Chaos Marine

Regulus and his mines.

Regulus and his mines.

In every game I've played that has Regulus as an opponent, what seems to happen is thus, they toss their mines and a second later they detonate, usually inflicting anything up to 1,500 points of damage instantly and from a very safe distance. All it usually takes after that is a snipe and the Regulus player can probably run in, take 50% damage while finishing you off with regular attacks and then scapering. I would have thought the mines would be a defensive ability, not an offensive ability. I'm not going to rage or beg for their damaged to be nerfed but I would genuinely love to see the range of them dropped by half or two thirds.

177,041 views 109 replies
Reply #101 Top

IMO, if it  was any slower the skill would lose alot of its value :thumbsdown:  

Reply #102 Top

Again, I would like to point out the fact that mines is, by far, the most non-linearly scaling damage ability in the game (most abilities follow a mostly linear increase in effect with each talent point).  At rank 1, it does ~22% of the max damage/cast, at rank 2 it goes up to ~52% of the max damage/cast, at rank 3 it does a whopping 89% of the max damage/cast, with rank 4 obviously being 100%. 

The only context that's relevant is the damage scaling of other abilities. It isn't provided, but it doesn't need to be unless you are arguing that other abilities are not in fact mostly linear.  Is there any reason for mines to be so relatively weak at rank 1 and rank 2, yet so strong at rank 3?  This aspect of mines has never made sense. And this argument is dismissed as 'scrub talk'? No. You guys arn't even trying.

Yes. It largely would. If the arming time is increased, so is the time that the other players have to move. The skill is changed drastically.

They have more time to move. So what? They still have to move. An extra quarter of a second of arming time (to pick a number at random) doesn't mean they only have to move at their leisure.

 

 

Reply #103 Top

They have more time to move. So what? They still have to move. An extra quarter of a second of arming time (to pick a number at random) doesn't mean they only have to move at their leisure.

Actually... it does.

Reply #104 Top

MINES ARE PERFECTLY FINE.

As all the other posts:L2p or, play as him if you think they are so good.

um.../thread?

Reply #105 Top

The only context that's relevant is the damage scaling of other abilities. It isn't provided, but it doesn't need to be unless you are arguing that other abilities are not in fact mostly linear.  Is there any reason for mines to be so relatively weak at rank 1 and rank 2, yet so strong at rank 3?  This aspect of mines has never made sense. And this argument is dismissed as 'scrub talk'? No. You guys arn't even trying.

Reg is a strong mid/lategame character, he's pants early. A skill that becomes much better with the progression from early to mid game suits him fine imo.

As has been pointed out, not all 3 mines are always tripped, in my experience it's generally 2. I'd say putting 6 mines almost directly on top of each other at l2 and waiting for someone will be more effective than spraying around at l3 and missing out on a third of the damage.

MINES ARE PERFECTLY FINE.

As all the other posts:L2p or, play as him if you think they are so good.

+1

Reply #106 Top

Quoting woppin, reply 5
As has been pointed out, not all 3 mines are always tripped, in my experience it's generally 2.

Unless you are Sedna: Sila is fat and specializes in triggering every mine possible. :annoyed:  

Reply #107 Top

Unless you are Sedna: Sila is fat and specializes in triggering every mine possible.

Serves her right for all that healing ;P

Reply #108 Top

i find the idea to reduce the throwing range quite interesting and fair. normally no one throws mines. they lay them down, like in any other game too.

Reply #109 Top

Unless you are Sedna: Sila is fat and specializes in triggering every mine possible.

It's usually the minions around the generals that ensure you trip every single mine.