Two beliefs of a Regulus player:
1. Regulus on his own is not in need of any balancing. He stacks up against the other DG's just fine.
2. A well-played all-Regulus coordinated snipe team is, at worst, imbalanced and, at best, uninteresting to play against. Either way, bad for the game.
Difficult balancing issue:
How do they nerf the all-Reg snipe squad (which would be good) without making Regulus on his own any weaker (which would be bad)?
Suggested answer:
After being targed by a snipe, a demigod may not be targeted by a subsequent snipe for an amount of time equal to the first snipe's cooldown. This is a good solution because, by definition, it can have no effect on a solo Regulus. It should also have little effect on a multi-Reg team that isn't coordinating snipes.
Thoughts?
You can kill all reguluses by putting a few QoTs on your team. The bramble shield negates a snipe spam . Also just put hp items on and get heart of life. Kill regulus often, other than snipe before endgame he's pretty shitty.
This is like saying 5 spitting ubs or 5 fireballing tb's is OP (and they all do way more damage than snipe)
You should realize that Stun immunity is already in the game. When stunned by Boulder Roll, Mass Charm or Freeze a Demigod becomes immune for twice the duration of the stun. See the following post: http://forums.demigodthegame.com/345442/page/2/#replies. Also not that limitations were put into slow effects for the same reason. The developers aren't idiots and need to reel in powers that get exploited by clever players.
There's also a tremendous difference between all the other powers you list and Snipe. Every other power in the game requires you to be in range of other powers when you use it. QoT shield, Rook's towers, Torch Bearer's rain, Sedna's heals, and so on. Every power in the game requires that you are close to your target when you use it with the exception of Snipe. This one power allows you to threaten the whole field of battle while youre still protecting a lane up to 90 yards away. Three Regulus players can all stay in completely seperate lanes, farm creeps, and control flags independantly. Then on a moment's notice they can all take 2 seconds to support each other almost anywhere on the map, without having to leave their lanes. No other powers allow this. And this can be repeated every 15 seconds until you run out of mana. And the mana cost is rather low, so that's not a prohibitive limitation.
Snipe teams are easy to beat
1) Stack HP items (if you're an assassain, get enhancement attributes to further stack your health on top of the equipment bonuses)
2) Have a demigod that can shield or interrupt (QoT/Oak). You can see a snipe coming.
Now, fighting 4 regulus with mines - thats fucking annonying.
OK my bad on the stun, it was early.
You're right there is a huge difference between the powers I listed, because it's meant to be that way. Yet you're trying to compare them. So does that mean we should take away Sedna's heal because she's the only one in the game that can do it? No. So why change snipe because it's the only skill in the game with a 90 yard range? I mean look at all the Demigods, every one of them have perks that no one else has in the game. Why should Regulus be any different?
Regulus' snipe is a long range finisher, and beside range, not a very strong one.
If you're getting sniped by three Regulus at once and dying, you're doing something wrong.
18 mines on the other hand does sound painful.
Another reason this is silly. Why should Regulus be penalized for using Cooldown reduction items? Because that's what this would be doing.
Hai other Regulus guy! Don't you snipe that target! My snipe has a 7 second cooldown so the debuff will be shorter! Ugh! I said I could get two snipes off in the amount of time it takes your debuff to go away! Now we lose!!! You noob! /ragequit.
I was going to short type that and use U's and Urs, but it hurt my head just thinking about it.
edit: If snipe does need any changes to it, I think it should be something really simple. A visual indicator on your character that shows you're about to be sniped, Like a crosshair or something. This way you can shield, pot, pray, whatever, and not change the mechanics of the skill.
I'd suggest a reduction in range for the snipe... and stop snipe from hitting home even after a DG has teleported away.
It seems like the people objecting to Snipe Teams are basically saying "Well, I havent ever encountered this, but IF it happened and IF I refused to notice and IF I refused to adapt to it, it might be kind of powerful". Come on now...there are a LOT of very simple counters to this as people are pointing out. It seems like the people who actually have encountered this and arent theorycrafting are all saying "Yeah, this is easy to beat".
The bottom line is that Snipe teams are only really going to be dangerous early on since the damage from Snipe doesnt scale that well. And Reg is a very weak early game DG. So that seems pretty balanced to me. Its so easy to push early Regs around, so you really shouldnt be in that much danger as long as you realize what is happening and counter it (get HPs, bring potions).
Snipe is not a that great of a skill in general. Yes, it has great range, but its a low DPS attack - it doesnt do that much more damage than an auto attack, is mana intensive, and takes forever to cast. And its damage doesnt scale well at all to higher levels. Nerfing a VERY mediocre skill doesnt make much sense to me.
lol *facepalm*
Yes, and as I highlighted in another thread on a similar subject, the concern was regarding Pantheon where there are only 4 choices per team.
I haven't been talking theory. I've encountered this in real life and I've exploited the mechanic. I'm training up an old TA buddy in Demigod right now and I plan on be exploiting Snipe online in team games next week.
Many of the posts in this thread are concentrating on the raw damage that Snipe deals in terms of whether or not it kills you in one shot. As I've pointed out earlier, this isn't really the issue. A game of Demigod between good players isn't determined by who kills who the fastest. It's determined by who controls the lanes and flags best, and thereby outlevels and outspends the other team. The incredible 90 yard range on Snipe allows you to attack all over the map while still dominating your own lane. It also forces your opponent to retreat early and more often then he would normally have to. Over time this unerringly allows the Regulus team to outpace and dominate the game.
Again, I think Snipe would be ok if it started around 30 yards in range and scaled up to 50 yards. That's still about twice as far as any other attack. Snipe would still be a very powerful skill that allows you to kill retreating enemies and get kill assists from a very safe distance. But it would be much harder to exploit in the way you can today while controlling a lane all the way across a map.
How about these:
1) Lane control. Do not upgrade armor on creeps and stand just behind the creep fights. Absorb the exp and scare off any oncoming Regs. If you stand behind the creeps, chances are the enemy creeps will kill yours and move on to you. Thus, no ally creeps moving towards the enemy base. If it is a sniping/mine regulus, do not upgrade priests unless you have to.
2) Flag lock. Lock the gold and artifact flag. Without creep money, they will build slowly plus they will start having to buy flag locks. Money sink for them
3) Teleport/warpstone. Observe your teammates. The Regs will have to go offensive at some point. Kite them past a tower and a teammate warps in for a 2vs 1. Do not assume your teammate can take the reg (1-2 more snipers waiting). UBs can use warpstone to get behind a reg. This is very good if you are spec'd in diseased claws.
4) Cancel out of the teleport animation. A lot of the time, it negates most of the travel damage if you can get some premature snipes.
5) For a UB does Acclimation also reduce multiple snipe damage?
Acclimation reduces damage taken by 40% for 5 seconds whenever UB takes a hit above 500 damage. It would not reduce the damage of first snipe, but the ones after it, as the first snipe would be required to actually activate the skill.
But Acclimation isn't avalible until level 15, so it really wouldn't help much in this situation.
Reg is one of the best harraser in the game for his range normal attack, he will help his minion earning xp and harass you, once you will go for him he will retreat in range of his towers, if you follow, you'll get below multiple snipe hp point and boom you are dead. If you retreat he will restart to harras you, lowering your hp, forcing you to retreat to cristal to avoid multiple snipe kill.
They have the range to kite and the ability to help eachother from distance, why you think they will let you take important flags?
You will get kited, he has the range, plus he don't need a teammate to support him closely, he already have the support of all the other regs by snipes
Again fail, most of the damage will come from other dg that are already far from you, so if you teleport or not will affect only the reg near you. Plus they can snipe you from FOW so no trick possible.
ChromeWeasel explained it perfectly, even if you can negate their kill you will put a lot of effort and money in it while they will be capping, levelling and outspending you, eventually winning the game
I would argue that both Erebus and UB are better harassers than Regulus. Erebus has the bite/mist/swarm which is devastating throughout the game, and UB has the spit and speed which is more powerful than anything for harassment in the early game.
Beat and Erebus may be more powerful one on one. The game changer is that Regulus can hold his own one on one and count on support from another Regulus controlling a different lane. One Regulus may temporarily give up a flag while hiding behind his tower. But he's still able to farm creeps and keep up with gold and experience. You can't push the Regulus out of the tower because you'll quickly get killed by the tower and multiple snipes. Meanwhile the Regulus in your lane peppers you with ranged attacks and mines and works your health down. If he can get an edge on you he can just go toe-to-toe and count on incoming Snipes from his teammates to get the kill.
The whole time you have to play extremely cautious because if you're ever at half health you can expect to get killed. So it's likely that you will end up running back to the crystal earlier and more often than Regulus, which gradually gives him more XP and gold through creep farming. Over time the team has a significant money and level advantage. At some point the game changes from back and forth flag holding to everyone running away the second you're attacked by Regulus, because they are all a few levels higher and they can all contribute a Snipe from anywhere on the map.
I agree and that's because i said "is one of the best harraser ".
remember tho that erebus batswarm is available from level 5, so really early game only UB is better.
What all you "nerf snipe" shouters are basically saying that by stacking Regs a coordinated team can own a non-coordinated one. Big news, a coordinated team will always win over randoms. Also, you make it sound like reg can just do everything at once, kite you, snipe you, lay mines, everything of course immediately in the early game.
I don't see any problems for a coordinated team with the proper setup beating triple Reg, because there is no chance in hell you'll maintain early map or building control with that. A QoT supported Rook will tear your towers down like nothing, and won't even be bothered by one Reg pelting away with autoattack. Ah right, I forgot, Reg has of course taken Snipe, Mines, Maim and Sniper Scope and Angel all at once through some hidden option I haven't found yet. If they send more manpower to the lane all the better, not so easy to snipe from close range.
There are a multitude of options for not getting into snipe critical hp range, stack some hp items, buy some healthpots, buy monks, use support heroes ...
Lock your flags, teleport together and do a concentrated push on one lane. You are now united and either they stay away and snipe and loose the lane, or they defend the lane and won't be able to snipe much. Whatever, there are tons of options how you can exploit Regulus weaknesses.
A single Snipe/Autoattack focused Regulus already has to work really hard to survive the early and early mid game, I can't see this suddenly getting better when you replace the two other heroes by two more "Carries".
Sorry for multiple posts, buggy forums, big surprise there.
Can't believe how little people are lacking in brains. (StAcK3D_ActR bump for him for having a brain cell)Imagine 3 regs sniping in cata, all at the stone with unlimited mana and health.people saying, ok they will lack xp is just plain wrong.1. 3 regs sniping = 750 damage at level 1, by level 4 of the skill it's 3000 between them. This forces the enemy away and can keep them off towers, well timed and aimed shots can kill a demigod easily, and with tracking device thier cooldown can be off before they get back to base planting another 3 snipes between them.2. More than 50% of gold income comes from killing other demigods, meaning regs will not have to worry about gold where the other team will. Saying you can pot when you want to avoid snipes is just stupid, you will lower your gold not allowing you to buy gear, weakaning yourself while they will not have this trouble. Not to mention 3 regs landing shots on a kill target means gold for ALL, which is another huge boost for the team.A well played Reg team can focus fire on 1 person constantly dropping his gold the entire game quickly so he cannot afford gear.3. Regs can get xp just as easy as the enemy team.Heaven’s Wrath – 2000 PointsInstant 45 sec. cooldownUse: Fire a beam of searing light at the targeted location, dealing 250 damageand throwing smaller units into the air.Not only does this get them xp but it stops enemy minions reaching thier towers. If an enemy demigod does reach thier towers, the combined damage of 3 snipes + tower + artifacts = instagib.4. Look at the flags in midfield, reg's do not need them so flag capping is pointless.. Mana- reg's have the crystal at the citedal, so pointless. Health- There not being attacked so pointless again. Xp- Usefull but not major. 10% damage bonus flag is usefull but not on every map.End of the day they don't need the flags so they never have to leave, as the game progresses they will move up the field, gaaining xp closer to the mobs.Surprised that noone has thought of the easiest soloution the reg without any major nerf.Make his snipe range scale with the sniping skill, example:Assume the reg in game has 100% sniping range.Level 1 (of the skill) 25% of his range now.Level 2 50%Level 3 75%Level 4 100%This means at the start he can't just hug the citedal, he has to come out and fight middlefield and earn the right to be able to shoot from across the map.It can even be used to bring the useless skill Deadeye into the game by Making it scale in 20%, so the Level 5 sniping skill Deadeye add's 20% range itself making it a more usefull skill. It would eliminate most of base camping meaning the Reg had to come in and help his team.
I'm not saying that a coordinated team beats an uncoordinated team. I'm saying that a coordinated Regulus team will beat any other kind of coordinated team. And I'm saying that it's a lot easier to coordinate an all Regulus team, because you can coordinate your attacks from seperate lanes across the map. While the other team needs to be in the same place at the same time to threaten an enemy, Regulus can threaten you from 90 yards away. This allows the multiple Regulus team to dominate multiple lanes and outlevel and outspend their opponents.
And how on earth is it hard for Regulus to survive in the early game? He can outrange his opponents with Snipe and Scope at lvl 1 and 2. And his mines allow him to dictate the field of battle. Regulus is very survivable early game because there are always towers to hide behind and your opponent can't risk being in tower range for more than one or two shots. Any time he chases Regulus you can back up a bit, and then get in a few shots when he has to retreat. And if ANY opponent ever gets low on health you chip in with a 100% safe Snipe for kill experience and gold. Honestly, if you really think that Regulus isn't very survivable early game you're a very inexperienced Regulus player who doesn't use the terrain properly.
One thing that interesting is that no one has really taken up the argument against simply reducing the range of Snipe. Right now it's a ridiculous 90 yards, compared to most attacks of 20 yards. I've suggested starting Snipe's range at 30 yards and increasing it to 50 yards at its highest level. Would that break the skill or make Regulus unplayable? As a Regulus player I can still see Snipe as being very useful with a 30-50 yard range. But it would be much more difficult to exploit in the way it is today.
"One thing that interesting is that no one has really taken up the argument against simply reducing the range of Snipe. Right now it's a ridiculous 90 yards, compared to most attacks of 20 yards. I've suggested starting Snipe's range at 30 yards and increasing it to 50 yards at its highest level. Would that break the skill or make Regulus unplayable? As a Regulus player I can still see Snipe as being very useful with a 30-50 yard range. But it would be much more difficult to exploit in the way it is today."
Pritty much sure I just said that, and yes it's only regulus that are stupid at the start that get to close because thier kill hungry, a clever Reg will never come close and let you make the mistakes.
Not sure how you get 750 damage, since on level 1 a snipe is around 500 on max range.
And though Regulus only starts with 1400 health, many other demigods start with around 2000. The Rook can quickly get up to over 3000 at level 3 and with favor items, I've seen an UB have over 4000 health at level 3.
So that would mean that you actually need 4 Regulus to down one DG in a coordinated attack.
And Regulus has to wait until level 4 to get his second level snipe!
Also, on maps like Cataract, snipe doesn't travel very far because the map is so large, so you'd be on defense all of the time.
I would wager that with 3 Rooks vs. 3 Regulus, the Rooks would win every time because or armor, health and structural transfer.
So you are actually proposing that gimping in the middle of the map or at your base crystal doing nothing but doing 750 dmg snipes will actually get you kills against a coordinated team? Thats totally laughable, a single Sedna can outheal that, hell even Monks can almost outheal that. Get some HP items, don't let yourself get low, good to go.
Further, by totally giving up map control that way, not only do you loose important bonuses like 10% XP, you also massively fall behind in warscore. There is also gold mines you can't hold, additional portals that get taken over by the enemy ... a 1650 instant dmg every 15 secs. will get you nothing when Catapults assault your base and QoT/Rook rampage down your side lanes.
Hate idiots like you that don't read.
"Not sure how you get 750 damage, since on level 1 a snipe is around 500 on max range."
We're discussing 3 reg level 1 snipe is 250 damage, what's 3x 250, Well done!. If you mean 1 reg does 500 max damage at max range if your playing this tactic you want 1 volley as close as you can so hopefully your cd's off by the time thier leaving your max range for a second shot.
"And Regulus has to wait until level 4 to get his second level snipe!"
Assume the reg in game has 100% sniping range.Level 1 (of the skill) 25% of his range now.Level 2 50%Level 3 75%Level 4 100%
OF THE SKILL, again read first, of the skill does not mean his level it means the level of the skill, there are 5 levels in snipe including Deadeye. There are 3 levels in range going up to 6 yards, but it is reached at level 8 but has 3 levels of the skill....
"Also, on maps like Cataract, snipe doesn't travel very far because the map is so large, so you'd be on defense all of the time."
So the enemy would stay aat thier citedal doing nothing all match, gj there.
"So you are actually proposing that gimping in the middle of the map or at your base crystal doing nothing but doing 750 dmg snipes will actually get you kills against a coordinated team? Thats totally laughable, a single Sedna can outheal that, hell even Monks can almost outheal that. Get some HP items, don't let yourself get low, good to go."
You don't have to rub your crotch against the crystal you can move forwards and backwards, I think it was implemented about 20 years ago + in games that moving forward and backwards was doable. 750 is the minimum without including range, not to mention tower damage, your favour item that does 250 damage, mob damage. Again please think before you post.
"Further, by totally giving up map control that way, not only do you loose important bonuses like 10% XP, you also massively fall behind in warscore. There is also gold mines you can't hold, additional portals that get taken over by the enemy ... a 1650 instant dmg every 15 secs. will get you nothing when Catapults assault your base and QoT/Rook rampage down your side lanes"
I mentioned 10% xp was a loss but it's not a big problem, A reg can run in with speed enhances on get flag chuck a few mines and return.
No you will get warscore with the favour item, please again read first.
If the enemy goes for your gold mine they will be taking damage from your towers, i mean when you play demigod do you just see a blank map, or do you actually pay attention to whats going on. If an enemy goes for your portal there's 3 of you that can go in and do some damage.
Standing at the back of the map won't lower your gold or income you will stil be able to afford as much gear as the enemy, this is the entire point of the argument, so if an enemy does come up the side your still as good as a normal and can still fend him off.
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