with the reveal of the planed nerfs to Mirage we see once more, that the PvP-Balance of the Mesmer is heavily focused around this trait. Every "Meta"-Build since the "Elusive Mind"-Nerf uses this trait.
Mesmer was always a combo profession this is why it has 2 different typs of illusions.
The trait "Infinit Horizon" blures the line between the two typs of illusions. Now clones damage the oponent heavily like phantasms .
The traits "Infinit Horizon" with "Deceptive Evasion" give the Mesmer nearly the same amount of damage as if you run 2 offensive traitlines bevore (mostly "Illusions" + "Dueling").
This gives the Mirage the opportunity to run a very deffensive traitline like "Chaos".
With "Chaos" + "Duelling" + "Mirage" the Mesmer has a high uptime of permanent preasure on the opponent AND a very good sustain.
This leads the the point where playing against Mirage is very unsatisfying and playing as a Mirage feels very passive, because your clones do all the work for you.
Also the Mesmer doesn´t has to rely on 3-Clone+F2 combos anymore because the clones also preasure the opponent heavily.
The planed nerfs aren´t nesessary if "Infinit Horizon" itself gets nerfed.
" - Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only
- Phantasmal Warlock:
Reduced the number of warlocks spawned from 2 to 1 in PvP only.
Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only
- Chaos Vortex:
Reduced bleed duration from 8 seconds to 4 seconds in PvP only.
Reduced burn duration from 2 seconds to 1 second in PvP only.
Reduced Torment duration from 8 seconds to 4 seconds in PvP only"
All changes want to lower the clone-production or the damage the clones do, to lower the preasure from "Infinit Horizon".
My suggestions is the following:
The results I see with this change:
What are your thoughts on this topic?