Personally- Id be skeptical that these changes, and the reasoning behind them- Would have the desired impact.
In my experiences the problem with banshee mines is the tumble (within the full context of the ability), in relation to how quickly lightning strike charges up now. Against good teams, banshee mines already typically do very inconsistent damage. The “trouble” with them is that they tumble lock you right into a lightning strike that was queuing up before you even got tumbled- And you have no control to save yourself when the lightning strike goes off.
Similarly- Im skeptical that reducing the radius would do much, either. Its very common for high-level krakens to only put 1 point into lightning strike anyways even by at stage 2, because the tumble-lock of the banshee mine can so reliably force people into the lightning strikes with only 1 point. Lightning strike moves at about 10 meters per second, and with its cast time can be maneuvered about 16 meters from where its cast at- Even at only 1 point, with a 5 meter radius, this means kraken can hit something as far as about 21 meters away from the point of casting. Reducing the radius as you have suggested, changes this to 20.5 meters. Oo la la lol.
I think the real issue is that banshee mines, do not feel like mines. With the increased speed, the increased invulnerability time, and the short arm time, they feel more like banshee missiles (And have been joking called banshee missiles by the community long before elder kraken hit the scene for these very reasons). Shot “on” a hunter, hey have about .5 of a second to react. You may negate the damage, but youre GOING to be tumbled- Like it or not. Probably right into a lightning strike.
THIS is what i personally think needs to change. Id like to see something done to make banshee mines, feel like mines. Not insta-pop missiles. Something along the lines of an arm time that begins after they make contact with something. Maybe make them harder to see before they activate, maybe make them harder to kill before they activate- So the kraken can set up areas the hunters cant easily/dont want to go- so they function a bit as area control- The job you, you know, typically associate with mines.
Or simply increase the arm time as it functions now, to about 1.5 seconds from 1, and make it so an inactivated mine thats shot, doesnt tumble the hunter. This way the hunters could have a 1 second window to pop the mine to counter the tumble of the mine, otherwise theyll be tumbled as normal if they shoot the active mine before it contacts.
ANYTHING to allow some counter-play to the tumble lock. The devs have made it VERY clear that tumble-locking is NOT a mechanic they overly want in the game, largely because, lets face it- Its not fun to deal with. I see no reason the banshees should continue to serve as this function.
Aftershock, thats another can of worms. Personally id simply like to see aftershock work a bit like a “dot”, instead of 1 big burst- Give it a few (3-4ish) solid ticks of damage almost immediately after the ability is cast. Id even argue to buff the OVERALL damage if the kraken manages to land each tick of the aftershock. This way in order to fully utilize the aftershock the kraken needs to maintain a bit more range to the hunters- giving them a couple second window to get in some damage- Avoiding what we see now. A kraken that sits 20-30 meters in the air, flying at 10 meters per second above the hunters head, then dropping down juuuust at the last moment- unleashing a 20 meter explosion on the hunter in the brief second hes near them, before flying away again- Only allowing the hunters a “window” to do some damage if theres a specific type of trapper there.
If any of these changes arguably make kraken “too weak” for competitive play to be viable- Id be ok with him receiving buffs in other means- But I think he needs some minor gameplay tweaks. As he sits, kraken is amazingly unfun to fight. I do feel hes SLIGHTLY too powerful, but if he makes just a couple small mistakes, a competitive hunter team will kill him every time. Its just that contending with what he can do, sucks. Oh look, im tumble locked into a lightning strike. Oh look, an undodgeable aftershock. Oh look, hes following it up with an undodgeable heavy/vortex/pounce now that hes close. Oh look- now Kraken is easily denying pick ups from 50 meters away because he can deliver constant snowball damage to anything in LoS, and snow balls explode in a large radius. I guess someone better body block the snowballs, so someone else can get the pick up- And now we have 3 hunters out of position. Oh look, he sees what were doing threw a banshee mine. And is queueing up another lightning strike. Followed by another banshee mine. Which he followed up with a vortex. And here comes another banshee mine, because he can have up to 3 and they only take a few seconds to recharge. Oh look, that person bled out because his abilities/snowballs consistently denied the pickups and exceeded the medics healing capabilities (heaven forbid it be the medic themself that went down- Thats GG right there).
All of this makes kraken feel AMAZINGLY “swingy” in combat. Once the kraken gets a single down, its a very steep battle from there- Unless youve already had a couple very successful domes before hand. NO monster, OR hunter comp for that matter, should be “Swingy”. I want a battle of attrition, not “oh, timmy made one mistake. We all lose now”