Suggestion - turn termite mine intro a spining firework.

I think there is a antimine club in this forum. Ppl hate this skill for clunkiness and lame campfire.
I suggest to group 3 mines intro one stick and let them spin and shoot projectiles:



Check this out .
This change would bring mines closer to TQ traps that everyone love.
Common, Crete, Demo is suposed to spit with napalm, piss with gasoline and fart pure metane. Lets turn a lame mine intro spining jetfire of fun and destruction!.

Use of termite mines is a violation of Cairn building codes and punishable by a fine of 5000 iron bits.

I’ve been wishing TM were more like this since the first time I ever tried them, so…yup, +1. Maybe a little less dizzyingly fast, though. :stuck_out_tongue:

I really doubt Crate will change them at this point though.

Thermite mines are clunky as hell, please, please, please do something like this suggestion Crate.

Do want! +1 to this

+1 - I like the proposal :smiley:

:slight_smile: would be great QoL change

+1 not even adding about the clunkiness but this skill seriously needs better aoe coverage

Fuck you I love this skill as it is.

whispers to crate Please increase the range of the mines by 500%, at least, this skill is shit.

I actually want it to be changed somehow, skill actually sucks. This line is 100% serious if you take out this potato from here.

+1.

Time to fix basic skills that need it - the fundamental half of the game.

(I was getting tired of only seeing suggestions whining for pown items and sets… like a bunch of hungry kids in a candy shop.)

One of the reasons I very rarely play my sorc nowadays is exactly this: thermite mines. It’s already a grand piano build, but trying to deploy mines while juggling BWC, Cannister Bomb, Callidor Tempest, Flashbang and spamming Stormfire is just not that fun.

Obviously I support this suggestion or really any suggestion to Thermite Mines at this point. Maybe if Mines worked like Canister Bomb, like you throw a big mine that explodes and on impact leaves a lot of burning shrapnel pieces that burn for ~10 seconds, cover good area and do resist reduction.

I mean at the very least if they cant/wont change thermite mine, give it a larger radius!

I’m actually pretty happy with the mines. My only real complaint is the way they bounce off of the enemies if you try to cast them even remotely near an enemy. I’d love to be able to put them under stationary enemies.

Something must be said about the fluff/lore aspect of TM as well. Its mechanism of action is that it will “sear enemies with intense jets of flame.” How does that logically lead to those enemies suffering a vulnerability to fire and lightning? It’s not entirely clear to me. There’s no stated magical or divine mechanism of action either. The Conflagration skill “unleash[es] a beam of pure flame so intense that not even the toughest armor can withstand it” and yet it has no RR. Can an intense flame only have RR if it’s a jet but not a beam? :rolleyes:

As mad_lee mentioned, TM is yet another nearly-necessary thrown active skill most Demos must manage (along with BWC and FB). And in comparison to other -% RR mastery skills like VoS, CoF, AoC, WoP, SB, etc. it has by far the most piss-poor quality of life.

The TM skill as a whole is a bit bollocks, it seems. A total rework of the skill along with lore changes would be ideal.

I just wish they’d throw out all 3 mines at once instead of this 1 + 2 later crap. This skill is so clunky as it is.

I don’t necessarily disagree with the post, but personally I only use thermite mine because of the chaos weakness. This being said, perhaps the mine could be reworked to have a larger AoE, but weak damage/no damage (and keeping the imperil). Pretty much any other Demo skill will be used for damage anyway. glances heavily at Big One

Totally agree. Make the mechanics like this and lower its RR to reasonable amounts.

One of the reason I make a cold saboteur is because I don’t want to use that skill.

#MakeDemoLessSuckAgain

Sent from my Redmi Note 3 using Tapatalk

Eh, they’re they wouldn’t be as annoying to use if they spawned more mines and the mines had a wider AoE. Which would mean they’d actually hit enemies more easily and stationary ones wouldn’t be such a pain in the rear to use it on.

Maybe make them shoot jets and lob fireballs like the blue ones in SoT.

Or if they’re to remain with such short range, up the RR and add cold RR too, and increase number to 9 at ultimate levels

TURN IT INTO A NAPALM POOL. -fire resist? Yes cause you’ll be burned. -lightning resist? Sure if you’re hit by lightning while on napalm you’ll get burned=more effective lightning. -chaos resist? Ummm. Maybe add some magic with the mod.