[Gameplay] Regulus mines

mines or grenades?

This has been mentioned within other posts and I thought a dedicated thread might be warrented.

I think tossing a mine should have a VERY limited radius, not much more than arms lengtth.

A mine should require a click on it to avtivate it, to reduce the grenade effect.

Add a real grenade buff with a "tick-...tick...tick" NN second countdown and allow a pickup and toss as a defense.

8,920 views 19 replies
Reply #1 Top

Mines are fine with the current radius, especially if they intend to keep the cap at 6. 

Give the throw arc a tracer (slight glow) and increase trigger time to explosion by 0.2.  There, now if you are paying any attention at all you can avoid the mines. 

Regulus is a ranged Demigod.  Just because he kills you if you aren't paying attention doesn't mean his range should be nerfed, imo. 

Reply #2 Top

mines are ok the only change i think they need is change mines so they can be exploded only after 1-2 seconds after placing

Reply #3 Top

Lie the mechanic now, wouldn't mind if the cap was 8, but then again that might suck.  Other than tweaking the cap number and stuff with snipe, I think reg is pretty much done.

Reply #4 Top

Reg is weak on this beta now, 6 mines total, only weak player will die from that.

Reply #5 Top

He has enough other possibilities to kill an opponnent that was damaged by his mines, so the mines does not need a buff, they are not supposed to "one hit" kill enemies.

Reply #6 Top

Reg is weak on this beta now, 6 mines total, only weak player will die from that.
End of quote

Yah, his spell damage potential has been significantly nerfed and the large armor mitigation achievable in 2D means the Fury/DPS build isn't as great as it used to be.  

Regulus is a bit boring in this build, compared to the average 20-kills-a-game superstar he used to be. 

Yes he was a bit OP, but now he's a bit lobotomized. 

It would be nice if a mitigation mechanic could be introduced that would lessen subsequent hits from the same spell rather than nerf anything that is OP when it stacks, otherwise we won't be left with much :/

(i.e. mine damage stacks to 3 hits - after that mine hits within 2 seconds do 75% less damage.  Snipes within 5 seconds of each other do 75% less damage and Snipe Radius is cut 25%)        

Reply #7 Top

Mines do not need any more nerfing. Snipe damage had already been nerfed, and mine cap has been put down to 9. If you are half-good you can already easily dodge mines as they are now...why do you need a longer activation time?

Reply #8 Top

Quoting Flurus, reply 4
Reg is weak on this beta now, 6 mines total, only weak player will die from that.
End of Flurus's quote

Why do you think Regulus should be able to stack so many mines he can instakill someone?

Reply #9 Top

I guess my ideas pretty much summarize what others have said:

There are many uses for mines. I don't think the solution is just to nerf their damage. They do enough to clear waves. They prevent "easy" flag captures (then you can teleport in to whatever flag is mined after they take damage from the mines and they have little choice but to run or use a potion to stand a decent chance at capturing it, either of which they will have spent more money and time than you have)

Even if the mine cap were higher, we already know that "minefield"ing a flag is counterable. Why bother?

If the mine damage were any lower, the mines would be useless. If there was a delay on the explosion (moreso than the cast time iteself?) then the mines would become easy to dodge in combat. It just limits the use that Regulus has, not to mention the mines are horrid early game.

Reply #10 Top

Why do you think Regulus should be able to stack so many mines he can instakill someone?
End of quote

Because there are things called "Totems of Revelations" :) All generals can check for mines in flags and explode them with their minions, and if you walk over one mine and see it explode, and continue walking, thats your fault if you die.

Not to mention they are introducing the Totem that will clear mines in Beta 3.

Reply #11 Top

Quoting DalzK, reply 10
if you walk over one mine and see it explode, and continue walking, thats your fault if you die.
End of DalzK's quote

Not really. The 200 ms delay means it's almost impossible to turn around before most of them explode.

Reply #12 Top

Not really. The 200 ms delay means it's almost impossible to turn around before most of them explode.
End of quote

Not true. If you are not expecting it and just walk straight in, then yes. But if you are having a quick walk towards the flag then turning back quickly (rinse and repeat) then you can avoid it. Like I said - Totems of Revelation - 50g.

Reply #13 Top

If Regulus starts putting mines in random ass places, he can force you to spam the map with totems, wasting time and gold.

Reply #14 Top

Quoting AngryZealot, reply 13
If Regulus starts putting mines in random ass places, he can force you to spam the map with totems, wasting time and gold.
End of AngryZealot's quote

That's a theoretical, right?  Or have you faced off against the mad miner of Demigod?  ^^ 

For the most part, Regs will only mine around flags and in creep lanes.  The grunts will blow up any mines they run over, so you don't have to worry about those too much, and that leaves a maximum of three totems to plant at each neutral flag, for a cost of 150 gold. 

Say you refresh the totems when they expire after five minutes.  That means you have spent 300 gold, total, and covered ground you were probably going to visit anyway.   The gold and effort to increase your LoS 50% might be worthwhile after all. 

Reply #15 Top

If you are a general, just send 1 minion at a time to detonate if u want a gheto totem.

Reply #16 Top

I always get totems at each flag, if im regulus or not, or versing him or not.

Reply #17 Top

Quoting Ke5trel, reply 14
That's a theoretical, right?  Or have you faced off against the mad miner of Demigod?  ^^ 

For the most part, Regs will only mine around flags and in creep lanes.  The grunts will blow up any mines they run over, so you don't have to worry about those too much, and that leaves a maximum of three totems to plant at each neutral flag, for a cost of 150 gold.
End of Ke5trel's quote

That doesn't help the center flag on the waterfall map. If Regulus can booby trap that, and there are no generals on your team, you lose the flag for the entire game unless you want to feed the enemy 1500 gold and a powerplay.

Reply #18 Top

Quoting Flurus, reply 4
Reg is weak on this beta now, 6 mines total, only weak player will die from that.
End of Flurus's quote

Hes not weak. He's more balanced thats all.

He's not supposed to 1 shot player because of cheap stacked mines.

6 mines is better for him.

But I tend to agree that when your are trowing 3 mines at a time, the 6 mine cap is reach a bit too fast... SO i guess reggulus a bit more boring to play now.

Maybe they can do something about it?

Reply #19 Top

Ya ok, he is more balance. Just abuse the snipe.

They is a reason why Reg has wing, play the chicken way : hit and run