Things I hope to see with banshee mines:
1) visual clarity added. Maybe an obvious "vapor trail" similar to hunter jet packs as it travels through the air or something along those lines.
Good hunters are watching for mines. Entry / mid don't see them. They're hard to see and kraken has no "obvious" animation.
The result is entry / high level players react entirely different. Making it easier for ALL levels to react on a similar fashion will help let them buff them for high tier play without utterly destroying low tier play.
2) I'd like to see banshees changed so they have more "consistent" damage. They do almost nothing against high level teams, but can easily be triple stacked to do around 1000 damage on low level teams. For the same reasons as above, I strongly feel this needs to change.
I feel They need to do more damage to high tier teams, but less damage to low tier teams.
Imagine banshees that whistled out, and then exploded into a bubble zone like behemoths lava bomb (but not as big)- making a screaming banshee sound while you were inside of it, doing damage over time as it did.
I feel this might help cover a lot of bases in one swing.
It'd help give kraken some zone control - something he doesn't have but I feel he could benefit from. If the damage of the dot was powerful, but the duration was short, you'd ensure that you get reasonable damage- and giving players the "audible" confirmation that "hey I'm in this pain zone!" Will help players of all levels react similarly. Oh I HEAR the banshee scream? Dodge out of it!
From here kraken could continue to lay banshees in front of that hunter, forcing them to a) skirt through more dot zones, b) use up jet pack, c) possibly coral hunters into other abilities of they carefully observe/predict which direction theyre going - i.e. Lead them into lightning strikes. All without relying on hard tumble locking them into it.
From here we could play with all sorts of other obvious banshee goodies. Maybe they explode at the start as they Burst into a dot field- doing a bit of damage up front- helping ensure each mine does at least a little something. Maybe they burst at the end, meaning there's a bit of extra punishment for staying in the dot field for too long. Maybe they can be shot like they currently can be to keep them "in line" spiritually with what they are now. Maybe shooting it prevents both effects. Maybe it prevents only one. Lots of possibilities to play with