No, I think that would stink.
I like them behaving as grenades.
I think what might be better is if the mines disappeared after say 120 seconds.
This COULD work. But 2 minutes in game is a VERY long time. Especially since they persist beyond the death of the Regulus, whereas no other ability appears to. However:
I just had the single most frustrating and hair-pulling Pantheon experience just before.
I was in a 2v2 Domination game on one of the smaller maps with only 3 flags across. BOTH their players were Regulus, and guess what?
They both chose a mine build.
We had a situation where they had TWELVE mines between them, and they were camping the flags waiting for a mine to go off to follow with a snipe. Needless to say, we weren't very successful in even CAPPING a flag, let alone getting anywhere near beating them.
Sure, when we got them off the mined flags, we could tear them up as per normal, but when the objective is to capture the flags, and when the mines are doing some SERIOUS damage at the later levels especially...it's beyond silly. We were essentially being two shotted each time we tried to capture a flag and they would never move off the central flags.
This CANNOT be the intended usage for mines, because it's so very, very lame and extremely unbalanced.
We spent all our coin on health pots to counteract the mines and citadel upgrades, and then when they got onto the artifact shop items as they had little other expenditures...yeah, the game was quite short lived.
What can be done about this?
EDIT: Wow, the search function goes as far back as the beta forums. I'll just make a newer topic, sorry guys!