Man, this thread makes me so conflicted:
- On the one hand, I agree that mines are pretty well balanced.
- On the other hand, most of the people arguing this point (_Shadow) are being completely irrational about it.
Consider it this way: _Shadow is obviously a pretty darn good player. He's ranked 3rd on the Ladder and has an amazing win percentage. Because he keeps claiming he will 'prove' that mines are not overpowered, by playing against those who think mines are OP. The logic than is that if he can beat you while you play the OP tactic, it couldn't be overpowered.
This is very much not a good argument, even if it feels intuitive. A Mediocre player being beaten by one of the best players in the game doesn't prove anything. Further more, even if the point is that 'as you get better, mines get worse' the cut off is still important. If you have to be ranked <100 on the ladder for mines to feel balanced, it still means there are 24 thousand players for whom the ability is not balanced.
Where I used to work, we would refer to this kind of effect as a bully mechanic. A mechanism in a game that allows for experienced players to take advantage of weaker ones. Experienced players always have an advantage in their experience over newer players, a bully mechanic simply scales better in their favor.
All that being said, I do not actually feel that mines fall into this category. The number of players who have an adversely difficult time with them is fairly small. I am basing this partially on my own experiences, and partially on the number of proponents on the boards to the idea that mines are too good.
The real reason that I think mines are viewed as being too good by certain players, is not due to their strength per se, but in the cognitive dissonance that players have with the way they are used. Some people get it into their head that a 'mine' must be a 'trap' for the opponent, that they must be lured into. Yet they are just as effective as a combat trick, and dropping them at the feet of the opponent.
Reinforcing this position, is that people suggesting changes to mines do NOT suggest a decrease in damage, or damage/mana efficiency, but rather increasing the casting time, or the arming time. Both of these effects move the ability away from 'combat use' and towards 'trap use' where they intuitively feel it belongs.
For those in this camp, please realize that the ability simply cannot be put there. A mechanic solely used as a trap in this sense for Regulus would devalue his combat potential too much. As much as it might 'feel' cool to set up traps for people, as the player base gains experience, this type of strategy becomes less and less viable.
(FYI, one way a game designer deals with bully mechanics is by adding obvious counters to the mechanic, that are generally not cost effective in some manner. Weaker players who feel they need a band-aid can get the counter, or partial counter, but won't actually be more effective in the game. However, they'll be less frustrated by having an 'obvious' out against the strategy. As they get better, they will learn not to use the bandaid, and use other more effective strategies. For instance, a band aid against the old Heart of Life would be a 1000 gold trinket that when activated causes a target to take 5 damage per second for 30 seconds, in a range of say 45).