For ffs people. Mines are fine. All of your "hmmm... IMO cast time should be increased by 3% and arming time should be increased by 4%" is garbage. Fidget fidget fidget. If it aint broke don't fix it. Mines are not OP.
You people who are looking at the numbers only have no idea what you're talking about.
No, you have no idea what your talking about. See, wasn't that such a constructive post I just made?
Now that I've got that childish response out of my system I can actually respond to a reasonable discussion.
BobWI, in a creep lane mines are next to useless because they get set off by grunts, so to set a 3600HP trap it would need to be somewhere like the center of Cataract, which is fairly restrictive, and may net you nothing anyway if the enemy has totems or sweeping minions.
Pay attention to where each enemy DG is and you'll not be surprised when you get hit by mines. Remember that if Reg sets his giant trap of 6 mines somewhere he can't immediately transfer that to the other lane, the mines are effectively lost if he has to fall back to defend or push further up with his team.
More generally with respect to Reg...
In a 2v2 or 3v3 situation he is horribly vulnerable to ganking if the mines fail to hit all opponents. What happens if his mines get interrupted and he gets stunned and focused by melee characters like UB? Reg relies on being able to run away from group engagements and by increasing the cast time on mines you're essentially preventing him from being able to take part in a highly skilled fight without very high risk. Once you catch up to a Reg as a melee character, the kill is largely yours. Compare this to ice TB, who can AoE stun to get precious seconds to flee, or UB, who can grasp to get a couple of seconds of relief, and you can see that Regulus is probably the most vulnerable character, and mines are one of his few useful inputs to group engagements.
ie. He has no defensive skills so he needs better offensive ones than everyone else.
One isn't limited to the center of Cataract for a mine trap (although that is a great place for one): think about placing one where you can stand and capture the gold mine flag without getting hit by towers, or elsewhere in those side lanes, behind the first tower where someone might try and chase. Anywhere that someone could be kited to is a potential location for a mine trap. So you're alone and trying to capture the gold mine on your opponents side lane while plinking away at a tower from the safety of lvl 1 scope? Thow some just behind you in your retreat lane. Yes, it is only *potential* for 9 mines to hit that quickly and in practice is probably pretty rare to hit someone in rapid succession like that, but the existance of that potential needs to be addressed. Is it intended that one skill from one character can potentially do that much damage that quickly?
Also, in a 2v2 or 3v3 or any group fight situation he should be in the back row, well away from the initial blows. He shouldn't be the first one targeted because he has the huge range advantage, which means a lot of additional travel time for the demi's that want to attack him, not to mention the fact that he's not exactly the biggest threat in a group engagement (IMHO Sedna is the biggest threat due to the combination of healing wind boosted minion heals, heal, counter healing, silence, and magnicifent presence). Also, to say that he can't escape with his combination of snares and with any help from the group is a bit pessimistic. He might not be as slippery as Erebus, but it's a heck of a lot easier to escape from a gank with him than a Rook. I'd say that's probably working as intended.
Regardless, I don't think they're massivly OP in any way; rather, they are slightly too good currently.