Thoughts on Underperforming Skills, Gear, and the 1.3 Patch Notes

I might make some people angry here, but Thermite Mines arent exactly fun to use either.

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Why?

/10char

because the skill is animated like a spam caster skill, so I prefer to create the conditions to spam it as much as possible

Why?
You’ve provide the devs with zero guidance on how they might improve the skill.

debuff class, you can spam it as much as you like, it wont stack dmg

“you know why”, thermite mines also been griped about for years, people probably just gave up on trying to improve them further since they know fundamentally the skill wont change, so at best more aoe coverage/aura radius increase was it
Wasn’t even long ago a post was filed, Thermite Mines cast directly on Callagadra usually don't work , about its usual clunk being detrimental in battle against large hitbox enemies; simply still not reaching RR

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Well i dont really like it as a RR source. That was basically the topic of devouring swarm too. If i could change it i would move the rr to ulzuins wrath and slap on some phys rr on that too. It would function similar to spectral wrath.

you don’t want that :sweat_smile: UW triggers on ranged enemies/enemies at X distance from you only, and only if there is an enemy at distance to initiate it. It wont trigger at all in 1v1 close range fights

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I actually don’t recall this issue being discussed before.
This is a reason to explain why someone doesn’t like it, and link to other posts that also talk about it.

Maybe the devs are aware, or maybe it just slipped past their mind or decided not to do anything.

Providing more information and context is the best route.

That’s my main point.
Otherwise you’re just “assuming” things and we all know what happens with that. Right? :rofl:

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It’s not clear to me why someone wouldn’t like to use Thermite Mines. It’s a separate question from whether it always works properly.

i mean, you’ve been on the forum longer than i, so surely you must have caught some of posts and complaints and mines specific feedback brought up over the years like i did? Search results for 'thermite mines #grimdawn:ideas-and-feedback' - Crate Entertainment Forum
[feedback/request/suggestion] Thermite Mine (yes, here we go again) , [Feedback]: Thermite Mines: it's high time this skill is fixed/re-designed , A way to make Thermite Mines more reliable , Thermite Mine , Thermite mines mechanics need improvement “drop in the ocean”
iirc one of the few times mines got praised was the cold conduit change, with 18? mines “finally there’s some decent use and coverage”(- too bad it blocks a neck slot) :sweat_smile:
/archived posts in old PTR forum etc etc

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Again, you just support the point I made.
I am on the forums a lot and I like to think I’ve kept up with stuff, but for whatever reason this Thermite thing isn’t in my brain cells.

So again, it’s best to provide more information and examples of the issue the player is experiencing.
Otherwise why post “I don’t like it.”
How in anyway is it useful? Is it the same as the posts you link to?
Who knows? Oh - the poster - right. But they’ve not told anyone else especially the devs.

That’s my whole point. :upside_down_face:

Thanks for the links though. :smiley:

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If remove -rr to elsewhere, then swarm has no reason to stay in game, and need completely overhaul. I dont think devs will do this kind of attempt before new DLC.

It will be much better if swarm’s width is close to forcewave and has longer duration, also, such kind of mod will be much easier.

I think the core prob is, the original design of swarm had some shortcomings. And the only thing we do now is offering it more number.

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The best way to get all the buffs we’re all seeking would be for Devouring Swarm to have increased duration time while also having projectile fragments similar to Panetti’s. I don’t know what the repercussions would be to having a projectile having -RR debuff while the fragments also giving -RR (is it treated as the same source and therefore doesn’t stack, or are they different sources and they do stack?)

Also, yes to Wendigo Totem being depressing, especially since it only pulses when enemies are around as well, so if you’re being cremated by ground effects, the totem does nothing at all.

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Another one of those awesome mechanics…

Grim Dawn works with skill templates. Certain templates can apply certain debuffs, others can’t. Any -%RR skill can only be applied by a specific debuff-skill template, so none of this is gonna change in GD1 anytime soon.

GD2 might have -%RR on Grasping Vines, but crate is probably gonna rework the whole RR system there anyway.

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Agreed. I also don’t understand thematically the flat on the second node. Like, it’s obviously visually and descriptionally a health beacon. Why tf does it suddenly give flat of all things? I’d rather see some strong defensive things on the second node. What about making it give leech to the totem dmg rather than to a player?

Right now the skill is used either in full Dark One or as a 1 pointer for some caster/pet builds sustain. Not a very good look.

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I actually think they’re really cool, but when I recently made a build that stacks damage modifiers to them, I couldn’t help but feel that the delay before the first tick of damage/debuff is too long.

That is a significant nerf for melee…

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I actually like both wendigo totem and swarm the way they are mechanically, but do have to agree that they need to be pressed too often (when not repositioning). I think totem could have a longer base alive duration and more scaling with levels and swarm could have a longer base debuff duration and even more duration scaling with levels than now.

Increased AoE… at first I thought it’s not needed, but I guess if you’re dodging a sunder of a boss you are suddenly no longer in your totem’s range most of the time.

I too remember old thermite mines with throwing animation + arming animation. That was a terrible skill. Modern TMs are still a little annoying to use, but fine imo.

I feel like since wind devil change people are trying a little too hard to find every piece of gameplay that is not autocliker/aurabuild and want to eliminate it. Imo perma wind devils should’ve only been a thing on a transmuter attached to some significant dmg decrease, but here we are.

At the same time some people love Thermite Mines so much, they want to play them also on the few non-TM builds :smiley:

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Thermite Mines were great for maybe one patch (B27) when they would detonate when you casted new mines. So great! (Almost as good as when CoF had Energy Leech built in…)

Maybe if they could detonate and had armor rending then they might be for Physical users… :thinking:

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