Regulus doesn't get any buffs on your list? Wat.
No. Regulus doesn't need a change (except to his level 15 skills, but I ignored those for everyone, not just Regulus). The issue is that in the current meta (3v3 Cataract) has several design elements that bring out Regulus' flaws:
- Portal-ninja'ing -> Interrupts are super-important -> No interrupt -> Shitty endgame
- He is a direct-damage skill-based demigod. Direct Damage is best countered with lots of HP and Monks. That is what everyone does and so renders Regulus ineffective. This is the same issue that TB has except TB has infinite mana and awesome AoE so he can push creepwaves like a boss and eventually pushes everyone off of a flag. The HP flag on Cataract exaberates the hp-stacking issue even more. Include the swap out for the Debillitating flag and now Snipe is doing more damage which is a HUGE buff to Regulus since it makes his snipes take out a large chunk of hp.
- Regulus is already the best counter to Rook, Rook is very strong on Cataract. He also counters TB and DA very well.
- The map design of Cataract means that in order to get off a snipe he needs to give up a flag. This does not occur in 4v4 Levi or 5v5 Zik.
- Mana flag is useless for him, he needs a mana per second flag so he can spam snipes all day.
4v4 Levi Regulus is extremely strong, possibly even "mandatory". This is the same for Zik. Regulus is perfectly balanced for those maps because portal locking is not nearly as prevalant, and he can chain-snipe without getting out of position. Cataract is a map that Regulus was not made for, that is all.
If we were playing a FPS, 4v4 Capture the flag, you wouldn't want the two people on your team to be snipers sitting on the back of the map. No, you'd want one guy at your flag protecting it and then three people going to get the enemy's flag. It's the exact same concept with having Regulus in 3v3 Cataract. His very design concept makes him useless for 2v2 and 3v3 games. That isn't a flaw in his character or skills, just the meta.
You clearly aren't aware of how little hp you get per level... quote: "higher base health (perhaps 75-100 per level)" I'm reading this as not increasing his initial HP like what I did with DA, but increasing his health per level, correct me if I'm wrong.
Rook has the most health per level in the game... at 150 per level. If you were to increase Reg's health per level by 75 it would go from 105 to 180. To compare, UB is 135. Regulus is not a tank. He is not meant to be a tank. And if he standing on a flag in melee range, you are playing him wrong OR he is over buffed. It still goes against his design principal (doing damage from long range without exposing himself).
If you really wanted to buff Regulus, make his mines work with BotS. Now you solved his biggest issue on 3v3 Cata: mana. Now he can hp/speed stack like a TB and remain useful past level 8.
A second step would be increasing his natural mana per second by about .05 per level.
The third and final step would be for MotB to increase cooldowns by 15/30/45% (even this is countered by TB/UB/Queen by changing forms, Erebus with Mist, and Sedna with Heal III). Regulus is a ranged character, he is not Oak with a Pentitence. You would be using it to punish the person who is locking in your face or teleporting away from you, or using their alpha-strike on you (which is what it already does with it's snare), not to stop them from doing it.
Mark vs. Pentitence. Bolds indicate differences
Mark is a .1 second cast, 20 second cooldown with a range of 20. It does 400/600/800 damage (AoE: 8/10/12), with 20/40/60% snare for 5 seconds. It's mana cost is 600/775/950. You can get it at levels 5/10/15.
Penitence is a .1 second cast, 7 second cooldown with a range of 20. It does 200/400/600/800 single-target damage, and snares and increases damage for 7/10/13/16% for 5/6/7/7 seconds . It's mana cost is 450/550/650/750. You can get it at levels 1/4/7/10. It also interrupts.
They do roughly the same amount of damage, though Mark does AoE(!). Mark snares a lot better but Pentitence increases damage you can't really say that one is always better than the other. Pent is spammable due to a low cooldown, Mark is not. Their mana costs are relatively equal when you factor in the AoE component of Mark. Pentitence does damage instantly, Mark does damage later on and it still does damage even if you use Heal III/Mist on it (it just doesn't hurt the person you put it on. Hurts everyone around them though).
Really, Mark is roughly equal to Pentitence if you factor out the much longer cooldown. Renewel + Celerity flag helps this, but that's really the only bad thing about Mark. Making Mark an interrupt makes it stronger than Pentitence (in my opinion) and Penitence is already a very strong ability as it is.
I'd agree with removing the armor reduction from Erebus' bite, but the slow has to stay. It fits with his theme.
I used to think the same thing, but the armor debuff is a more important debuff than the snare. I don't think Erebus is overpowered, Bite is just a little too much on the strong side. The snare is the less important of the two, so it goes. Even then, I still think that it really just needs a slight mana cost increase. It is currently one of the cheapest alpha-strikes in the game and it is one of the largest swings (500 at level 1 with 350 mana).
Shield IV doesn't need stun immunity, wtf. Shield 3 doesn't need to add a heal. You get an extra second of invincibility for your skill point.
You actually get 2 seconds. Shield is 3/4/6/6 seconds in duration. However, having massive bonuses at level 7 is what fits Oak's theme. I'm encouraging using Shield /offensively/ (midbattle at 50% hp for the heal and debuff removal) rather than defensively (to run away or save a buddy).
However, Oak is still a very weak demigod 1v1, unless he has spirits. If he has spirits, then he gave up something else (Pentitence, Divine Justice, Shield or Surge of Faith). If he has spirits he then also sucks in 3v3 clusterfucks (or he is like level 15). He doesn't need to be nerfed 1v1 (this change actually buffs it) and he doesn't need to be nerfed 3v3 either (this change nerfs). Once again, the strength of stun immunity is shown by the flaw of Cataract's map design because of the exposed portals..
Oak is perfectly balanced with Stun Immunity on Levi or Zikk where "true" ninja capping is virtually impossible and the only flags that are on constant lock-down are the side portals and that's only when catapults start coming out. Delaying the "inevitable" is to balance Oak's level 7-9.
I agree with increasing DA's base speed. I don't think he needs mana regen on demon speed. He needs to either generate more base MPS or have his spells reduced in cost. Warp Area also needs a buff in the number of targets it hits. I'm sick of being stuck using the goddamn EoM on him. He could also use a slight HP increase. He doesn't need to be so weak at level 1.
Demon Speed is straight-up inferior compared to Fire Aura, Permafrost, Inner Beast and Inner Grace (the other + movement speed passives) since it ONLY provides movement speed bonuses and only to himself. Giving it a slight mana per second boost makes it more attractive, esp in conjunction with his already improved base speed. He would become the fastest demigod on the map, esp if his level 15 skill procs.
Even if you improve his base MPS (realize that the BEST level-20 mps is Beast at 6.4. Base MPS is always wayyyy inferior to items, even just Scaled Helm) he will have horrific mana issues. Also, the nature of his skills (high cooldown, high mana, but very low cast time) will always make EoM the best favor item for him.
The biggest issue with Warp Area is that you have no control over where he ends up and his level 15 Warp Area skill sometimes double-targets creeps that were blown away. Even then, including Warp Area before level 10 is a mistake unless you are using BotS.
I included a slight base HP increase (100).
Rook desperately needs God Strength to be an armor-giving ability. Good idea. I don't know what to do with Structural Transfer. It would need a hell of a mana cost increase to make up for having just a 1 second cast. More importantly, Rook needs his base speed increased to 5.8 or 6.0.
Think of it as a Bite that only affected friendly or enemy towers.
Ability | "Swing" by level (Swing is the sum of damage dealth plus damage recovered) | Mana Costs
Bite | 500 / 850 / 1200 / 1550 | 350 / 500 / 650 / 800 * Also snares and reduces armor
Heal | 600 / 900 / 1200 / 1700 | 375 / 500 / 625 / 750 * Levels 3 and 4 remove debuffs. Level 4 is AoE 200 damage
Mulch | 1000 / 2000 / 3000 | 700 / 700 / 700 * Assumes eating 1 Shambler summoned with Summon Shambler I. Damage is AoE
Struct Trans | 1600 / 2400 / 3200 / 4000 | 265 / 375 / 490 / 610 * 10 seconds channeled ability
Note thatyou pay no mana if you get a normal ability interrupted but pay full mana costs for a channeled ability. You also take full damage while sucking on a tower, which makes it a lot worse as well. However, you CAN do it on your own tower, but that also costs mana for yourself, similar to Summon Shambler.
I propose: 1 second cast time
Swing, so, you deal half that damage and heal the same amount: 800 / 1200 / 1600 / 2000 | 350 / 425 / 500 / 575
The major points of balance are that it's a cast time, and can only be used on towers. Not 100% sure on the numbers, but I don't think they are high enough it would be very, very stupid to level 1 try to eat an enemy tower because you would take far more damage than you would deal. It would be very useful for using on an enemy tower while alone, however, as well as using it on your own while being ganked and waiting for an ally to teleport in.
The Armor bonus for God Strength would probably be something like 100/200/300. Nothing huge. It's something you would get when faced against minion builds since Trebuchet is useless against minion builds, as is Boulder Roll. (You might get one point in GS and then get Struct Trans instead of Treb + Boulder Roll before level 10, I guess).
Making Rook fast is a horrible, horrible, horrible idea. Horrible. I can't believe you would ever say that. I am goin to leave it at that.
Fireball could use a slight cast time reduction, perhaps 0.1-0.2 seconds. I'd also like to see his form-switching time reduced to 1 second.
Yes, his ice->fire time needs to be decreased, I agree to that. Fireball cast-time reduction requires a re-animation however, and so we can't include that. I'd be hesitant to drop it's cooldown because it is also currently one of the most efficient mana/damage alpha strikes end-game. It's his mid-game which needs improvement as well as the fact Fireball I is a joke.
Just take sigils out completely. I need my 3rd slot for a Wand of Speed, Orb of Defiance, mana pot, artifact combat health pot, or Magnus Rod. There are so many other great options for the 3rd slot that sigils really need to go. I'm not sure if your solution is that big of a nerf.
30% isn't HUGE enough for them to be as crazy as they can be now. Remember that their monks would heal less, and 20% end game is like ... 1000 hp. Throw in monk heals and that becomes 1100. 2 abilities. That's a pretty big nerf since that's 5 seconds left of life to try to kill you (assuming you aren't sigil'd). Sigils would still be important but running away would be a much more of a viable option.
A few items would need to be changes (like Unbreakables should lose 200 hp and not give regen. A few of the gloves could be improved a bit, etc).