A few months ago a Rivinia fight happened for the first time since the September Conquest update. I recall telling an LCR (I forget who) to mention about Golem Override being too op, but I don't think they ever said anything or forgot so I'm making this post. For those of you who don't know in the September Conquest update with all the fancy new things some attacking and defending modules got upgrades.
This is insanely op because in order to get all of your modules back up you need to kill All 4 golems and you can't bow the golems either. (makes sneaking charges impossible) I agree that they should be immune to arrows and be buffed, but I think it should be nerfed to 2 golem kills not 4. You also need to actually get the charge off for the module to be enabled not just kill the golems which is why 2 seems more fair then 4.
Golem Override
When attackers warp, Inhib Golems become empowered and all defender modules will become disabled. Each Inhibitor Golem is linked to the corresponding defender module and when killed re-enables that module. Empowered golems are immune to projectile damage and have 200% total health. (lasts max 4 mins)
This is insanely op because in order to get all of your modules back up you need to kill All 4 golems and you can't bow the golems either. (makes sneaking charges impossible) I agree that they should be immune to arrows and be buffed, but I think it should be nerfed to 2 golem kills not 4. You also need to actually get the charge off for the module to be enabled not just kill the golems which is why 2 seems more fair then 4.