Just based on that one clip we had those same timings on Monday when we were doing some progression. The tank gets the tank mechanic immediately after balls and traps targets go out at the same time.
Our timings on Monday vs Our timings last night were very different - they perfectly align with the information I'm seeing here.
Similar but definitely different
From killing the boss yesterday if you do this :Players must now place their traps as far away as possible from the tank explosion. This gives enough time to detonate the traps before the ripple reaches the traps.U def don't have enough time. Players must rush over the spike ripple and place the traps on the safe side. This allows for more time to detonate the traps.This is how people should do it
You can also do it like this due and not be racing against the spikes : https: //clips.twitch tv/HandsomeJollyNikudonDansGame-KymHPCokJvE0VruQ
There were undocumented changes for normal Painsmith as well. Last week we couldn't get past p2 as our tanks were just melting from the weapon throws. This week we did it in 2 pulls (first pull was a 0% wipe due to one of our tanks lagging and getting squished by balls). I don't have logs from last weekend so it may have something to do with the blackened armor debuff change or the changes to timings but either way, this week Painsmith was easy, last week it was not.
You could also place a Warlock portal from one corner to the other (where the tank is going to position for their mechanic). Once the four people get marked with traps they use the gate and go over the spikes - you then get to decide when to pop the traps and have more control over the matter.
Can confirm you need to step over the spikes and place the traps where they've already been. We tried option A and got blown up every time. Struggled a lot to kill it on HC the first week, but definitely felt a bit easier now.