Regulus oO

TOO good?!

if playes some games online whcih where totally dominated by this angel-machinegun.....

i cant do anything against him after a certain amount of time.

at the beginning of the game he is just a cute little chicken and easy killable....

but when he reachs a certain level he becomes UNBEATABLE!

he throws out a HUGE amount of damage, has an insane attackspeed AND can fire on the move!!!

what is this?!?!?!

i cant kill him cause he leechse my life, cant cancle him in any way AND cant get away!

help/patch NEEDED!

5,290 views 30 replies
Reply #1 Top

Yes. It's the game's fault. I mean, why would a demigod be able to beat YOU!?

Reply #2 Top

I think he's a tad OP as well, but not the point that it breaks the game.

What is annoying is making it all the way back to my health crystal only to be sniped and killed from all the way across the map. THAT needs to be nerfed.

Reply #3 Top
The only imbalance I can see with Regulus is that snipe can still target people who move out of range or that he can no longer see. I have sniped people in the middle of teleporting back to spawn and the bolt did a 180 and killed them way over at their base on the other side of the map. Otherwise Regulus is not impossible to beat. A comparably equipped/levelled Unclean Beast tends to eat him alive.
Reply #4 Top

Quoting Tamren, reply 3
The only imbalance I can see with Regulus is that snipe can still target people who move out of range or that he can no longer see. I have sniped people in the middle of teleporting back to spawn and the bolt did a 180 and killed them way over at their base on the other side of the map.

Otherwise Regulus is not impossible to beat. A comparably equipped/levelled Unclean Beast tends to eat him alive.
End of Tamren's quote

 

I got a kill with fireball this way too, was oh so sweet.  And for the record, regulus is super squishy early game, and any hero that farms well is going to get powerful.  I think its early to say whether he's overpowered.

Reply #5 Top

Ya, Regulus isn't that op.. probably. Really good, though, but mostly any DG can be. Anyway, Regulus doesn't even leech life, unless he gets a item for that. So, any DG can leech life, if they want.

I haven't had any problems with snipe, either. Imo it's just a cool feature that Regulus can snipe after porting. I mean, he doesn't stun, and many DGs can just interrupt port and kill.

Reply #6 Top

Any level 20 DG with artifacts is going to be nigh unkillable.

Reply #7 Top

Quoting The_Regicide, reply 1
Yes. It's the game's fault. I mean, why would a demigod be able to beat YOU!?
End of The_Regicide's quote

I LOLed and got yelled-at at work.

Reply #8 Top

to borrow a term from DotA (sorry but it was inevitable), Regulus is what you would call a carry hero. carry Demigod in this case i guess.

 

this refers to carrying artifacts (or some might say they "carry" the team, but thats not what it really means). Regulus is pretty mild until the late game when he gains some powerful damage artifacts and then can really start dominating with his long range and high rate of attack.

 

the other main carry Demigod in this game seems to be Unclean Beast. relatively mild during the early game but becomes terrifyingly strong in the lategame once some good damage artifacts come out. 

Reply #9 Top

I would agree that 3 Reguli would dominate, they could mine the crap out of all the flags while sniping everything in sight.

Reply #10 Top

Anyone can be nasty end game with artifacts. I've even seen a Rook that hauls ass around and pwnz with massive melee and runspeed. (And obviously HPs)

Reply #11 Top

Only thing I have found to be really annoying with Regulus this far is his Mark of the Betrayer, it does nice damage, slows for lots and never seems to wear off.

Reply #12 Top

yeah regulus can be pretty nuts if played right, you really just have to not let him feed off you and level up so high

Reply #13 Top

Regulus isn't op and I think the % wins by demigod page rather firmly proves it.  He isn't even in the top half.  Much like in DotA, any player that does well early on has the potential to dominate late-game.

http://pantheon.demigodthegame.com/demigods/

Reply #14 Top

I'm not sure Regulus is entirely OP, but I think some abilities could use some adjusting. I don't feel that the stats listing for Regulus, or any other Demigod, really demonstate the over/underpoweredness of the Demigod.

The Mines ability is a quick cast and it does insane damage. I feel it outdoes even the QoT, and maybe the TB, spells in damage. I think they need a cast time and/or should be placed at his feet.

Snipe only bothers me because it has an unlimited range. As long as Regulus can see you it seems like he can snipe you.

I don't mind everything else. I'm fine with him having his perma-wings due to mana-leech items and whatnot.

Reply #15 Top

Noooooo mines at feet. That sucked.

Reply #16 Top

Quoting Tidus1492, reply 4


 

I got a kill with fireball this way too, was oh so sweet.  And for the record, regulus is super squishy early game, and any hero that farms well is going to get powerful.  I think its early to say whether he's overpowered.
End of Tidus1492's quote

Got a kill that way with foul grasp. Needless to say we were both really surprised....

Reply #17 Top

Quoting Gir92, reply 2
I think he's a tad OP as well, but not the point that it breaks the game.

What is annoying is making it all the way back to my health crystal only to be sniped and killed from all the way across the map. THAT needs to be nerfed.
End of Gir92's quote

Why? That's what Snipe is for. :)

Reply #18 Top
So if you discount the bonus gained with items Regulus is not overpowered compared to any other DG. Thought I do agree the mines are a bit too powerful. Mines are supposed to be a trap, but the way he uses them makes them more of a very powerful grenade that delivers a big spike of damage.
Reply #19 Top

Regulus would be way more boring if mines couldn't be used the way they are now.  If anything maybe the placement spread should be wider so it's harder to hit somebody with 2-3 mines at once.

Reply #20 Top

Quoting Tamren, reply 18
So if you discount the bonus gained with items Regulus is not overpowered compared to any other DG.

Thought I do agree the mines are a bit too powerful. Mines are supposed to be a trap, but the way he uses them makes them more of a very powerful grenade that delivers a big spike of damage.
End of Tamren's quote

Even the AI uses them like that more often than not. They've been used that way since beta 2, and as far as I can remember, they have never been OP when used this way (but ironically they were once OP when used as traps). They were not always thrown. In their first incarnation, they were set point-blank. The throw change was made to make them more useful. I immediately noticed the change and the first thing I did with them was throw them like grenades, then came here to talk about it and how great it was. It's like that's what the change was meant to accomplish.

Just because something is used in a way you don't expect doesn't mean it's unintended--and sometimes if it's unintended, it becomes a feature. It's called depth. Everyone complained that Demomen in TF2 were using Stickybombs like rockets, since "they are supposed to be traps", but Valve explained in a blog post that this is intended behavior. Sad that people tend to think if it's not in the manual, it must be an exploit. Mines are still great for setting traps, but if they are ONLY good as traps, then they're too situational and too easily countered to be worth a power pick. The devs realized this in beta 1 and made them throwable.

Reply #21 Top

I just think the Tracking Bug needs to have it's duration reduced a little bit.

Reply #22 Top

Quoting PossiblyImpossible, reply 19
Regulus would be way more boring if mines couldn't be used the way they are now.  If anything maybe the placement spread should be wider so it's harder to hit somebody with 2-3 mines at once.
End of PossiblyImpossible's quote

I respectfully disagree. It's certainly possible to dodge them completely or stun Regulus, either with items or with abilities (Erebus has two counters built in). Even if you widen the spread, though, that doesn't weaken them against Generals, since their minions will trigger them, and the blast radius is wide enough to hit them. I also think that a lot of their power right now is due to everyone being new. Most people I play are easier to beat than Nightmare AIs.

Reply #23 Top

I don't find his snipe overpowered at all, but the mines I certainly can't stand.  Having them thrown at point blank like grenades and kill me and all my minions in one shot is kinda BS.  They should have a longer arm period once thrown to allow me to move so they are more of a defensive weapon imo.

Reply #24 Top

Quoting Harkonis, reply 23
I don't find his snipe overpowered at all, but the mines I certainly can't stand.  Having them thrown at point blank like grenades and kill me and all my minions in one shot is kinda BS.  They should have a longer arm period once thrown to allow me to move so they are more of a defensive weapon imo.
End of Harkonis's quote

QFT. They should take like 10 seconds to activate. Their mines, not granades. You might not be able to see em, but you can see where they landed and you can move.

And correct me if I'm wrong(please please please do), but is there a way to get rid of mines save stepping on them? I can always find them with a Totem but can't find a way to clear em.

Reply #25 Top

I agree that mines are fine as they are.  The six maximum and loooong throw time is limiting enough.  No one would be complaining if his ability was called "Grenades" instead of "Mines".  Since that's what everyone uses them for (and wants as an ability), if anything's to be changed, they should reduce the mine usefulness rather than the grenade usefulness - ie make them auto-detonate after several seconds if not triggered and rename the ability to grenades.  I'm not advocating a change but this would be better than crippling their throwability.