Hey guys. As many of you know the trade off to Mirage in PvP is going to reducing the endurance by half.
I don't understand the logic behind this. Mirage- especially after the nerfs to Mirage cloak's duration doesn't evade more than any other class. In fact on demand evasion access is pretty low when compared to Ranger and Thief. Not to mention Warrior, the rise of Ele, and pre patch Engie (which I see more of a stabillity issue) were no slouches in on demand access to survivability.
-Mirage get's less vigor than a lot of them, and even vigor was heavily nerfed.
-Mirage has no flat endurance Regen skills.
-Mirage may have some decent evade windows, but that is not superior to on demand access that can void multiple skills.
-and although some survability is getting toned down, a lot of them maintain their evasion and mobility, while mesmer gets a 50% cut on the regular evade?
Mirage get's mirrors which, let's be honest is a terrible mechanic. We're supposed to be evasive and tricking people; but then we put down obvious markers where we need "walk to" to get our 3rd dodge if we were compared to DD.
-The only useful mirror in a pinch is on heal skill. Every other one is tied to a worthless and frankly under-performing utility skill, or is tied to a trait, that is tied to a 50 second cooldown.
^-Even with signet of illusions this is still less useful than easy access to on demand evades than other classes.
-This has major counter play since it tells you WHERE the real one has to go to avoid one of the many large cleaves or AoEs, on top of easily allowing players to see when a ambush is coming. That in itself is enough of a trade off.
Yes there is a problem with condi, and these things help to enhance it blah blah blah-might still over perform after nerfs; I get it.
However, the issue for the longest time with condi has always been from more passive application. I've always argued to "Put the condi application back on shatters, or other major cooldown gated skills; so it's not tied to auto attacks, and evade attacks in PvP."... But here we are: Removing an evade from a class that really doesn't evade as much as people think.
So counter Suggestion:
I saw a few people suggest to reduce the illusions from 3 to 2, which I could see being a thing. But that is such a restrictive pool on an already restrictive mechanic; I don't think it will go very well if we continue down that path.
So instead; What if we Revert the Phantasm/Clone Interaction- Specifically for Mirage only? (possibly only for PvP)
For those less familiar: Phantasms would spawn and be part of the 1/3 pool of active illusions; and would be omnipresent and persistent until killed.
In addition they did not become clones when killed, and counted as ammo for shatters. This was OG mesmer.
Ever since the changes to illusions many have found the current system vastly superior, and I really don't blame them.
But a change back to this is functional and familiar, and a reasonable drawback to mirage:
-Condi is now going to have to work around phantasms for optimal ambushes.
-It's similar to going 2 clone without hurting shatters and allowing for the ability to 3 clone ambush.
-Power gets a slight but inefficient bump to sustained damage.
-Opponents will have less to manage in a fight, and less visual noise to track after a target drop allowing for more counterplay.
-This also opens up trait design options for the lackluster slots for example: You could have one that goes Phantasms destroyed by damage become clones when they die (meaning if not shattered).
This may not be a trade-off everyone wants. Fact is; no one really wants trade offs, and I'd argue not every spec requires trade offs.
That said; if we have to have them the trade off should be fair, and should fit.
50% cut to endurance is neither. and a suggested 2 illusion cap is dysfunctional.
tl;dr: Just read counter suggestion.