Remove proc penalties, aka make Nature's Reckoning, Poisoned Dagger, and Wyrmskin Handguards proc at the rates listed on their tooltips.
- These currently function at I believe 2/3 of their listed proc rates.
Increase base health to be more in line with other demigods.
- I understand why ranged DGs are more fragile, but not that DA exists and given the popularity of UB, I think it's time.
Make Mark of the Betrayer interrupt instantly when cast on a target.
- I would like to see this ability mimic Deep Freeze more. Deep Freeze has an interesting dynamic in that if you cast it on a player before they begin casting it's effectively a silence, but if you wait you can interrupt them. For Reg you'd have a choice between using it as a pre-emptive kiting tool or using it for an interrupt.
Make Circle of Fire targetable with a 10 yard range, or reduce its duration to 5 seconds and make it apply and refresh a 5 second DoT to those who enter the circle (meaning someone or something which stays in it for the full duration will take damage for 10 seconds if the DoT is not removed).
Reduce the cast time of fireball to .6'ish seconds.
- I realize the animation is cool, but currently I just can't see hwo such a long cast time is justified. This will become more important when his autoattack actually works correctly and the AA DPS lost while casting matters more
Make Deep Freeze increase fire damage taken by the target by somewhere around 10%
- The reason why is that if a fire TB could lead a fight with Deep Freeze he could front-load is initial damage sequence and if an enemy DG tried to stop it with penitence, pounce, foul grasp, etc., then they would suffer the massive cooldown increase on that ability, giving TB a better shot at winning if the fight last long at all.
- This would also be interesting for a frost TB's attack sequence.
Targets affected by Shrapnel Mines or Mark of the Betrayer should not be able to move faster than 100% of their base speed.
- You need to realize how the snare cap works in this game. Regulus depends on his snares to survive, and yet a player who has boots of speed and activates a wand of speed can literally charge through a field of shrapnel mines with a MoB speed debuff active at 105% speed. UB with his higher base speed and inner beast can virutally ignore these debuffs late game, especially when items like journeyman's treads enter the equation.
If those changes were applied, I think that both DGs would reasonably competitive, though not necessarily likely to displace UB, Oak, or Erebus, but there's a few things that those three DGs have in common which I actually think are unfair and negative, so I wouldn't be pleased to see them show up elsewhere. Those things are: truly scaling defense/healing (Shield, Divine Justice, Acclimation, Mist, Bat Swarm), abilities which are fully usable with a single rank (Mist, Coven, Foul Grasp, Divine Justice), and significant speed boosts that are no-brainers (Inner Beast, 6.3 speed, Surge of Faith, Bat Swarm), and then highly dependable interrupts.
Of course there's other things that make these DGs good, but those are the ones I could think of which are critically important and which they all have in common.