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Only 1 person can heal it, the cooldown is on the golem side not the player. So having 10 people healing it would have the same effect as one. Whether it is balanced or not in a real fight is debatable, just wanted to clear up false info.![]()
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0 lag ^, not 10 kids hitting me, and only one person healing it. So clearly "Fair" and "balanced".
Thats not true tho they all were healing itOnly 1 person can heal it, the cooldown is on the golem side not the player. So having 10 people healing it would have the same effect as one. Whether it is balanced or not in a real fight is debatable, just wanted to clear up false info.
it might seem like they all were but only one person at a time can heal itThats not true tho they all were healing it
Yeah this is just stupid, make the timer longer. someone off handing iron could easily 1v1 without ever having to defend a charge from them![]()
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0 lag ^, not 10 kids hitting me, and only one person healing it. So clearly "Fair" and "balanced".
When lemon says 10 kids on him he’s referring to 10 people hitting him, not them healing the golem.Only 1 person can heal it, the cooldown is on the golem side not the player. So having 10 people healing it would have the same effect as one. Whether it is balanced or not in a real fight is debatable, just wanted to clear up false info.
When lemon says 10 kids on him he’s referring to 10 people hitting him, not them healing the golem.
and only one person healing it.
There is a CD, but yeah a longer one would be niceMaybe adding a cooldown and a certain percentage of golem health per ingot would be nice
This sounds like an interesting idea. Has there been any nerf whatsoever to the amount of health an ingot gives to a golem? If not, maybe we could experiment a bit with decreased healing percentages that golems receive off of iron ingots."...a certain percentage of golem health per ingot would be nice."
^^^^^^making it 2-3 seconds would make it more fair
I think currently it goes by vanilla numbers which heal the golem 25 health per ingot, which is enough to bring it up one level of deterioration per heal. I think making a higher cooldown is probably the way to go though because if you are able to spam it to an extent the problem will likely remain (especially with a % on how much it heals as you'll just be able to spam heal it as you can now but with a very low bit of its health coming back).This sounds like an interesting idea. Has there been any nerf whatsoever to the amount of health an ingot gives to a golem? If not, maybe we could experiment a bit with decreased healing percentages that golems receive off of iron ingots.
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