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Implemented Golem Override Buff

GeekyKidGamer

Active Member
So the Golem Override buff is pretty useful when attacking, yet there’s people like Nabsin. So instead of making it Kill A Golem -> activate tgen mods, make it Take a charge get ur Mods back? please
 

FroggyFruit1357

Well-Known Member
I do think that mods are worth taking a look at, I would suggest for each golem you kill, it re-enables the same side mod. So if you kill the north side golem, your north mod gets re-enabled. I think that whole charge thing is kind of a negative for the attackers because it gives even more of an incentive for Nabsin to toggle anti-kb and whip out a shield on your lamps.
 

GeekyKidGamer

Active Member
I do think that mods are worth taking a look at, I would suggest for each golem you kill, it re-enables the same side mod. So if you kill the north side golem, your north mod gets re-enabled. I think that whole charge thing is kind of a negative for the attackers because it gives even more of an incentive for Nabsin to toggle anti-kb and whip out a shield on your lamps.
ooooo great idea. That’s actually pretty cool
 

Magpieman

Old One
Staff member
Old One
These are both possible changes we are debating and have discussed with the past set of LCR's, along with a few other tweaks and changes to inhibitor modules. We don't have a set date for when we will be making these changes, but they should be in the near future.
 
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