So no you're not willing to prove it? Gotcha.
Mines are fine:
* You can see regulus winding up to cast them. Move out of the way
* You can use totems of revelation to see hidden mines. Don't walk over them
* Don't get into huge skirmishes where you are committed and can't run away if a regulus is nearby
At this point I'm just getting angry and not contributing anything further. You've made up your mind, you're unwilling to try the suggestions many of us have pointed out, you won't back up what you say with a game. hf
1. I never really said I had a problem with the animation, other than recommending a slight increase in cast time to place it more in line with the closest comparible ability (hammer slam, being a direct damage aoe on a 10 second cooldown with similar mana costs, plus talented snares at the highest level).
2. Totems are a valid counter to a preset minefield, I never argued against that (in fact I never mentioned them), but one sacrifices an invaluable consumable/activatible slot to have it. The limited duration on them limits their effectivness as well, but they're cheap. However, if you're chasing someone, you're not going to stop and drop a totem every 10 yards to make sure there is no mines down.
3. I don't really see how this figures into the discussion about mines possibly being slightly too good.
Also, I'm not sure exactly how "backing up what I say with a game" will prove one side of the argument over mines or the other, especially since I never challenged you. I'm a decent enough player, but I freely concede that I'd probably loose a match played against one of the top players who averages nearly 11 games per day with the same several teammates to my 3 games a day in pugs.