[ Suggestion ] Some Love to Mines !


Since GGG is improving Trap Gameplay I was thinking to suggest some additional changes to improve Mine Gameplay.

I'm most certain that GGG is already thinking about how to give some love to Mines, but a few more ideas won't hurt, I guess.


So when I first thought about it, I reached a Wall:

You can't 'throw' Mines.

This is important, because it literally reduces the Clear Speed of Mine builds by at least 90% (exaggeration intended).

So first, I tried to create some Unique items and Jewels to counter this "problem", and at the same time, not ruin the concept of Mines.


  • Unique Jewels:
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Spoiler


The Design behind this item is to literally reduce the time needed to lay mines, increasing the clear speed a bit.
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It creates a chain reaction where the more enemies you kill with your mines, the more mines you'll have on the ground.
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There will be situations where you won't even need to lay another mine, it happens naturally.
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Just remembering that this Jewel is Limited to 1, so you have to place it very carefully in your Passive Tree to make the most efficient use out of it.

Spoiler


This one, in other hand, adds a interesting synergy between the user and the mine itself.
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Traps, Mines or Totems can't give you any form of leech by default. This Unique Jewel make this possible only for mines, for a 'degenerative' price.
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You won't even feel the degeneration if you kill your enemies quick enough.


  • Unique Equipments:
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Spoiler

This unique item is very powerful, because it makes possible to lay all of your mines at once.
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This is interesting, because it reduces the time needed to lay all of your mines even more.
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It increases the time you need to lay your mines, but as a balance factor, it lays all of your mines at once. So you take a shorter time to place all of your mines than if you would place them one by one.

Spoiler

This is the only Unique Item that changes the concept of mines a bit.
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Instead of laying the mines on the ground, you become a kamikaze and lay them on your own body.
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After laying all of the mines on you, they will detonate ONLY if you take damage. This also damages you, but for a reduced value. It synergizes well with the Blood Trigger Unique Jewel, because it makes you regenerate life when you deal damage with your mines, reducing the drawback of this item even further.

I've also designed some Remote Mine skills to increase the Mine Builds variety.

But while I was designing it, a question came to my mind:

"Maybe its intended by GGG that Traps are more as Offensive and Mines are more as Utility ?"

But then I remembered that things like "Remote Mine Support Gem and Fire Nova Mine" exists.

So as always, GGG wants you to play the way you want to play. So of course there will be offensive and utility mines.

So I designed at least 3 Remote Mine Skills for each. Offensive and Utility:

  • Offensive Mine Skills:
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Spoiler


This Skill Gem have similar mechanics as Spark. But can't be augmented by Projectile support gems.
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Spoiler


This one is similar to Fire Nova mine due to its "repeating" mechanics. And has a built-in alternate version of 'Cluster Trap' to mines.
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Spoiler


Vacuum Ignition is a Hybrid between Utility and Offensive. It can pull enemies in, increasing the pack density, and it can still deal a nice amount of Fire Damage.
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  • Utility Mine Skills:
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Spoiler


This Mine is designed to give alternate ways to gain charges. Place one, or use The Weaver unique gloves, kill some enemies and detonate it to get a random amount of random type of charges.
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Spoiler


Shockwave Mine has a fixed Stun duration, and it's increased even further if you use it in a large pack of enemies. It is useful for Melees that can endure some damage while placing a mine and have direct contact with enemy packs.
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Spoiler


This one is my favorite. Place a few mines as a Spell Caster, use any Spell you want, and Press 'D' button to see the mines repeating the show. The mines will repeat any spell you've casted during the mine duration, and with all of the support gems you've used on it, except for LMP, GMP and Triggers. And by using the Tremor Rod Unique Item, you can even repeat the show furthermore!
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To increase the flexibility of Mine Gameplay even more, I've also designed some Mine Support Gems:

  • Support Gems:
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Spoiler


This support gem makes mines be detonated if you kill an enemy nearby. It has great synergy with the next Support Gem.
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Spoiler


This support gem attaches a mine on the body of an enemy and activate it when the enemy is killed. But you still need to detonate it manually when it was laid down.
Using it together with the Death Trigger support gem, might create interesting mechanics.
Mine on Bow Kill anyone ? :)
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Spoiler


This one is the most useful in my honest opinion. It creates 'Magnetic Mines'. Mines you lay will be automatically attached to enemies if they enter on the Mine Detonation Radius. You can still wait to detonate the mine, or use it in synergy with the other support gems or uniques I've suggested.
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Well, that's finally it! Sorry for the long post guys.

(PS: Please, keep in mind that the values used on the descriptions of the Skill Gems and Unique Items are placeholders. They're not balanced and can and WILL be tweaked if GGG wants to use them.)

Please, comment about my ideas, and suggest your own too!


Have a nice day in Wraeclast!
Dream with me !
Last edited by Hilldrake#6698 on Feb 22, 2016, 3:41:36 PM
This thread has been automatically archived. Replies are disabled.
Personally I'd love it if they could add a passive branch that reduced mana cost of mine & traps

Ie.
Node 1: Reduced Mana Cost of Traps And Mines
Effect: 5% Reduced Mana Cost of Traps And Mines
Connecting Node 2: Same effect.
Notable: Construction Expertise
Effect: 10% Reduced Mana Cost of Traps and Mines.

Also It'd be nice if they could rework blast cascade; in it's current state, I don't like its location at all >..> and the chance to gain charges feel so low, would be much more practical if they made a power charge on trap throw support gem :c

"
SIQI wrote:
Personally I'd love it if they could add a passive branch that reduced mana cost of mine & traps

Ie.
Node 1: Reduced Mana Cost of Traps And Mines
Effect: 5% Reduced Mana Cost of Traps And Mines
Connecting Node 2: Same effect.
Notable: Construction Expertise
Effect: 10% Reduced Mana Cost of Traps and Mines.

Also It'd be nice if they could rework blast cascade; in it's current state, I don't like its location at all >..> and the chance to gain charges feel so low, would be much more practical if they made a power charge on trap throw support gem :c




Thanks for your Feedback! And sorry for the delay in answering you, I wasn't at my workplace =P


Well, I hope GGG reduce the base mana cost from all of Traps/Mines.

I think the cost is pretty high at the current state of the game, and the problem is you can't leech mana back from Traps/Mines. This makes sustaining the high mana cost really hard, and I can't see someone heavily investing into Mana Regeneration to sustain it.

Your idea is good either, but invest into Reduced Mana cost isn't optimal for most of the builds. I've seen people prefer to spend their passive points into mana/life leech instead. Also, there's some global "Reduced Mana Cost" passive skills already, but they're on the left side of the tree =(.

Anyways, I think reducing the base mana cost is the better way to go. But only GGG can decide =P
Dream with me !
Last edited by Hilldrake#6698 on Feb 23, 2016, 6:17:21 AM
id buff the weaver's regret less damage if i were you, 10 to 15% reflect damage is already enough to kill people let alone a 70%

synergises well with cast on death
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook#3956 on Feb 23, 2016, 6:37:46 AM
"
xrook wrote:
id buff the weaver's regret less damage if i were you, 10 to 15% reflect damage is already enough to kill people let alone a 70%

synergises well with cast on death


Hahaha well, guess you're right. As I've said tho, none of the values are balanced enough.
Cast On Damage Taken would also make it even more 'explosive' if you know what I mean.

Thanks for your feedback =)
Dream with me !
Last edited by Hilldrake#6698 on Feb 23, 2016, 9:32:44 AM

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