What an annoying skill to use! The cast animation(from player to ground) could be sped up and the AoE of these things increased, even if you need to remove 1 or nerf in some other way. Could these things be improved from a Quality of Life standpoint?
And i rarely see Mortar trap/Grenado/Stun Jacks/Canister Bomb/Ulzuins Chosen get used very often, for me its just the skills in general could be improved by losing some of the different damage sources and CB could lose some of its Cooldown, its just to long for what it does. Its a shame as i really like demo support skills and like BWC.
People who play arpgās tend to favour dps machines and not so much nuke skills.
This does not mean that the aforementioned skills get ignored. Iāve made a tonne of builds using pretty much every skill you just listed. At the end of the day itās what the player considers to be fun.
Only thing Iāll agree with is that thermite mines are clunky as all hell and are used for RR only
Yep, they are an evil necessity. Clunky as hell in melee range, low burn dmg. Even tried them in a build with myth grim fate and MI groble off-hand for them.
To make matters worse they can be deleted by strong enemy AoE
its the only skill i never used and never will
Even tho i have a grenadier build with throwing things and still i didnāt use this
The range and the timing is horrible, whats the point tho?
Is it really necessary to suffer with that angle,speed and range for RRs?
when it connects itās worth. You place 2 rows on the ground and forget about them. Chances are something in their vicinity will get strong rr. If you have + demmo skills they are worth 1-3 points at least to just fire and forget for potentially high benefit
They clunkyness is in direct ratio with their high -RR. They are balanced this way. The more QoL changes they might (in theory) receive, the more they -RR should be lowered for overall balance imho.
Iām not comletely opposed to changing them this way, but the more they do the more theyāll lose their uniqueness and become similar to things like CoF (which is arguable if itās a good or bad thing, i personally kinda neutral on the matter).
unlike Vulnerability which is straight up -%30 rr to all 3 elements and has huge quality of life even you you leave CoF at one skill point? and has -DA shred as a bonus.
Given the above, the only way to say that they are balanced is if you are a pyromancer and duse both CoF and thermites, so one suffers, but only in this particular case. If itās justifiable, that remains open for debate
Clunky af, and everyone knows it. But in later Crucible waves it doesnāt matter as much because of how much enemies there are trying to swarm you at all times. In Campaign they are painful to use, unless you are fighting big purple boss or slow nemesis.
Iāve had good luck with Thermite Mines, but I guess Iām the only one
Use them with slow and confusion (CoF, NC, FB). Yes, bosses are immune to both, but you should be able to control a boss well enough to make some use of them. They have good RR and are another DoT source for burn. Not a great amount of burn (that could use a buff, for how clunky they are).
I really dislike the mechanics of this skill. Too slow to deploy, random area of effect, annoying to use against little targets, short range⦠but in the end is one of the most powerful debuffs in the game.
I would really like if it were to be converted in pure RR skill without additional damage (for the good it does),with range increased and only one big mine that deploys a little faster and exactly where you aim. The single big mine ofc should have a decent AoE, unlike one of the single little mines now
I second this suggestion! TM is a necessary evil for fire and chaos builds atm.
Worst case it acts like Arcane Bomb with the 1.5s arming time but if the debuff lasts a while, I can live with it better than how TM acts right now. OR make the debuff last 3-4s when the mobs touch the mine as opposed to losing it right away when they move from the mine.
I was thinking about this too - basically how Raging Tempest for Wind Devil used to work. Have the RR linger for 1-3 seconds after enemies step away from the mines would help a fair bit.