Been testing all the dg's out with this mod:
Settings: high gold, warscore, exp, spawn rate. Map prison and cat, 3v3 Nightmare ai with pepe's 1.18 mod.
Conclusion - Reg: Reg is now very near OP against demigods which rely on regen.
Build used during testing:
1. AF
2.scope
3. mines
4. Save
5. Mines + bug
6. scope
7. MOTB
8.Scope
9.Mines
10. mines
11-20 AF and stats
Items in order of purchase: Scaled and banded, boots of speed and unbreakables, nimoths chest or duelists, sell scaled, slayer wraps Favor = BoTS.
Review: AA mines reg is now almost OP against regen dependent characters such as ooze ub, rook, and even LE. The ability to place -50% health regen (20 seconds or until skill is used) from range on these character makes their life very difficult especially if you are good at kiting. MoTB is now exceedingly nasty against oak ub and le.
For all those saying that reg cannot go 1v1 especailly with these changes have not tried them. Although you dont have enough health to sit there and tank (even with full armor build), the use of speed items to kite and the range bonus that reg is able to get means that you dont need to, you can sit from your tower and ping enemies at lvl 7, and as they now get basically no health regen post lvl 7, you will be able to hold a lane for a very long time unless they are well loaded up with potions.
Recommedations:
I think that tracking bug is now very OP, 20seconds of 50% health regen is very powerful. Maybe change this to 35 to 25% for 20 seconds.
Vengence is underpowered simply because it only has one effect - direct damage- and a weak one at that for the cast time (ie turn off AF, turn on AF = approx 5 seconds). How about adding a heal to this skill and a cooldown.
ie vengence does 500 damage to nearby units and heals reg for 500 health cooldown 6 seconds.
Max range vision buff is a nice addition too.
Will try out some snipe builds soon and post my opinion of deadeye.
Exx