Feedback:User/Tennessee Ernie Ford/Unsummoning stones

Unsummoning stones
Everyone knows the terribleness that is discovering that you have a few remaining red dots left before you get credit for vanquishing an area. This simple consumable (with some horrible code behind it) is meant to help reduce the number of occasions that someone spends more than 25% of the time spent VQing on a tiny fraction of the foes.

Mechanics
Double-click as you would a summoning stone. You get a warning message (are you sure you want to use this? you only get one chance per VQ). If you choose to proceed, three random foes are eliminated from the area. If they are indeed the last few, you get credit for the VQ (but you don't get XP, bounty credit, or VQ reward for their deaths — they are removed, not killed.)

FAQ
Too many foes and people might be tempted to use them every VQ. (Maybe four or five would be better.)
 * Why only three foes?

Eh, I'm not sure, but I think they can. The game already allows: removing red dots and getting credit for a VQ by removing the last red dot.
 * How can you be sure that ANet can pull this off with their limited development budget?

Well, that defeats its purpose (plus: multiple players means it's easier to track down the dots) — it's not meant to VQ for you; it's intended to reduce the hunting for less than 1% of the foes in an area.
 * Why not allow every player in a Caravan VQ to use them?

Well, we already exploit those mechanics, so... I don't think this item will make much difference. Plus, if you had only two of these, would you really waste one on Bukdek Byway?
 * But can't this be abused in areas that initialize with 3 foes or less?

Actually, I think it would be appropriate to make these impossible to use unless the party has been in the zone for 60 minutes or longer. But I suspect it's harder than it sounds to ask a consumable to recognize how long you have been in zone.
 * Any other weird thoughts?