In every game I've played that has Regulus as an opponent, what seems to happen is thus, they toss their mines and a second later they detonate, usually inflicting anything up to 1,500 points of damage instantly and from a very safe distance. All it usually takes after that is a snipe and the Regulus player can probably run in, take 50% damage while finishing you off with regular attacks and then scapering. I would have thought the mines would be a defensive ability, not an offensive ability. I'm not going to rage or beg for their damaged to be nerfed but I would genuinely love to see the range of them dropped by half or two thirds.
Watch the reg for the throwing animation and they can easily be avoided.
No. Mines are fine as they are.
Yeah, once you get used to it you can pretty consistently dodge Reg mines. Really its the random minefields near a flag that get me more than anything.
I would really like to see the timer for the mines to be longer, so they have to sit there an extra second or two before exploding. At the moment it i$ almost impossible to avoid them in a game with high pings.
Also, how does the damage compare to UB's spit? It seems that the mines do as much damage (more if you count the fact that they hit everyone in an AOE) instantaneously..
Mines are fine as they are. Don't play in games with high pings
Mines arn't fine. They need to be changed somehow. Just compare Mines to Hammer Slam. Mines are harder to dodge, have better AOE damage, can be placed at further range, and have all the utility advantages of being preplaced. Mines also get their slow effect at 4 skill points/level 10; Hammer Slam requires 5 skill points/level 15. Hammer Slam's only advantage is better single target damage in a single use, although for practical purposes that also requires using a boulder roll II (level 10; huge mana cost).
I think it is no mistake that the couple occasions I've played against a high-ranked Regulus, their primary strategy has been a complete focus on mine spam.
You can't compare ability to ability like that because each Demigod has other abilities/stats that make them balanced. Reggies mines are fine as is. Any decent UB or Erebus can tear through a Reggie with ease, mines or no mines.
Reg is underpowered, mines are the only thing he's got going for him, play more games.
Oh come on. Reg is squishy as hell. Rook is not and has other abilities to further increase his ability to defend himself (structure transfer and towers). So Reg had better damn well have MUCH more effective damage dealing abilities.
You cant compare the damage dealing abilities on two DGs that fulfill completely different roles. Reg's main purpose is to deal damage, so yes, he is going to do above average damage. This doesnt mean that Reg is unbalanced.
Given that Reg is countered by many common DGs, nerfing one of his big skills is a mistake. Its an average DG at best anyway.
Regulus's best skill is his mines, it practically defines the character and you should expect them to be powerful. Its the same with Sedna and her heal or Oak and his shield. They can be avoided, and often times tanked. As was said above, the deadly ones are the ones you don't expect.
Mines are Regulus' only good burst damage skill, and they start off TERRIBLE. Mine 1 is even worse in my opinion than Hammer Slam 1.
No bones about it, both are very good skills in the long run, for the DG that uses them. I think the only reason people have a problem with mines, is the same reason they get angry about general's getting DG kills. For some reason mines CANNOT be an offensive mechanism in their minds. If mines only worked on defense, they would suck.
oh you guys lol.
no offence but i think some of you guys are bad players with a place to voice your opinion. you have planty of time to get out of the way its your fault if you dont move.
mines take 1 sec to cast and a moment to activate. hammer slam is 1.5 sec to cast so why are you acting like you have no time to react? you have no excuse. if a regulas is able to spam mines at your feet then according to the math a rook should be just as able to spam hammer slams on your head. but rooks doing that isnt the case is it?
hammer slam gets a 50% slow and shrapnel mines is 30% so why shouldnt regs get it a little sooner?
hammer slam does 1700 mines do 450x3=1350. yes i know regs get 6 mines at a time but he throws only 3 and people complain about the throwing at your feet strategy.
and do not compare mines to spit lol. spit has plenty going for it do not try to pretend mines are completly better then spit.
Mines are supposed to be something you use strategically, not throw at someones feet and watch them explode. They should be used as a trap, which is what I'm sure the designers visioned when creating them, not a straight damage nuke like people use them as.
What they should have, is an arming time. Nothing too long, but just enough time so that they are an ineffective direct damage skill.
And I'm not being biased just because I get pwned by it or whatever. I play Oak mostly and I think penitence is probably the most overpowered skill in the game. There's alot of balance this game needs but I'm sure they won't do anything about any of it if the only skills they've changed since release is erebus bite.
i dont see the reason in posting this then. IMO, no skill with any character actually needs to be nerfed. it all depends on the skill of a player. His mines r useless if ppl are fast enough to move out of them. so i think the amount of dmg they cause is fine as it is. The only thing that might need fixing ... is the movement speed debuff.
The practical difference between mine slow and hammer slam slow is nonexistent.
Reg is competitive without mines. The reason mines are the 'only thing he has going for him' is that they outshine his other abilities, at least in straight-up power.
Riggamortis outlined the kind of thing I'd like to see. They either need to be clumsier, so it actually requires effort and planning to get the huge payoff they give now; or they need to be flat out weaker. I'd prefer clumsier.
Yet another post crying for nerf when something is not broken unbelieveable. Wonder why so many bring on the nerf bat post.
Mines and Hammer Slam are two completely different skills used by two completely different DG. They are not comparable.
Hardly. AA Regs almost always end up being farmed in my experience.
Clumsier? They're already easy to interrupt with a one second cast time. Most mine Regs try to kite you over their mines, which is why I lay a Totem of Revelation near the contested flags and walk around the mines.
Um, duh just chug over the mines and rook roll. flawless plan full of win.
Mines should have a lower range. You ahve no chance to escape them, or lets say, I played TB and i made my rain of ice onto them and nothing happended. At least this should be fixed. So that if you see that he throws the miens to somwhere that you can aoe them...
I actually do think the damage should be reduced. The primary purpose of the mines should be to slow the enemy. Most other stun/slow attacks do limited damage. Mines do huge damage as well as slow the target, and what's more they're a spammy attack. He can have fifty mines out at a time, walking through a minefield of 9 shrapnel mines does a ton of damage. If mines were used purely defensively (controlling an area) they'd be fine or close to fine as they are. But that's not how they're used, they're thrown under your feet in combat. Thrown under towers (which is more or less glitching). If they were used to defend an area, that would be one thing, as it stands they're used for assault.
I think they should slow at lower levels, in exchange for a damage nerf, possibly he shouldn't be able to have so many down at a time. Go ahead and flame me now.
You know Regulus can only have 6 mines out at a time, right?
Reg has no stun and no interrupt, mines better be pretty bloody good imo.
Mines are annoying as heck since they can basically be used as grenades (though when used as actual mines they're scarier). But being annoying doesn't mean they need a nerf.
They're not easy to use for one, at least not without practice. I ran through the singleplayer campaign as Reg the other day and found them to be a lot trickier than most DG's skills.
Also, let's look at Reg's combat options:
1. Shoot crossbow (autoattack).2. Make crossbow shoot further (Sniper's Scope).3. Shoot crossbow really far (Snipe, and really requires Tracking Device to be useful in a 1v1).4. Make crossbow shots hurt more, and deal splash damage.6. Slow people when shooting them with crossbow (Maim).7. Slow people down, and maybe deal a mediocre amount of damage if they use an ability (Mark of the Betrayer).8. Use Mines....and maybe slow people down.9. Put points into stats to make crossbow hurt more.
Mines are really all he has to directly deal damage other than autoattack, since Snipe isn't particularly useful except as a finisher.
well... there is that useless hero ability called dead-eye that stuns for .3 seconds 3% of the time.
Reg is fine. No nerf required. Are mines a guaranteed hit? No. That means you could potentially dodge? Yes.
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