Throw Mine: Increased cooldown from 15 seconds to 30 seconds in WvW only. — Guild Wars 2 Forums
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Throw Mine: Increased cooldown from 15 seconds to 30 seconds in WvW only.

We have waited over what is it? 6 months now? The fact that you guys had the audacity to even put this in the patch notes is kitten ridiculous. It's like ANET is trying to upset WvW players and push them over the edge right now. #GIVEUSAPATCHBEFOREEOD
The argument "Why would they release a patch before EOD just to have to re-balance" Doesn't even apply anymore, because they will have to re-balance PvP just the same. There is no excuse besides laziness and neglect.

Comments

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    See, they do care about fixing WvW through major changes.

    gaggle - /ˈɡaɡ(ə)l/ - noun
    A disorderly group of Asura.
    "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"

  • Blockhead Magee.3092Blockhead Magee.3092 Member ✭✭✭✭

    I'm sure it was a typo. They meant to say PvP lol

  • Coldtart.4785Coldtart.4785 Member ✭✭✭

    Of all the things that could've been nerfed on engi, why this? Med blaster, purity of purpose and sneak gyro are the parts of engi that make the game boring.

  • RisenHowl.2419RisenHowl.2419 Member ✭✭✭✭

    Purity of purpose combined with nerfs to necro + spb strips has resulted in boon balls

    Better nerf strips further, that way when the new elite spec drops with a 3 boon strip aoe AA the meta will shift.

  • I don't think I've seen a single engineer use this skill in WvW since I returned to this mode. It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility. In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    "Self awareness is knowing when you're sitting at the throne of ignorance." --Leo G.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭
    edited March 24, 2021

    @Blood Red Arachnid.2493 said:
    I don't think I've seen a single engineer use this skill in WvW since I returned to this mode.

    Yes, there are a ton of bad engineers in WvW. Says nothing about the skill though.

    @Blood Red Arachnid.2493 said:
    It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility.

    Agreed, the skill is pretty useless in PvE.

    @Blood Red Arachnid.2493 said:
    In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    More organized WvW squads have 1 engineer per group, at worst 1 per 2 groups, but that is already sub-optimal.

    Throw Mine was on par with the old scepter 3 of necros. Mine Field is another 1 boon removed and easily placed while 2 squads are fighting. I'd say having 4 more boons removed AND potentially dispersing the enemy squad while putting ton more pressure on stability uptime is of high value (that kb strips 1 stab unrelated to the boon removal, so we are potentially up to 4 boons removed for 1 utility skill on a 15s cd with 1 more on the tool-belt skill).

    Throw Mine was (and likely still is) considered one of the best utility skills to bring on support engi, even more currently while Bulwark Gyro is bugged. There is a reason why most (I believe all currently) top tier GvG guilds run the skill (unless explicitly forbidding it at the start of fights).

    Now, does 1 engineer bringing Throw Mine tip the scales of battle? Probably as much as 1 necromancer bringing the old scepter 3. Squads run more of both classes though right?

    My personal guess is: the developers have metrics as to how many boons are removed by different skills. Which made this skill light up on their radar (in this case not total, but per second), given it is not being run by that many players. Which in turn, as explained, shows that the boon removal per second, was higher than intended by the developers.

    It is amusing to see people's reaction to this change though.

    EDIT:
    and just to be clear, I'm not saying I agree with even more boon removal getting nerfed. That's a discussion onto its self. Just saying: Throw Mine had it coming going by what other boon removal skills have faced. The skill was pretty much BiS for squad scrappers after Purge Gyro and Elixir Gun.

  • kamikharzeeh.8016kamikharzeeh.8016 Member ✭✭✭✭
    edited March 24, 2021

    it (the skill on engis) got some attention lately, and it honestly was a understandable nerf. quite fine with it tho, scrapper doesn't need to do boonstrip anyways.

    but yeah, i knew the streamers writing "big Wvw patch" was a meme only thaha. i was kinda surprised that there was any change done in Wvw. it has no real impact on much, but they funnily really hit a skill that was used or tried out lately.

    dpswise, they'd have to look on guardian tho. and how about finally buffs to things, instead of only nerfs.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭

    @AustinTheFatOne.2980 said:
    kitten, you guys are completely missing the point. IT'S BEEN OVER 6 MONTHS AND THIS IS THE "LARGEST CHANGE" THEY HAVE MADE SO FAR.

    Honestly, I could have told you 6 months ago (even longer ago as far back as shortly after the expansion announcement) we won't see any more big balance patches before the expansion. In fact, that's what I told all my WvW and PvE guildies. There is 0 reason to invest in balance when a new set of elite specializations needs implementation and with that a ton of balance to all skills, traits, etc. Outside of some band-aid fixes here and there.

    The next balance patch we will see will be the one before the expansion setting things up for new elites. If at all. Anyone expecting anything else has not been paying attention.

    It's all hands on deck for the expansion, and those resources required to figure out balance stuff are being used to design new elites. Harsh reality but knowing helps keeping expectations in check.

  • bigo.9037bigo.9037 Member ✭✭✭✭

    @Cyninja.2954 said:

    @AustinTheFatOne.2980 said:
    kitten, you guys are completely missing the point. IT'S BEEN OVER 6 MONTHS AND THIS IS THE "LARGEST CHANGE" THEY HAVE MADE SO FAR.

    Honestly, I could have told you 6 months ago (even longer ago as far back as shortly after the expansion announcement) we won't see any more big balance patches before the expansion. In fact, that's what I told all my WvW and PvE guildies. There is 0 reason to invest in balance when a new set of elite specializations needs implementation and with that a ton of balance to all skills, traits, etc. Outside of some band-aid fixes here and there.

    The next balance patch we will see will be the one before the expansion setting things up for new elites. If at all. Anyone expecting anything else has not been paying attention.

    It's all hands on deck for the expansion, and those resources required to figure out balance stuff are being used to design new elites. Harsh reality but knowing helps keeping expectations in check.

    just beg to god they don’t mess up or over nerf current specs in favor of new ones like they have before. i enjoy my current spec and i have doubts i’ll start maining whichever new spec comes along for my class. ofc they should still revise core and hot specs but we all know that will never happen.

    honestly instead of new elite specs i’d rather have them put a lot of effort into revamping hot specs so they can have a purpose again instead of most specs just being kitten versions of pof. and then a new class or something idk.

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    @bigo.9037 said:
    honestly instead of new elite specs i’d rather have them put a lot of effort into revamping hot specs so they can have a purpose again instead of most specs just being kitten versions of pof. and then a new class or something idk.

    Ummmm, they've already put in work to help a lot of the hot specs get on level with pof specs.

    Tempest - good roamer, small group, zerg
    Reaper - good roamer, small group, zerg
    Scrapper - good roamer, small group, zerg
    Dragonhunter - good roamer, small group, zerg
    Herald - ok roamer, good small group, zerg
    Daredevil - good roamer, small group, ok zerg
    Druid - good roamer, small group, could use some help with zerg support
    Chrono - ok roamer, good small group, you only need like one in a zerg, mesmer utility could probably use work
    Berserker - err good for small group? could use help

    Core specs could actually use more help than the elite specs, but of course you buff those and you buff the elite ones because of shared trait lines (kind of a mistake).

    But anyways, I'd rather new specs, even if they'll be unbalanced for a while, cause 4 years since PoF classes, 6 years since HoT classes, 9 years since core, a lot of specs and this boon tank meta have gotten quite stale.

    ^ Another derailing post - Anet
    Perma stealth is needed to outrun zergs. - Thieves
    /Stomps Mirage-Scourge-Warclaw, boon ball balance! - Anet
    All Guilds Carried By Boon Ball [BQQN]

  • SWI.4127SWI.4127 Member ✭✭✭

    @bigo.9037 said:

    honestly instead of new elite specs i’d rather have them put a lot of effort into revamping hot specs so they can have a purpose again instead of most specs just being kitten versions of pof. and then a new class or something idk.

    If we're talking about zerg builds here, HoT specs are arguably more widely used than PoF specs. You have Firebrand, Spellbreaker, and Scourge used as far as PoF goes. Whereas Chrono, Scrapper, Tempest, Herald, DH are all used quite often. What exactly do you want them to buff? Druid?

  • Gotejjeken.1267Gotejjeken.1267 Member ✭✭✭

    @SWI.4127 said:

    @bigo.9037 said:

    honestly instead of new elite specs i’d rather have them put a lot of effort into revamping hot specs so they can have a purpose again instead of most specs just being kitten versions of pof. and then a new class or something idk.

    If we're talking about zerg builds here, HoT specs are arguably more widely used than PoF specs. You have Firebrand, Spellbreaker, and Scourge used as far as PoF goes. Whereas Chrono, Scrapper, Tempest, Herald, DH are all used quite often. What exactly do you want them to buff? Druid?

    Yes, buff Druid

  • Jaruselka.5943Jaruselka.5943 Member ✭✭✭

    Anet taking another dump on core engie again. What else is new?

  • What make people becoming handicap is runes of durability, bring back 15s mine cd thank you

  • i guess the reason why the throw mine spiked in their algorithm is bcs it became meta among alot gvg guilds on eu. dunno about na tho

  • Samug.6512Samug.6512 Member ✭✭✭

    @Jaruselka.5943 said:
    Anet taking another dump on core engie again. What else is new?

    Scrapper overperforming in WvW? Oh boy better nerf core engi! Too many of them around!

    [NUKE]

  • @Blood Red Arachnid.2493 said:
    I don't think I've seen a single engineer use this skill in WvW since I returned to this mode. It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility. In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    you don't play against other guilds, I guess? Some guilds are very heavily using this skill and it takes all the fun out of a fight.

    The increase of cooldown while welcome was way too low.

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @VAHNeunzehnsechundsiebzig.3618 said:

    @Blood Red Arachnid.2493 said:
    I don't think I've seen a single engineer use this skill in WvW since I returned to this mode. It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility. In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    you don't play against other guilds, I guess? Some guilds are very heavily using this skill and it takes all the fun out of a fight.

    The increase of cooldown while welcome was way too low.

    Too low? kitten, literally doubling the cooldown of this skill is too low for you?

  • TheOneWhoSighs.7513TheOneWhoSighs.7513 Member ✭✭✭
    edited March 29, 2021

    @Kodama.6453 said:

    @VAHNeunzehnsechundsiebzig.3618 said:

    @Blood Red Arachnid.2493 said:
    I don't think I've seen a single engineer use this skill in WvW since I returned to this mode. It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility. In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    you don't play against other guilds, I guess? Some guilds are very heavily using this skill and it takes all the fun out of a fight.

    The increase of cooldown while welcome was way too low.

    Too low? kitten, literally doubling the cooldown of this skill is too low for you?

    I mean, to be fair. When you add its toolbelt skill into the mix, it's able to strip quite the ridiculous amount of boons.

    5 small mines stripping 1 boon each on 5 players, that's 25 boons.
    Then you have throw mine itself on a 24 second cooldown (you're going to run gadgeteer with this), that's another 3 from 5 people. So 15.

    That's 40 boons removed with 1 utility.

    Compare that to well of corruption's 1 boon, 5 people, 5 pulses. That's 25 and people actually have to stand in the well. And mind you, that's on a 40 second cooldown.

    Granted I think the toolbelt part of it is a bit harder to use consistently. But still, 15 boons stripped every 24 seconds is pretty powerful if you get good with it. And that's instantly stripped on hit, no need for them to stand in it. You could make a pretty valid argument that the instant 3 boon stripping is more lethal than the pulses from necro's well.

    Honestly, even with this cooldown it still seems pretty strong. Not gonna lie.

    And when you add in everything else Scrapper brings to the table. It's pretty scary.

    Though you could argue to nerf scrapper's utility instead.

    Edit: Lol, forgot about streamlined kits. So it's actually 2 mines when you use it. And the delay between deployment and explosion is so low. Top kek. That's 30 boons anytime you go through their melee train. Toolbelt skill would be hard to use, has a long wind up time. The utility itself though.

    Can the forum devs please make the dev tracker actually usable. No one wants to see posts in which a dev has commented on 2 months ago pop up just because some random person commented on it today.

    Why are we put here, just to suffer?

  • RisenHowl.2419RisenHowl.2419 Member ✭✭✭✭

    @TheOneWhoSighs.7513 said:

    @Kodama.6453 said:

    @VAHNeunzehnsechundsiebzig.3618 said:

    @Blood Red Arachnid.2493 said:
    I don't think I've seen a single engineer use this skill in WvW since I returned to this mode. It is so... baffling. For one, I don't know why this skill removes only 1 boon in PVE. The damage and knockback aren't high enough to justify it, so the mine is really bad at its only useful utility. In WvW that narrow explosion isn't enough to do significant boon removal against a zerg, or stop an onslaught with CC. Didn't matter if its cooldown was 15 seconds or 30. And really, what exactly is being saved by making the CD 30 seconds? Were zerg clashes being suppressed because of the dreaded 0-damage mines that engineers were laying? Is that extra 15 seconds what was needed to boon up and bowl over people?

    you don't play against other guilds, I guess? Some guilds are very heavily using this skill and it takes all the fun out of a fight.

    The increase of cooldown while welcome was way too low.

    Too low? kitten, literally doubling the cooldown of this skill is too low for you?

    I mean, to be fair. When you add its toolbelt skill into the mix, it's able to strip quite the ridiculous amount of boons.

    5 small mines stripping 1 boon each on 5 players, that's 25 boons.
    Then you have throw mine itself on a 24 second cooldown (you're going to run gadgeteer with this), that's another 3 from 5 people. So 15.

    That's 40 boons removed with 1 utility.

    Compare that to well of corruption's 1 boon, 5 people, 5 pulses. That's 25 and people actually have to stand in the well. And mind you, that's on a 40 second cooldown.

    Granted I think the toolbelt part of it is a bit harder to use consistently. But still, 15 boons stripped every 24 seconds is pretty powerful if you get good with it. And that's instantly stripped on hit, no need for them to stand in it. You could make a pretty valid argument that the instant 3 boon stripping is more lethal than the pulses from necro's well.

    Honestly, even with this cooldown it still seems pretty strong. Not gonna lie.

    And when you add in everything else Scrapper brings to the table. It's pretty scary.

    Though you could argue to nerf scrapper's utility instead.

    this sums it up pretty much, it was the best boon strip for a meta that relies heavily on boons since it had the lowest cd, highest number of boons removed, and applies CC after stripping. Toss on a sigil of absorption and anyone you interrupt with it during a melee push is dead

    what was crazy was you got all that on a healer without traiting for it. now it's still strong with a 30s CD but not as abusive, though they should really lower the number of boons stripped to 2

    oh and also remove purity of purpose so strips make a difference again

  • Kodama.6453Kodama.6453 Member ✭✭✭✭
    edited March 29, 2021

    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

  • Quench.7091Quench.7091 Member ✭✭✭

    At least they had a reason to nerf a core engineer ability. You've made it so far, Mine Kit Throw Mine. The turret family is so proud of you! Congratulations!

  • TheOneWhoSighs.7513TheOneWhoSighs.7513 Member ✭✭✭
    edited March 29, 2021

    @Kodama.6453 said:
    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

    I mean. Minus CC & Minus the little mines.
    You drop 2 mines that remove 3 boons from 5 players each, at the same time. And the only real downsides are being in melee range & running tools instead of inventions. Which does reduce your total cleanses & healing output, but situationally isn't a bad trade.

    That's 30 boons removed. It's honestly a good thing the CC happens before the strip, because otherwise this + sigil of absorption would be an absolute freaking meme.

    Bro it removes 30 boons on a 24 second cooldown (what was a 12 second cooldown). Is there even another skill in the game that does that much boon rip instantly?

    Can the forum devs please make the dev tracker actually usable. No one wants to see posts in which a dev has commented on 2 months ago pop up just because some random person commented on it today.

    Why are we put here, just to suffer?

  • @TheOneWhoSighs.7513 said:

    @Kodama.6453 said:
    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

    I mean. Minus CC & Minus the little mines.
    You drop 2 mines that remove 3 boons from 5 players each, at the same time. And the only real downsides are being in melee range & running tools instead of inventions. Which does reduce your total cleanses & healing output, but situationally isn't a bad trade.

    That's 30 boons removed. It's honestly a good thing the CC happens before the strip, because otherwise this + sigil of absorption would be an absolute freaking meme.

    Bro it removes 30 boons on a 24 second cooldown (what was a 12 second cooldown). Is there even another skill in the game that does that much boon rip instantly?

    the skill was there all along , if you trait with boon strip your party will need another healer to cover that.

    there are many boon strip class are able to burst strip , chrono scrg spell breaker. most of them work well with absortion / null sigil

    Scrapper Heals n cleanse are the main jobs, everything else are a bonus if used correctly and should be rewarded not nerf.

  • TheOneWhoSighs.7513TheOneWhoSighs.7513 Member ✭✭✭
    edited March 30, 2021

    @Bcky.7904 said:

    @TheOneWhoSighs.7513 said:

    @Kodama.6453 said:
    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

    I mean. Minus CC & Minus the little mines.
    You drop 2 mines that remove 3 boons from 5 players each, at the same time. And the only real downsides are being in melee range & running tools instead of inventions. Which does reduce your total cleanses & healing output, but situationally isn't a bad trade.

    That's 30 boons removed. It's honestly a good thing the CC happens before the strip, because otherwise this + sigil of absorption would be an absolute freaking meme.

    Bro it removes 30 boons on a 24 second cooldown (what was a 12 second cooldown). Is there even another skill in the game that does that much boon rip instantly?

    the skill was there all along , if you trait with boon strip your party will need another healer to cover that.

    there are many boon strip class are able to burst strip , chrono scrg spell breaker. most of them work well with absortion / null sigil

    Scrapper Heals n cleanse are the main jobs, everything else are a bonus if used correctly and should be rewarded not nerf.

    Depends on scale. GvG this could be worth taking. RvR it depends on how many supports you have. If you're overloaded on scrappers, this is a perfectly reasonable thing to bring. If you're short then it's suicidal to bring it.

    Tempests can cover some cleanses if need be, so it's not like the scrapper taking this is totally dipping on their party running this.

    That said, the original cooldown on this was ridiculous.. And if you disagree, I don't know what to say.

    Can the forum devs please make the dev tracker actually usable. No one wants to see posts in which a dev has commented on 2 months ago pop up just because some random person commented on it today.

    Why are we put here, just to suffer?

  • @TheOneWhoSighs.7513 said:

    @Bcky.7904 said:

    @TheOneWhoSighs.7513 said:

    @Kodama.6453 said:
    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

    I mean. Minus CC & Minus the little mines.
    You drop 2 mines that remove 3 boons from 5 players each, at the same time. And the only real downsides are being in melee range & running tools instead of inventions. Which does reduce your total cleanses & healing output, but situationally isn't a bad trade.

    That's 30 boons removed. It's honestly a good thing the CC happens before the strip, because otherwise this + sigil of absorption would be an absolute freaking meme.

    Bro it removes 30 boons on a 24 second cooldown (what was a 12 second cooldown). Is there even another skill in the game that does that much boon rip instantly?

    the skill was there all along , if you trait with boon strip your party will need another healer to cover that.

    there are many boon strip class are able to burst strip , chrono scrg spell breaker. most of them work well with absortion / null sigil

    Scrapper Heals n cleanse are the main jobs, everything else are a bonus if used correctly and should be rewarded not nerf.

    Depends on scale. GvG this could be worth taking. RvR it depends on how many supports you have. If you're overloaded on scrappers, this is a perfectly reasonable thing to bring. If you're short then it's suicidal to bring it.

    Tempests can cover some cleanses if need be, so it's not like the scrapper taking this is totally dipping on their party running this.

    That said, the original cooldown on this was ridiculous.. And if you disagree, I don't know what to say.

    having more boon strip just mean you need more stab to counter it and make support FB harder to do their job n give less quickness

  • TheOneWhoSighs.7513TheOneWhoSighs.7513 Member ✭✭✭
    edited March 30, 2021

    @Bcky.7904 said:

    @TheOneWhoSighs.7513 said:

    @Bcky.7904 said:

    @TheOneWhoSighs.7513 said:

    @Kodama.6453 said:
    @TheOneWhoSighs.7513 & @RisenHowl.2419

    Your comments showcase one of the problems of the skill, clarity.

    Throw Mine removes the boons after the CC applies. This does matter, since it means that it is impossible to CC a target with the skill that has stability. The CC applies first and will get blocked by stability, then the skill has the chance to remove the stability afterwards.

    And as far as I know, Mine Field also doesn't remove 5 boons on 5 targets. The little mines all remove 1 boon in total. Even if you manage to hit 5 targets with one little mine, just 1 of these targets will get a boon removed, the others won't. So no, this skill does not remove 25 boons in total, just 5.

    I mean. Minus CC & Minus the little mines.
    You drop 2 mines that remove 3 boons from 5 players each, at the same time. And the only real downsides are being in melee range & running tools instead of inventions. Which does reduce your total cleanses & healing output, but situationally isn't a bad trade.

    That's 30 boons removed. It's honestly a good thing the CC happens before the strip, because otherwise this + sigil of absorption would be an absolute freaking meme.

    Bro it removes 30 boons on a 24 second cooldown (what was a 12 second cooldown). Is there even another skill in the game that does that much boon rip instantly?

    the skill was there all along , if you trait with boon strip your party will need another healer to cover that.

    there are many boon strip class are able to burst strip , chrono scrg spell breaker. most of them work well with absortion / null sigil

    Scrapper Heals n cleanse are the main jobs, everything else are a bonus if used correctly and should be rewarded not nerf.

    Depends on scale. GvG this could be worth taking. RvR it depends on how many supports you have. If you're overloaded on scrappers, this is a perfectly reasonable thing to bring. If you're short then it's suicidal to bring it.

    Tempests can cover some cleanses if need be, so it's not like the scrapper taking this is totally dipping on their party running this.

    That said, the original cooldown on this was ridiculous.. And if you disagree, I don't know what to say.

    having more boon strip just mean you need more stab to counter it and make support FB harder to do their job n give less quickness

    Having 30 on demand AoE boon strip means potentially catching people and murdering them straight up. Especially if both mines hit one person. That's 6 boons gone instantly. So there goes stab, resistance, and protection. That person can die very easily if either they or their teammates don't respond quickly.

    And people not playing the game perfectly isn't exactly a rare occurrence.

    And mind you, with the 12 second cooldown it had previously. You could match the strip power of a necro. You were dropping 3 sets of these minimum before necro got a lot of their cool downs back up.

    Essentially, the mine would be up for every single melee push you do. If you don't see the potential of that then I've got nothing for ya. We'll just have to agree to disagree.

    Can the forum devs please make the dev tracker actually usable. No one wants to see posts in which a dev has commented on 2 months ago pop up just because some random person commented on it today.

    Why are we put here, just to suffer?

  • kamikharzeeh.8016kamikharzeeh.8016 Member ✭✭✭✭

    @Master Ketsu.4569 said:
    Do you really want sPvP balance in WvW?

    Ever since the Feb balance patch last year, most of the balance changes have actually made sPvP worse, as Anets balance method since then has been largely to increase cooldowns and resource costs instead of actually fixing problems at their root cause. There are a greater number of viable builds and counter strategies in WvW right now than sPvP for this reason, which was not the case a couple years ago.

    If anything the lack of WvW being touched is a good thing.

    sorta. we don't want spvp balance, but overall spvp is better balanced, because u can actually balance sth in spvp, since it is a structured format in a smaller, closed area. for Wvw the balances that have been made, including the cursed february20 patch, made everything just worse.

    Anet cannot balance Wvw, therefore they shouldn't even try it i guess... that'd need insight in what gets actually used and why it gets used, a point they 100% don't understand.

    like not even a tiny bit. they would need a group to play anonymously metastuff with 30-40 people, i understand that this is hard to manage, but they had so many years and still have absolutely zero clue. :S

  • biofrog.1568biofrog.1568 Member ✭✭

    They increased the cool down on Throw Mine because pieces of kitten run in circles around a keep throwing them behind as they have no AOE indicator, but knockback or put anyone following them into combat, while they run away with superspeed.

    It's usually the trolls on blackgate that do it for days on end, getting their little kicks from being kitten.