The real regulus problem.

Sniper scope.

Wut? A regulus can take an tower down in a minute, without losing hp or being even remotely is danger. Combined with mines, you can down the entire left lane in cataract before lvl 6.

Sure, you can chase him away, but he'll just come back or wait for his friend. A good Regulus will mine every passage towards him so no teleganking or something. Also, he can support his teammates with snipe too, while attacking a tower and waiting for a new creepwave.

He isn't really losing anything from standing there since the towers are ussualy in the way of creepwaves.

 

He is not supposed to be the best siegeDG.

9,651 views 71 replies
Reply #1 Top

Or you can hit him once with a skill for 1/3 - 1/2 of his health and he runs away.

Reply #2 Top

Quoting Aviyur, reply 1
Or you can hit him once with a skill for 1/3 - 1/2 of his health and he runs away.
End of Aviyur's quote

He is usally out of range for that.

Reply #3 Top

Quoting Spooky, reply 2

Quoting Aviyur, reply 1Or you can hit him once with a skill for 1/3 - 1/2 of his health and he runs away.
He is usally out of range for that.
End of Spooky's quote

I play torchbearer, I don't have a problem with that ;P

Reply #4 Top

1 minute is a long time in DG. An unenhanced tower had 5600 hp which takes 93.3dps to take down in 1 minute. By level 2 all DGs can do more than that so left unattended any DG can clear a lane. All Generals can do so with minions thus taking no damage. TB can do it with rank 3 fire ball. UB can do it with rank 3 spit and Rook has structural transfer which counters the tower damage.

The problem isn't that Regulus can take down a whole lane by himself. The problem is that no one is harassing him. Any DG that is left alone to grind creeps and destroy towers is going to get ahead.

Reply #5 Top

Quoting Aviyur, reply 3
I play torchbearer, I don't have a problem with that
End of Aviyur's quote
Yeah, I am sure the Regulus is shivering in fear from your 800 damage every 14 seconds skill... ;P

Reply #6 Top

Sure, you can chase him away
End of quote

Welcome to Demigod.

Reply #7 Top

Quoting Spooky, reply 5

Quoting Aviyur, reply 3I play torchbearer, I don't have a problem with that Yeah, I am sure the Regulus is shivering in fear from your 800 damage every 14 seconds skill...
End of Spooky's quote

You laugh. But have you ever seen how fast a Reg will leg it from a Circle of fire :P He doesn't have to be standing in it, just near him and they're off to the other side of the map.

Reply #8 Top

If you leave any DG unharassed for extended periods of time they are going to be doing bad things to you.  Bottom line: you need to have at least semi constant harassment on all enemy DGs.  And Reg is one of the most easily harassed DGs - pretty much any of your DGs should be able to force him off pretty quickly.

Any kind of complaint that Reg is overpowered is being a little silly.  Reg is like the 5th best DG at best, and I like and play Reg a lot.

Reply #9 Top

Well, why would a Regulus stand that close to a Circle of fire? Isn't it small than his maximum firing range? And if the Torchbearer tries to come close to him, he would run into his mines and Regulus would simply draw back and continue to attack.

Reply #10 Top

My point is, they just run. As in, turn around and fuck off for 5 minutes at the sight of a CoF. Try it.

Also wheras the mines would hurt, Fire Nova has a pretty decent range on it, at lvl 5 hits for 400 + lvl4 fireball thats about 900 worth of damage, not to mention the CoF and some random auto-attacks, and thats enough to send a reg packing early game.

 

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Now if only fire mode TB autoattack worked properly...

Reply #11 Top

They most probably should remove mine damage doing damage to buildings.

 

However, if you are letting Reg control the whole lane on his own and plug away at your towers, then that is bad play on your side.

Also not to theorycraft too much, at level 6 Reg only has level 2 mines, which are not enough to cause major hurt and would take ~25 secs to lay down all 6, plus then another ~45 secs to take down the tower. What are you doing in that time?

 

Playing as Reg, I would say it is a bonus, but it is not a gamebreaking skill and makes up for the fact that you are dead meat if UB, Oak or Erebus get into melee.

Reply #12 Top

I wasent saying regulus is OP, no where did I say that, learn to read.

 

People again seem to think regulus isnt getting harrased in that time. That is not true, the thing with him is that you can take down towers in your spare time, when you aren't doing anything. Also one ability won't make a regulus fly, thats just stupid.

 

 And still, he is a better siege demigod than even Rook, even if he can't hold the lane there is something called teamwork. Seriously a good regulus wont run from a circle of fire, it will just step away and shoot out of CoF range. A supported regulus: say with UB or Rook, can easily clean all your fronttowers.

 

Reply #13 Top

You need Scope II to outrange CoF, which most Regs dont get (unless the TB is stupid enough not to position themselves so that they Reg has to enter the circle to attack them).

There are a ton of DG combos that are going to clear out towers fast 2v1 or the like.  If they bring 2 DGs to one side, yes you are going to need to do something to keep them from taking down towers fast.  But thats not something that is unique to a Reg pairing by any means.

Reply #14 Top

Quoting Krazikarl, reply 8
If you leave any DG unharassed for extended periods of time they are going to be doing bad things to you.  Bottom line: you need to have at least semi constant harassment on all enemy DGs.  And Reg is one of the most easily harassed DGs - pretty much any of your DGs should be able to force him off pretty quickly.

Any kind of complaint that Reg is overpowered is being a little silly.  Reg is like the 5th best DG at best, and I like and play Reg a lot.
End of Krazikarl's quote

You can make a good argument for Regulus being overpowered due to the range of Snipe. If you cut the range of that power down to 30 at rank 1 and let it increase 10 units per rank it would be fine. It's also fine if you're only playing against one Regulus at a time. But as it stands today Snipe becomes unbalanced on most maps with more than one Regulus at once. Add in multiple Wrath of Gods and you've absolutely got balance issues. It wouldn't be a big deal if the range of both powers was limited to 50-60 at max level.

Reply #15 Top

Sniper scope also has an annoying problem when he triple stacks slows (wyrmskin handguards[or whichever ones slow, I don't use gloves much], poisoned blade, and maim); by doing that, no DG in the game can get in range because there is no maximum for slowing DGs down (one time, when combined with an Oak, my speed was actually at zero.) So until there is a dropoff point for speed being lowered, Reg can keep everybody out of range with sniper scope III + three slows. The only problem is he has low DPS and no interrupt,  but he can chase everybody out of the lane so it doesn't matter.

Reply #16 Top

There is a max for slows, came in 1.1, and it is very noticeable.

As for regulus vs towers.  Yes, he is a good killer of towers.  So are most generals however.  So is rook. TB can freeze them in groups, and beast can spit on them and walk away.

In all reality, most DG's are better than people think vs towers. Regulus is simply a little easier at doing it (never has to get in harms way) than others.  He doesn't necessarily do it faster (Erebus with 6 nightwalkers, and 2 priests takes them down rather fast).

Reply #17 Top

no DG in the game can get in range because there is no maximum for slowing DGs down
End of quote

Not true, Erebus has bat swarm, gets him in nice and close. Erebus is the ultimate regulus counter IMO.

 

You can also pick up warpstone or take cloak of night to warp in on him. Although they are pretty expensive solutions.

Reply #18 Top

Quoting ChromeWeasel, reply 14

Quoting Krazikarl, reply 8If you leave any DG unharassed for extended periods of time they are going to be doing bad things to you.  Bottom line: you need to have at least semi constant harassment on all enemy DGs.  And Reg is one of the most easily harassed DGs - pretty much any of your DGs should be able to force him off pretty quickly.

Any kind of complaint that Reg is overpowered is being a little silly.  Reg is like the 5th best DG at best, and I like and play Reg a lot.

You can make a good argument for Regulus being overpowered due to the range of Snipe. If you cut the range of that power down to 30 at rank 1 and let it increase 10 units per rank it would be fine. It's also fine if you're only playing against one Regulus at a time. But as it stands today Snipe becomes unbalanced on most maps with more than one Regulus at once. Add in multiple Wrath of Gods and you've absolutely got balance issues. It wouldn't be a big deal if the range of both powers was limited to 50-60 at max level.
End of ChromeWeasel's quote

There are problems with stacking certain DGs on almost every map.  Thats why its generally not allowed.  Claiming that Snipe or Reg is overpowered because of something common to many DGs and that isnt allowed very often is a bit questionable I think.

For most games (in which you cant stack DGs) Snipe is a mediocre skill and Reg is a mediocre DG.

Reply #19 Top

Quoting Sinzer, reply 17

no DG in the game can get in range because there is no maximum for slowing DGs down
Not true, Erebus has bat swarm, gets him in nice and close. Erebus is the ultimate regulus counter IMO.

 

You can also pick up warpstone or take cloak of night to warp in on him. Although they are pretty expensive solutions.
End of Sinzer's quote

Yes, he can get in there... but reg can still leave pretty easily. And warpstone and cloak of the night have their own serious disadvantages (isn't cloak of the night general only?)

Not only that, but triple stacking slows only takes a small amount of cash, but a warpstone costs a lot.

Reply #20 Top

Yes, he can get in there... but reg can still leave pretty easily. And warpstone and cloak of the night have their own serious disadvantages (isn't cloak of the night general only?)

Not only that, but triple stacking slows only takes a small amount of cash, but a warpstone costs a lot.
End of quote

 

Yeah, they are pretty bad expensive solutions, but could be used. I think with Erebus though, he gets in with swarm, hits bite and then Reg is in a lot of trouble, especially if Erebus has charm. Personally, I am usually using a minion build with Erebus so lack charm, but I don't have any problems keeping up with Reg once bitten.

The great thing is that if you are in a 2v2 or 3v3 situation, you have taken Reg out of the game at least. You have then sandwiched your other opponents and can hit on their weakest.

The biggest problem I see with Reg, is that people don't watch what he is doing. He is very fragile but easily counterable just through knowledge. You know you cannot go down to under 500HP, you will be sniped, so you have to play to that. You watch where he lays mines or get a Totem, that skill is also wasted.

Watching a Reg where he has nothing to do, because people are avoiding his mines or his snipes are just being wasted is a very sad sight.

If you are letting him sit on his own in a corner of a map, taking down creeps and towers, then you are in for a world of pain.

Reply #21 Top

Quoting ChromeWeasel,
You can make a good argument for Regulus being overpowered due to the range of Snipe. If you cut the range of that power down to 30 at rank 1 and let it increase 10 units per rank it would be fine. It's also fine if you're only playing against one Regulus at a time. But as it stands today Snipe becomes unbalanced on most maps with more than one Regulus at once.
End of ChromeWeasel's quote

Regulus is not OP. Especially not because of Snipe. What you are proposing would make Snipe a garbage skill.

The only time stacking Reguli is TRULY overpowered is in a 5v5 because you can cause more damage than anyone can compensate for with starting items.

Reply #22 Top

what makes you think he isn't supposed to be the best anti-tower DG?

 

what else is enhanced range even for?

 

you present this like its a problem. its not a problem. its just a quirk. i mean, you could write a post called "the problem with Sedna" and then go say something like "Sedna heals the best, clearly a problem." 

 

every DG has strengths and weaknesses. outranging towers (and other DGs) is Regulus' strength. not a problem. and not unintended. this is the design of the game. 

Reply #23 Top

Quoting "_Shadow",



ChromeWeasel

You can make a good argument for Regulus being overpowered due to the range of Snipe. If you cut the range of that power down to 30 at rank 1 and let it increase 10 units per rank it would be fine. It's also fine if you're only playing against one Regulus at a time. But as it stands today Snipe becomes unbalanced on most maps with more than one Regulus at once.


Regulus is not OP. Especially not because of Snipe. What you are proposing would make Snipe a garbage skill.

The only time stacking Reguli is TRULY overpowered is in a 5v5 because you can cause more damage than anyone can compensate for with starting items.
End of "_Shadow"'s quote

And even in that case, it is only theoretically true and relies completely on the snipes hitting at the same time or very near.  A shield, a heal, and a health potion would nullify it.  Plus there are plenty of other issues with this idea that, when examined, show how such a team is truly feeble and will quickly be surpassed in the mid-early game to end of game.  In other words, such a team requires absolutely perfect play on their part while also requiring the absolutely worst game play on the opposing team's part.

The real regulus problem is that too many play as regulus :D (not true any more, but it was around release, lol).  As for tower pushing, it is true that regulus is the only one that can do it with absolutely no cost to hp or mana, but he is easily pushed away, especially in the early game.

Reply #24 Top

Regulus still needs 2 points in scope to outrange archer towers and 3 points to out-range forts, both of which do a hell of a lot more damage than normal towers. Scope II and III aren't avalible until levels 5 and 8 respectively.

As such this is more of a map design flaw than a skill imbalance, since the side lanes on Cataract have no archer towers or forts and can easily be taken down by almost any DG. So add a couple of archer towers and perhaps a fort to each side lane and problem solved.

Reply #25 Top

Cataract could really use some more side buildings.  As it is you spend too much time running back and forth defending your portals and gold flag since it doesnt take very long for them to get exposed every game.