 

    I also see octange point of view as well the timer should add a few seconds before being useing tactical again and make it so he can't run as far but still able to change direction, that should fix it right? Octang

  • iBlockHead's avatar
    iBlockHead
    6 years ago
    @WolfReccless allowing decoys to have reflective damage is just too much for one legend.

    You wouldn't find it fun tossing a nade at a team and having one of them just pop their decoy above it all for you to down yourself.
    Nades take a while to blow so unless that decoy has a long wait time before the reflective damage activates, it doesn't sound right.

    I do like the idea of allowing maybe one extra decoy that's exactly the same as the current decoy. Nothing fancy.

    Keep in mind everyone, the decoy already marks the target once shot at, giving you an advantage by knowing where to pre-aim and fire. I've used this advantage myself before to down one guy and make fights 2v3 instead of a full on 3v3.
  • @iBlockHeadAlso keep in mind most legends gets buffs and mirage hasn't gotten any Gibby castic are so strong now path has hipfire dot basically still one of the strongest  with his grapple's, bangalore can shoot 2 smokes area covrage ability and castic 6 traps area coverage, bloodhounds tracking buff... Mirage get his ULT bug fixed not even a buff should have been there from day 1. He needs something to make him more balance with other legends witch is why I push the 2 decoy tactical.

    I still like his idea too just needs tweeking, one because holograms are holograms and bullets could go threw him with out issue.

    Also think wattson tactical should be stronger with damage too wanted to add

  • tr_hybr1d's avatar
    tr_hybr1d
    6 years ago

    Hmm, how about make it so that his clones get shot it restores health to his body. So it can be a tactical advantage in a fight. 1 shot kills it. 10-20 hp restored. I think that would be neat.

    Obviously a different scenario on his ult. That is fine to me right now.

  • Anlbrd's avatar
    Anlbrd
    6 years ago

    To try and put a bit of context to this and start small so I understand better : Is there anything wrong with Mirage's abilities NOT causing damage or directly preventing damage being done to him?  Are these the only criteria that you would accept for him to be balanced?

  • @tr_hybr1d This might be op as hell, but why not switch his passive from what it is now to being able to control his clone for a short while? He would be vulnerable while doing it (like when calling in airstrikes in COD for instance) and would need his team to protect him, but it would allow him to scout out an area without exposing himself and also give his clone more human motion to bait players into exposing themselves. You could slow the recharge speed of it so it isn't abused, and he could still use it as a regular bamboozle in a pinch.
  • @AnlbrdNo it's not the 2 decoys was the only thing I went for from start... But the other ideas iv heard are pretty good ones so i threw my hat into the idea's \tweeking the ideas wether people or devs agree on it or not that on them. I always went for 2 decoys as a balanced enough buff. But it's ok to throw other ideas and talk about them to see what comes from them. But clones causing damage no, preventing too no unless it's 1 bullet or 2 or being able to enter trap zones but that's a side idea to the 2 decoy being enough I think anyway. Still fun to see other ideas like this so why not talk about it. Like the 10-20 HP to a clones death that's a pretty cool idea.

  • I understand that adding Hp to dummies (clones) may seem like sheilding, but a simple fix to that is keeping the Tranparency to the clone, as it already is in game. I feel it would be enough to simulate on screen the appearance of the clone taking the damage like a real player, however the bullet/ bullet damage could still pass through the clone and hit anyone behind it (or an oject, or the ground) should they be standing there behind the clone. Lets face it, nobody wants a Mirage spamming 2 clones in a CQB battle for an extra HP edge, and ultimately the Mirage player should realise that the intention of the clone ability is best used at medium/longer range, or from behind adequate cover purely for the fact that the Mirage ultimate is an OP close-range escape ability that is better suited for a CQB situation . (And could almost be a broken ultimate if silent steps and no footprint animation are potential legitimate future buffs) 

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