BlubberBumpkins

difficult regulus balancing issue

difficult regulus balancing issue

Two beliefs of a Regulus player:

 

1. Regulus on his own is not in need of any balancing.  He stacks up against the other DG's just fine.

2. A well-played all-Regulus coordinated snipe team is, at worst, imbalanced and, at best, uninteresting to play against.  Either way, bad for the game.

 

Difficult balancing issue:

How do they nerf the all-Reg snipe squad (which would be good) without making Regulus on his own any weaker (which would be bad)?

 

Suggested answer: 

After being targed by a snipe, a demigod may not be targeted by a subsequent snipe for an amount of time equal to the first snipe's cooldown.  This is a good solution because, by definition, it can have no effect on a solo Regulus.  It should also have little effect on a multi-Reg team that isn't coordinating snipes.

 

Thoughts?

301,326 views 101 replies
Reply #101 Top


That's not the same point I'm making. People were complaining that Snipe was overpowered because you could gib another player in one shot. That's NOT what I am talking about. I am talking about multiple Regulus spread out and controlling multiple lanes while they can still all support each other with Snipe from across the map. I've explained it in several posts.

To be frank, the insta-gib is a fairly easy concept to grasp. I'm talking about the strategic value of Snipe at a high level with multiple Regulus. It's a more involved concept that's totally lost on newbies. To be fair, I do understand that not everyone is going to agree. But you have to at least have a good handle on how to slowly win this game over the course of time to appreciate my point. If you think that killing other demigods is the point of this game, you probably don't get what I'm saying. Go re-read my posts. If you realize that you win this game by dominating lanes and farming creeps, you should easily be able to see what I'm getting at.


First,  to be clear on my side - the game has shifted since my initial post on this - I think since Snipe got a nerf and other DGs gained in power the Snipe IWIN premise is flawed

Second - I do understand the strategic value of Snipe at a high level with multiple Regs.  In the current game pushing opponents offlane is all you can hope for in most confrontations at high-level play, and it's something Snipe Regs excel at. 

Accepting that out-of-lane support is the primary usage and gibs and spike teams are less likely to be an issue, I still don't see this as a major problem *as long as the opposing team knows how to counter it.*

Finally, the counter isn't going to be all that complicated.  3-5 Regs can't hold a lane against a full and balanced team of other DGs.  (If you build your Snipeteam like I would you'll focus Mines and Mark of Betrayer too, and it still won't cut it) 

Reg is perfect as a hunter-killer and harrassment support, but the plain fact is that he can't hold lanes against strong pushes.  Yes, he can kite, yes, he can use towers as support, but on open ground he pops awfully fast unless he runs. 

Careful and consistent pressure (Rook, UB, QoT, Oak, Sedna, Erebus, TB) on a single lane with careful and consistent damage mitigation (Idol priests, Sedna, QoT, Oak, Favor items) is difficult for a team of Regs to mess with. 

I played against a coordinated snipe/mines team last night - it made a good test case.  We were an Oak, a Sedna, and a TB.  It took us longer to win than I would have thought because they had an Oak, too. 

Again, though - when you get your mate up to speed and feel like testing it out personally let me know.