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Suggestion Current state of golems

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rolyy

Well-Known Member
Everyone knows that golems are a key part of loka fights, but i think currently they might be a little too overpowered, its important to realise that the ability to buff and heal golems allows players with a lower level of skill to have an impact on fights, but i think currently the impact made by buffing and healing is too large.
This is mainly due to a few reasons:

damage taken per tick:

it seems when fighting around golems that they can hit through the normal invulnerability window that players have after recieving damage, for exmaple, a player can be crit by another play losing a potential 3 hearts, while recieving a buffed golem hit for 4 hearts at the same time - this causes the player to take a possible 7 hearts of damge, or more from mods/mutators, in a single tick. this just isnt feasible to play against and becomes extremely hard to fight around and punishes attackers who are already at a disadvantage.
in this clip here we can see the described above - https://streamable.com/svdrdu

movement of golems:
its also very annoying at how much vicious golems move around, they tp to players fighting in mid and chase way further out from the defending building than normal. this can hugely change the momentum of fights and allow the defending team to regain too much control of the battle zone, often pushing attackers way too far back. this is also punishing the attackers once more as they dont have as much as a safety boundary like the defenders do with their building as if they retreat too much they lose the chance to take charges and then can in turn lose the fight
heres an example: https://cdn.discordapp.com/attachme...d8073c0e15a0634454d1edcbe269d590be94cfcb3808&

rivi specific:

in a fight where there are only 10 players on each team, having 4 buffed defensive golems is outreageous, there is simply not enough attackers to deal with the huge damage output the golems do and it makes it especially hard for people to take charges as there is less distractions for the defenders. 10 attackers having to deal with 10 defenders and 4 buffed golems is just too much to ask, and i think the actual mechanic of golems being buffed in rivis needs to be fixed. the buffed golems in rivis just put too much pressure on the low number of attackers, heres a clip showing this.
https://cdn.discordapp.com/attachme...f9fd5d2b68c1bcc6ff9107bd676070a6c51a33248ff7&

i think theres a few changes that could be made to make fights and rivis more enjoyable for everyone

- make sure golems attacks are checked with the invulnerability window of the player meaning they cant be hit at the same time they are crit
- remove buffing golems from specifically rivi fights
- slightly decrease the amount that golems chase out of their tgen (lower distance they roam and agro)
 
4 voters
remove from rivi its way too op for 10v10 because its only good players warping people rarely die, they can just sit on defence next to the golems picking attackers off one by one. alongside this golems being repaired making it almost impossible to sneak. both of these combined delay taking charges making most fights ending due to timer
 
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