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[MOD] REGULUS

[MOD] REGULUS


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# Regulus
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Version 1.23

Angelic Fury
- damage of the splash dmg is reduced to -75/60/35/20% from -30/25/20/15%
- increased mana costs to 30/35/40/45 from 25/30/35/40

Version 1.21

Bug Fixes
- added the dmg description to the tooltips of MotB

Tracking Device
- reduced health regen debuff down to 20%

Deadeye
- decreased attack speed debuff to 25%

Vengeance
- Decreased cooldown time when turned on to 4 secs
- Increased cooldown time when turned off to 5 secs
- added damage immunity buff for the duration of the tranformation
>> As we currently know it, i think that this alteration
will be of great benefit now when used correctly but as a result
i increased the cumulative cooldown time by 1 sec.

Mark of the Betrayer
- decreased the damage debuff to 10/20/30

version 1.2

Base Stats
- Increased health regen by 0.5
- increased armor by 10

Leveling Stats (per lvl)
- armor increased by 5
- max mana increased by 20
- health regen in creased to 0.326 from 0.166 (approx total = 9)




Angelic Fury (new date.12/12)
- 25/30/35/40
- last 3 levels splash dmg is increase by 5/10/15%

Deadeye (Changed
date.11/12)
- removed stun effect
- increased weapon proc rate to 15%
- added a 5 sec debuff reducing targets health regen by 50% and attack speed by 30%

Mark of the Betrayer (new date.11/12)
- While marked with the rune these following debuffs now apply:
    - attack rate slowed by 5/10/15%
    - Dmg output reduced by 15/30/45

Tracking Device (new date.11/12)
- added debuff so that it reduces targets Health regen by 50% while in effect.

Max Range
- Added a vision range increase of 3/6 to its 2nd and 3rd lvls.

>> Reg is squishy and from what ive seen, not too many ppl invest
in speed equips. So for those willing to invest this skill you will reap
the benfits of seeing the enemy slightly before they see you.

Vengeance
- increase dmg radius to 15 from 10.

Death Effect
- increased attack speed bonus to 25% from 20%

16,885 views 67 replies
Reply #26 Top

I dont think 3 abilty points for lesser effect even if it does not cost mana and is constanly reapplied as instantly being overpowered.
End of quote

you said it urself, "it costs no mana". This is a massive benefit in itself. Take this scenario for example...

You have a fleeing enemy on low health,
An oak with no mana,
and a reg with the maim ability.

This means the difference between an oppositions survival and death.

Maim is prob an underestimated passive ability. But i may even put a small attack rate debuff effect to it.

Reply #27 Top

Not saying it need to be maim but the only way reg will ever be close to same level as the top 3 is to give him one or two abilities that compare with erebus's (in high levels of play mines do not even come close to bite or pennitance, no one will consistanly run over double mines and mine thoughs if not snared can be doged/interupted with relitive ease). buffing maim  something that would work, there will be/already are better ideas but if you dont take risks with any ability that could be potencially overpowered you are at best reducing the difference in power levels between the top and bottom not inproving the competditiveness of any of the demigods.

Adding an interupt to MotB would help make him better but wont make him good, the current reg can be forced back by minions without the use of any ablities.

Reply #28 Top

i know where your comin from but tbh, he shouldnt be as strong as either UB, Oak, or erebus. Hes a support character which is something we got to keep on thinking about.

Theres no other character in game that can inflict an everlast debuff (unless removed by shield or heal) or anyone that can dmg an opponent from half the arena away. So these are great advantages in itself. We can underestimate his capabilities.

Dont think ive stopped here with buffing/tweaking Reg coz he's all ive been working on all day.

Ive got 2 alternatives for deadeye and atm am trying to get an interrupt to work upon application of MOTB. Unless you guys are happy with a stun time after MOTB is activated, ill leave it at that? It does not interrupt skills but can add to the flexibility of fleeing someone like UB especially after they have spat on you.

Reply #29 Top

double post :(

Reply #30 Top

Things that are important to keep in mind is snipe is basically worthless around mid game and later.  Early game it is vicious in the hands of a reg who understands timing and is more than a nuscaince, but late game it is useless.  I keep thinking that it should get some sort of buff for it's intended use, the kill shot.

 

Mines are awesome, I agree.  As mentioned above though, they are not really that good in upper level play because anyone worth anything (oak, le, ub, sedna, tb) will just interrupt them.  On top of that, the intended use of mines as a trap are useless in fights against anyone with more than 5 games under their belt.  They simply walk around the mines.

Not saying I see any easy fixes here, but I think regulus mine or snipe builds do need a buff, just don't know what it is.

Reply #31 Top

how about making motb inflict the casting time for a few seconds so that it is doubled or tripled.

oh and mines should have a slightly larger radius in every way.

Reply #32 Top

- ADDED -

- changes to deadeye

- Mark of the betrayer tweak

- tracking device tweak

Reply #33 Top

Not to throw out an idea late game, but what about some kind of reflective dmg for mark?   Something like when player marked... they get 10% of dmg inflicted to reg inflicted on them... maybe have it climb to 35% at top level?  then there is an incentive to cast something to get mark off, but you take dmg to do it... I don't know.

Another alternative would be to have mark be a slow health drain over time... something like 500 dmg over 10 seconds... then Reg gets the dmg in health???  This second idea speaks to the 'support' idea a little more since it would work well with the fire and run tactic.  it would also help to hold a lane as you slowly and systematically work down an opposing dg's health... 

it would probably be a little tough to do either of those, but they are just ideas... 

For idea 1, you could probably take the code from the reflective armour.  For idea 2, you can probably base it on the code for rook's tower transfer. 

Cheers,

Than.

Reply #34 Top

the code may be simple but its applying it to the skill thats the problem.

MotB has quite a weird layout and anything could stop it from working (maybe coz im not the best at coding out there) and basically what i did took me ages lol.

but what ur suggesting is what i tried to do with my debuff which i added last night. the slowing of attack speed and lower dmg output. I wanted to make Mark somewhats a "shutdown" skill. It will play nicely against a melee character now and even casters.
Basically if you cast this on a UB who doesnt want to activate the dmg and movement slow aspect of mark hes goign to be less efficient in AA.

ill prob have a look though.

 

ALSO,

What you guys think if i increase the mines cap to 9 instead of 6???

 

Reply #35 Top

What you guys think if i increase the mines cap to 9 instead of 6???
End of quote

Now thats a terrible ballance idea. Seriously only minions would be able run into unknown ground till level 14 and your see reg spend all their time laying mines, it would make him better but would just be bad for gameplay. If you can code it so the only the last 3 thron mines are invisible then it could be ok but still this idea would upset the meta badly.

No noob would play the mod (they seem to have trouble understanding 6 mines could be anywhere) and it would bring compeditive games to a stand still running minions though where mines could be (and i suspect that reg may still suck late game and lose anyway).

Reply #36 Top

i thought buffing mines of the sort would be a bad idea. They are fine as they are now IMO. Just through the suggestion out there anyway since trig wanted some sort of buff to it.

 

be sure to check out the updates!

Reply #37 Top

Thats a bad way to do it, and mines are dangerous enough to a lot of people no buff to mines could ever become accepted by everyone.

New changes are good, you could increase his dps increase per level as another way to make him stronger. Unless he is feed his dps is pretty poor compared to generals and UB late game.

Reply #38 Top

Hmmm .... i dont think i should touch anything to do with his base stats atm. Coz reg can be quite powerful with some of these changes. Once ive put these up for download, we can all test it and give feedback then on what each demi needs from then on.

been working on Qot today, ill post it up prob tomorrow (hopefully then ill have everything i plan for her, done).

Reply #39 Top

Why don't we give Regulus a slight increase in HP at the beginning of the game and a slightly larger +hp/level bonus. It wouldn't have to be much (+100 hp. +10 hp/level == +300 hp at level 20, hardly game breaking).

Reply #40 Top

Health on a reg won't help you much. You can hardly ever engage in melee. Regulus is hit and run, that's what he does. About the snipe. I think snipe with Renewal is quite useful even in mid-late game, but here's an idea.

Why not decrese the cast time for the higher levels of snipe: II -> 1.6s, III -> 1.2s, IV -> 0.8s. It's minor but I like it.
Another nice boost would be a 1-2s silence or another debuff.

Reply #41 Top

I finally got around to checking out this mod.  I really like some the changes your working on.  Reducing health regen with tracking is particularly devious.  Me likey. 

Reply #42 Top

I love the changes so far.

The idea I was going to do was change Mark of the Betrayer to kind of fit its name.

If you give it a duration of say...15-20 seconds It would give the player a chance to notice it and not case an ability and thus avoid the damage. Great!

But what if it also applied an Mana Drain aura (didnt get the numbers yet) for him and his allies within like 25 yards.

This would make you chose either the damage or drain your teams mana. (thus being a betrayer!...kinda)

Reply #43 Top

I'll be honest, I don't really like the direction this is headed.

Tracking Device (new date.11/12) - added debuff so that it reduces targets Health regen by 50% while in effect.
End of quote
Is just hanging back and sniping really the kind of playstyle you're seeking to buff? Isn't that pretty much the only thing most regulus players currently do?

It's already extremely effective, and especially if the other player doesn't have a monk, this will send them home way, way more than it does currently at low levels, and then at higher levels when HP inflates and priests hit the field just chain sniping people will only be marginally more effective than it currently is.

Think about this both way as a regulus player, what happens in a 3v3 with a reg on each side? They'll both have to sit back and practically crystal snipe to stay alive, and that's not fun for either party.

Mark of the Betrayer (new date.11/12) - While marked with the rune these following debuffs now apply: - attack rate slowed by 5/10/15% - Dmg output reduced by 15/30/45
End of quote
Now this is a good kind of change. Reg needs tools to help him stand toe to toe with people later in the game, but I can see problems with having too many speed debuffs, as I note below.
Deadeye (Changed date.11/12) - removed stun effect - increased weapon proc rate to 15% - added a 5 sec debuff reducing targets health regen by 50% and attack speed by 30%
End of quote
A level 15 skill like this is a much more fitting place for a major debuff like -50% health regen. I like the idea behind this. There's one problem that just occured to me though... Do attack speed debuffs stack, and is there a cap? Currently the way the game plays is early game autoattack damage is a pretty minor portion of total damage and it scales up to outrageous levels late game. Currently we have two characters who debuff it, but their debuffs are countered by artifacts pretty well (everyone gets about 15% haste just from leveling, and then you get another 50% or so from a few good artifacts, so you still swing at a good 120%'ish attack speed).

What happens if we add a third, fourth, or fifth attack speed debuff to the game? The likelihood of doubling up on those or even tripling up increases quite a bit, and that means the late game artifact scaling is thrown out of whack. People go from 120% attack speed to 60% attack speed, or possibly lower. As you can see I haven't really done any good math on it, but it's worth bearing in mind if we add more and more speed debuffs to the game, which isn't to say I disapprove of the ones here. Just bear in mind it's not an end-all solution and it might be worth exploring providing dodge or straight damage reduction somehow instead.

Also a lot of people are upset that everyone just HP stacks. If you further marginalize AA damage via stacking debuffs this problem only gets worse. Items like NR aren't even good when you've got a -70% attack speed debuff (assuming they stack).

Reply #44 Top

Any thoughts on making snipe even slightly useful late game without a major debuff to hp stacking???

 

Any idea how to make mines useful in more competitive games without them being op the rest of the time???

Reply #45 Top

Well, I've changed HP items to give a LOT less hps early/mid game and it makes all abilities more dramatic and helpful.

But I also changed Reg so his snipe has a 50% chance to crit for double dmg. But I also wanted to make it so it STOPED health regen if it didnt crit for like 10 seconds. Force the other guy to pot or do something other then regen health while waiting for the second snipe.

Reply #46 Top

Reg still seems weak with newest version (v1.2).  I think the issue we are hitting on is health staking just crushes reg in 1v1 or AA dmg.  That plus what others can do in dmg to reg, unfortunately still make him crippled.  Shame really.

Reply #47 Top

perhaps a higher basespeed would make reg better suited for defending a flag. he still wouldnt be able to hold the flag but after a certain amount of time the enemy has to retreat if the reg player does it right (running back and forth and the enemy cant do much). or give the range skill a snare effect instead.

Reply #48 Top

Great changes on reg here. THIS is what needs to be done :)

Reply #49 Top

I like the idea of an interrupt for mark. I think it would be nice if the slow lasted a tad longer though, so reg actually has a chance to escape. Mark is really the most practical slow reg has.

I play reg a lot, and I'm pretty decent with him. I don't see him as having a big mana problem, but to make him work he ends up being mana heavy like TB. As with TB, hungarlings is a must-have item. I also find that while he is squishier, he is not as squishy as TB. He seems to need SoR to get his ability-based DPS up to snuff, however. This is a bit a problem. It could be solved with an across the board reduction of cooldown times, or at least a reduction on mines and mark (snipe might be too strong with reduced cooldown).

Mines, IMO, actually can scale well if reg can buffer up all 6 mines before a fight. However, I wouldn't be against them doing a bit more damage to compensate for the fact that such planning is required and has a non-trivial chance at failing.

I can see a case for Vengeance. It's a free 500 damage AoE with a short cooldown. You can just toggle AF over and over at lvl 15 for a nice extra, free AoE damage every 5s. You'll probably drop creep waves very quickly. I have to make a point to try it out, though I think at lvl 15 it should somehow do more - either more damage or a faster cooldown.

Deadeye really doesn't trigger often enough to me to notice any effect. It's an ability than an enemy could pretty much ignore, which is pretty poor for a lvl 15 ability. I would say replace it with a 2 or 3s stun on snipe. IMO regulus's biggest problem is lack of a decent stun.

Other than that, maim, scope, and AF are good.

Reply #50 Top

Get BotS and you never need to get a mana item. Magus Rod is nice though.