Markov’s mines are one area of this game in which the implementation of the concept defeats the purpose of their existence.
These are designed for area denial, which is obvious based on their area of detecting/explosion and their arm time. They’re not used for anything else.
However, they’re useless for the exact purpose of what they’re designed to do!
Stick with me here:
The way they’re designed, you want to place these where your other Hunters can retreat to so that the Monster has a choice: Either attack and take damage or avoid the area for the time being. This is the very definition of area denial.
However! Because of the fact that quite literally, every single monster has an AoE ability, and sometimes more than one, this is NEVER THE CASE and they end up being a waste of time that would be better spent using your main weapon.
No matter where you place them, due to the insanely large large hitboxes for many Monster abilities, when Hunters attempt to run into the mines to scare off the Monster (a feat that seems impossible) the Monster doesn’t just run towards them like an idiot. They shoot them, with abilities that cooldown so fast that they are spitting out abilities faster than would seem possible. Most of these abilities, due to their sheer size, have hitboxes. These hitboxes, in addition to hitting the Hunters (damaging them anways!) destroys the mines, armed or not.
So, as you see, the mines are effectively useless.
Sure the monster isn’t ‘right on top of them’ but as we all know, he doesn’t need to be.
A list of abilities that does damage to the hunters and blows up the mines:
Goliath has fire breath and rock throw, both of which are easily spammable.
Kraken has lightning strike, banshee missiles, vortex and to an extent, chain lightning.
Gorgon has acid spit and the web shot, not to mention the spider.
Wraith is the only one that has problems but any half-intelligent Wraith is just going to warp blast into your Hunters.
This prevents the mines from blowing up til he’s done with the animation but the explosion of the ability damages ALL the hunters, AND blows the mines up. Thus completely negating their usefulness against the ONE Monster they should be the most effective against: Wraith, a melee storm of death and fear.
WHAT I SUGGEST
Give them a ‘three strike’ rule. I hate to use League for this example but it’s a medium many are aware of, have experience with and will understand. League’s ‘wards’ (items that can see areas of the map that are sometimes invisible) have hitpoints. But unlike typical HP, these are ACTUAL hit points. You have to hit it three times, no matter how much damage you do.
Something like this would accomplish two things:
- Still allow smart Monster play from observant Monsters, granting them the ability to destroy the mines while being held back for just a moment (something that SORELY lacks in this game)
- Give the mines their intended use back, once again. They’re still destructible but they’re not a joke anymore.