How about making Thermite mine explode in contact and when they die, just like the mines we see at plain strife. The explosion radius shall increase when they got leveled.
Also, when the enemy got hit by the mines, they shall receive a damage in a duration (which should also scaled with rank) and it can spread like Eldritch fire style.
This way, demo can finally have a reliable RR and a good devo-proc machine. You could lower the RR to reasonable value then…
I don’t know how difficult this to implement, but seeing that this mechanics is already in the game, I think this is a good solution as it still behave like a mines we see in real life.
I have also checked the current item skill modifiers for Thermite Mines and I think you don’t need to change them mechanically (except maybe adjusting their number).
Just a tip. If you want to increase the chances of making a feedback happen it helps to think of the theme of a skill.
Sure the devs might add or subtract a quirk from a skill, but it has to be a really special case for them to change the very core of a skill, especially after so long. So I really doubt they will make Thermite(The theme) Mine, be like Arcane Bomb (explosion on contact). People have suggested a bit of radius increase (including myself ) and it seems hard enough to get them to do a 0.3 radius increase.
I’ve nothing against your feedback to be clear, just relaying what I think helps according to what I’ve experienced. More importantly many people of all play styles are asking for a QoL improvement for Thermites and hopefully they keep doing it. That in itself weighs more than any individual feedback.
I am giving a suggestion just to make thermite mine more reliable and enjoyable by using the mechanics that are already in the game, hoping that it can be easily implemented.
If the theme has to be “Thermite (bug)”, I think the current skill doesn’t reflect the behaviour of Thermite itself. There’s no Thermite that spewing fire upward and multiply themselves to three when they touch the ground, lol.
If the devs still want to maintain this mechanics, please at least make it immortal and make the radius scaled to its level.
Also, honestly that spider mine is wonderful. I don’t think it can be easily implemented in this game though.
If increasing the radius breaks the theme then just increase the summon cap instead.
Although to be honest my issue with it was never a radius. It’s deployment speed. Not a problem if you facetank but terrible if you’re a kiting char. And I think I can count fire or lightning builds that never need to kite with fingers on one hand.
While we’re on the topic here are my suggestions for improving Termite mines
-Make the -RR last 3 seconds
-Increase the speed at which you throw the mines so that they arrive on the ground faster
-Make the mines spawn in a triangle formation instead of a straight line and perhaps increase the amount of mines spawned per cast to 4 or 5 (and of course increase the summon limit by the same amount)
-Increase the size of the AoE of the Mines
-Spawn the Mines activated instead waiting for the enemies to arrive or increase distance enemies need to be from the mines before they activate
-Make the mines invulnerable to damage from AoE effects
Does the resist reduction not last for the duration of burning? That is how I understood. So are you saying that isn’t the case or that the burning duration of 2 seconds isn’t enough and the RR needs to last 3?
Thermite Mines is a projectile skill that spawns a pet when projectile hits the ground. After it hits it creates projectile fragments, each also spawns the same pet. The pet has skills. Some are technical and I’m not curious enough to check what are they for. The mine only has one real offensive skill and that’s an aura similar to Night’s chill. Except that it debuffs fire and lightning and inflicts fire/burn damage every tick. So RR only works when enemy is inside the aura. Once enemy is out of aura’s range he loses the RR debuff on the next tick. A tick in GD is 0.5 seconds IIRC.
They’re terrible for facetanking too because its almost impossible to get them underneath smaller enemies. I actually find them easier to use when kiting since I can usually lead the enemies back over them. But that still only gives me probably 30% uptime on the RR.
This skill has been weird for a long time. At some point during beta they changed it so it would explode on impact or death (can’t remember which), but it basically resulted in you just spamming mines nonstop, not actually using the mine for its effect. It didn’t last long.
Well in that case I support somniums call to provide a 3 second duration to the resist reduction similar to BWC. Perhaps scale the radius with ultimate levels or allow deploying another set of mines to get some better coverage.
That’s like the last thing I’d support, because you’re replacing stackable resist reduction with non-stackable, effectively killing it’s only redeeming point.
I think he meant only giving the resistance reduction from the mines a durarion, like BWC, not changing the type of RR to the same as BWC. To be more precise, change the “skill” from the mines that inflicts resistance reduction to “stick” for 3 seconds, dealing it’s fire damage over that time as well, a similar effect as procs from weapons like Warpfire.