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  1. #1

    [Sikermine] Skill builds [PvP] Feedback

    Dear Devs. Recently we realize that Sikermines are overpowered and especially the cluster sikermine mode when deployed by a skilled build player. This sikermine can reach over 95.000dmg when you have more than 256.000 skill power plus perf. mods on 4% x4. That means 110.000 of dmg for each sikermine that splits from the cluster mode. Means 110.000 x7 or x6 you get 770.000 or 660.000 of dmg.. even the exotic dmg resciliance can't handle that amount of dmg.. The average players base health is 180.000 to 220.000 which means if you are hit by 2 splited sikermines [cluster mod] you get almost your health to 1 segment (because of mitigation and edr) + you are bleeding + stagger and all these are on 256GS.. If you are running solo against a skill build player that has a sikermine you don't have a chance.. Now dear Devs. think about 4 skill build players running the same skills [sikermine cluster].. Can you plz transfer this thread to dev team? Thx.

    Leth4lAgent
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  2. #2
    I think sticky flashbang should kill/disable active seeker-mines heading toward you, period. The flashbang disrupts an agents skills making them disabled for a short time, meaning the flashbang has EMP qualities to it, so why shouldn't it have the ability to kill/disable active seeker-mines.
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  3. #3

    Stop trying to take diversity out of the game

    Flash bang skill is meant to disrupt the agents abilty to use their skills, so just because a skill build player deploys their seeker mines before they deploy them doesn't mean you should add the ability of a flash bang to destroy an active skill. You can shoot the seeker mines as they approach you to minimize damage or avoid all together, so don't suggest additional abilities of a skill when their are already ways to counter them. Additionally, skill build players sacrifice a lot on firearms and stamina anyway, so please stop trying to take diversity out of the game.
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  4. #4
    Originally Posted by PanThem753753 Go to original post
    Dear Devs. Recently we realize that Sikermines are overpowered and especially the cluster sikermine mode when deployed by a skilled build player. This sikermine can reach over 95.000dmg when you have more than 256.000 skill power plus perf. mods on 4% x4. That means 110.000 of dmg for each sikermine that splits from the cluster mode. Means 110.000 x7 or x6 you get 770.000 or 660.000 of dmg.. even the exotic dmg resciliance can't handle that amount of dmg.. The average players base health is 180.000 to 220.000 which means if you are hit by 2 splited sikermines [cluster mod] you get almost your health to 1 segment (because of mitigation and edr) + you are bleeding + stagger and all these are on 256GS.. If you are running solo against a skill build player that has a sikermine you don't have a chance.. Now dear Devs. think about 4 skill build players running the same skills [sikermine cluster].. Can you plz transfer this thread to dev team? Thx.

    Leth4lAgent
    I kinda find this somewhat stupid to even bring up. firstly I have played well over 500 hours and NOT ONCE have i seen anyone run a dedicated SP build just for seeker mine. secondly, if your running that level of SP you are actually better of running Sticky bomb, its more controllable, you can direct the bomb location and pick your targets clean off 1 by 1, also you might want to do your math again because when seekermine is deployed against 1 target in range ONLY, there are only 3 mines deployed not 6. so the damage is still less than a sticky bomb with 250k+ SP and if there are 2 targets in range seekermine DOES not actually allow all 6 six to target one enemy, you can test this out on numerous enemies and i know full well that seekermine has a 3 mine limit lock per enemy if there more than 2 in range, if its one enemy only then 3 deploy max. and also with current skills and current armour mitigation this also reduces the damage that skills applies to you, so once again that 110k damage from seekermine is cut in half already from the mitigation factor of armour which yes does actually mitigate skill damage so this is by far still easy to counter in the current meta
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  5. #5
    You are so wrong. First off, my skill build runs 401k Skill power, with 4 4% damage mods, cluster, and the two talents to increase explosive damage. The majority of players I've seen in the top bracket of DZ run at least 50% mitigation. This stops my mines from doing 114k or so each. Instead they deal about 59k or so and sometimes cause bleed. Any player who has a serious team build is likely running 400k toughness minimum, and thus seekers don't do much at all to them. Anyone running skill power as high as mine can be put down in less than 1 second. I've been killed in one shot to the head from marksman rifles, 1 hit from shotguns, and just a burst from any automatics. I'm running less than 39% mitigation with it, and trust me when I say I'm only useful when sitting behind a wall of teammates.
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