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Implemented Nerf Buff Module

Steve5729

Well-Known Member
Slicer
It takes over 10 critical hits (with strength 2) to kill the current Golem with the Buff effect. I understand that there does need to be balance for it but I feel as though crypt's most recent buff to it was just a ploy to get people to use it. Seems fine to me, people understand that its nice but it needs to be set back a bit.

Also while we are at it, Nerf Aura again. The new change does help but the module is still broken over powered.
 
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Hi yes I agree that the golem has too much health. It makes 1v1ing golems hard where I use all my pots and still barely beat it with 2 hearts and therefore should be moved down. It makes it much worse on tgens when combined with DBA. It makes it very very difficult to do things such as sneak off charges if it takes forever just to kill one
 
I was just about to go make a post about this. Golem buff makes them last forever and really kills in the smaller scale fights where only one person is trying to kill it. Very broken plz fix ty
 
I was just about to go make a post about this. Golem buff makes them last forever and really kills in the smaller scale fights where only one person is trying to kill it. Very broken plz fix ty
Is it possible to make it so buff module is usually nerfed and is its regular buffed form if there are more players, the more participants the greater the buff module's effect?
 
So before the module changes this month the buff module provided golems 200% health. It was never used and seen as a joke module. Now it's 300% health, which granted is a fair jump, but I find it surprising that it's enough to turn it from unused to overpowered.

Also to note Gens were never intended to be solo'd, so if the module makes that more difficult we see that as a benefit.

Is it possible to make it so buff module is usually nerfed and is its regular buffed form if there are more players, the more participants the greater the buff module's effect?

Yes, this is totally possible but is a mechanic we are very wary of introducing. We don't want to reach a point where people in an alliance are asked not to go to the fight because it will push them over a threshold, making the fight more difficult.
 
It takes over 10 critical hits (with strength 2) to kill the current Golem with the Buff effect. I understand that there does need to be balance for it but I feel as though crypt's most recent buff to it was just a ploy to get people to use it. Seems fine to me, people understand that its nice but it needs to be set back a bit.

Also while we are at it, Nerf Aura again. The new change does help but the module is still broken over powered.

I think DBA is fine as its purpose is to punish the people who take golems. It makes it so I guess your "comitted" to taking the charge. If you dont want to be affected by DBA, dont attack the golems
 
Also to note Gens were never intended to be solo'd, so if the module makes that more difficult we see that as a benefit.

I think we're more referring to one fighter damaging the golem at a given time within an actual populated battle. Given the extended respawn times and the ages it takes to just kill the golem with this buff, this feels like a mandatory mod for small fights that can't afford to throw two or three critters in to pick up the charge. Getting contested lamp charges is made way harder with this much of a buff which pushes the meta towards 100% stabbing focus. If you can't uproot the defenders from the T-Gen to allow your objective players to charge lamps, you're not getting those charges with nearly the efficiency and cost to be worth while.
 
I will say its nice having the chance to come back after getting wiped (usually once a town gets wiped it can end in like 2minutes which isnt fun) however i dont feel this module is the answer.
 
I completely agree with this nerf, I don't think it should go back to its original jokey 200 percent but maybe a middle ground of 250, just to make it a bit easier but still have it be a buff better than the original
 
The buff mod right now is good people are just mad because they’re bad ok bye
 
We're happy with where the Buff module is at this time. I refer to Mag's post as to how we both feel about it for now.
 
We're happy with where the Buff module is at this time. I refer to Mag's post as to how we both feel about it for now.

I'm glad you've come to a consensus but neither of you play conquest. Mag's post was a misunderstanding of Otaku's two-cents and every player who works for contested charges on this thread has preferred a nerf to the module.

This stuff may look great from a bird's eye view or looking strictly at the stats of warps and rewarps and how long it takes to knock down a tgen but this thing sucks for players actually interacting with the change. Inhibs are strictly running buff mod for low player fights cause its the best call every time.

Like I said earlier, this thing pushes the meta even further towards strictly combat because if you want to get a contested charge it takes so much more time and work just to kill the golem in the first place. You're better off putting more force into pushing the enemy completely off the objective to get your charges, and those charges become uncontested and hardly exciting. It's a chore you have to do while everyone else looks for kills.

Not to mention its boring. Nobody out here is finding some extra joy in critting a golem another 6 times in succession. It feels like an eternity to clear one at range with a bow and new players are likely to up and die in a 1v1 if they aren't careful.

It's not like this is the only option for making fights longer either. Golem timers can be stretched out, more charge capacity could be put on lamps, or we could come together to find some other change that feels halfway engaging.

All we're asking is to make the way we play the game a little more fun. It's not like we're saying kill the big green mod. We're just asking to nerf it. It's irritating to have to deal with this while every golem boi out here agrees with a nerf just because you need to hit your rewarp numbers.
 
I personally think that this is still a problem. My original post was made to just spark ideas but it seems like more should be said as to why this should be nerfed. It makes the charge aspect of the fight just un-fun. In the big fights I find that no one wants to go for charges, even people that don't like pvp as much seem like they'd rather just do the combat. Overall it takes away from the battle and no one wants to do any charges except when the entire enemy is wiped. It's gone from "Can I get this important charge off super fast here" to "Oh we're going for charges? I guess we've already wiped them."

Side note: I think the 300% was a great way to get people to try the module. But the 200% is more balanced and if it were to be reverted back people may take it more seriously now even though it's not as strong. The real fault here is people are unwilling to use a module until it's made broken overpowered. The same thing happened with spectral where it had to be made crazy overpowered (removing invis from players) before people actually tried it. But now that invis is gone altogether I personally think that Spectral is still a great module. Knowing exactly who is charged is great. I believe that the same will hold true for Buff where if it is lowered to 200% people will understand that it's still a great useful thing to have.
 
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Agreed with Mason and Steve's points.

IMO, the buff module being this powerful alienates many Lokans who would (prior to the change) be interested in Conquest. Players who would focus charges understandably find themselves far less useful now. I think that we need to look for ways to widen the range of players interested in participating in Conquest. Not narrow it.
 
Wait I'm confused. Because when buff was first introduced, the post says that it was only a 2x health increase to golems, but in the recent post it says that it was buffed from 200% to 300%. I can't seem to find anywhere in between where it was changed from a 100% health increase to a 200% health increase either. So what has it actually been this whole time.
 
Wait I'm confused. Because when buff was first introduced, the post says that it was only a 2x health increase to golems, but in the recent post it says that it was buffed from 200% to 300%. I can't seem to find anywhere in between where it was changed from a 100% health increase to a 200% health increase either. So what has it actually been this whole time.

It went from 200% to 300%. 100% = normal health of a golem, 200% x2, 300% x3. Prior to Buff being a buff to golem health, some may recall it instead buffed the health of lamps.

Inhibs are strictly running buff mod for low player fights cause its the best call every time.

I wonder how much of this will change with the introduction of offensive modules, just something to consider for the future of Buff module. (This is something I've noticed as well).
 
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The module has been tweaked and now provides golems 250% health. (plus 150% or x2.5) This is halfway between the old original and the buffed (improved) version of the module.

We are closely monitoring all modules and will likely make further changes next month.
 
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