New Mine Skills in Path of Exile: Blight

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Totenfrosch wrote:
I do not get why you are messing with mines.
No one asked for those changes. It was a good, well balanced play-style.

Call the new mechanic "grenades" - all good. In fact it reads quite interesting and would be very welcome as an ADDITION to the well working trap and mine family.

I can only hope you rethink and come up with a solution that does not kill plenty of well established builds for the sake of a change no one asked for.


According to Chris, practically no one played mines (he literally said, "no one's using mines"). So they probably felt they had to change the playstyle or else people would continue to ignore it.

Source:- https://www.mmobomb.com/features/defend-towers-play-schedule-path-exiles-blight-expansion/
Last edited by Exile009#1139 on Aug 29, 2019, 8:08:52 PM
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frostfairblade wrote:
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Exile009 wrote:
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When placed, it has a stacking aura that increases the damage nearby enemies take by 3%. This means that it provides 45% increased damage taken when you've got a full set of mines placed


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When placed, it has a stacking aura that increases critical chance for hits against enemies around it by 10%.


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When placed, it has a stacking aura that adds fire damage to hits against enemies near it, which grows as the gem levels.


All of those sound like global effects. Are they? Cos that would be really stupid. Just toss out a bunch of Stormblast Mines to get a 45% damage boost even on a Tornado Shot character now, at the cost of just 1 (or 2 with Minefield, for convenience) gem sockets? Please tell me these aren't global effects. Should only apply to damage done by mines, or at most by mines and traps. Even the mana reservation cost doesn't look too significant, judging by that video. Similarly the Skitterbots with their shocking and chilling auras sound like even non-miner and trapper builds will use them, just for utility.


i really hope that this is not.... the case and its only for mines.... or mine supported stuff those buffs are huge


Well, tbf, some of the respondents on my thread on the issue have pointed out some reasons why it still might not be that popular even if it was global - https://www.pathofexile.com/forum/view-thread/2625858/page/2

Although it still feels like a really unnecessary potential benefit, imo.
KB mines and traps?
Traps with a different name... how original. Should just get rid of mines altogether.
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)


Oh look, Synthesis League(2019) = Talisman League all over again.
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Scallia wrote:
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Cpt_KangarooPimp wrote:
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Scallia wrote:
League starting as Saboteur or Necromancer?
It's like Sophie's Choice.


Just play Asc as Necro-Sab. Problem solved.


Great Idea! Introducing the SABOMANCER: minions placing mines?! mines spawning minions?! all is possible, you decide!


I once tried Skelli Traps, it wasn't as much fun as I thought first.
Arf! Arf! Arf!
Looks actually pretty bad designed. Now we have got traps and even more traps but with mana reservation. I don't see any reason to call this mines anymore. Just remove mines completely and rename it to traps.
Man.

I was not really planning on a mine setup but pyro and ice look great, I may have to reconsider.

Skitterbois!
"Mines are now thrown, letting you deploy them at long range."


OMG

HYPPEEE!
mines mines, mmm not for now...
Hmmmm, next league...

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