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Suggestion Reduce or remove defender healing when buff module is applied

Windows10Laptop

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Simply put, the buff defensive module increases defending golem health by 300%. That’s a x4 increase to it’s normal health, which is already high. Thus, preventing healing the golems / reducing the restored health when the module is activated seems like a pretty fair compromise to me. You would have to either make your golem tougher to kill or leave behind a player to continually keep it alive (and not have both like it is the case rn).

This isn't out of cope, I was one of the first players to reintroduce iron usage in conquest this year, and I have to admit I did so because the mechanic is pretty busted. Loka already prevents Vicious Attack and Vicious Defense from being used at the same time, why not extend this mutual exclusivity to the Buff module and repairing golems too?
 
18 voters
How about we hit the defenders and not immortal golems? HL has never struggled with killing your golems, and it shows that it's purely a skill issue. A skilled alliance can do well on both defence and attack, taking advantage of the defender modules, or the attack module when attacking. It all comes down to strategy and teamplay, which you lack. No offence but you should probably focus on enchancing your teamplay and tactic instead of writing suggestion which will help you in your current situation.
 
How about we hit the defenders and not immortal golems? HL has never struggled with killing your golems, and it shows that it's purely a skill issue. A skilled alliance can do well on both defence and attack, taking advantage of the defender modules, or the attack module when attacking. It all comes down to strategy and teamplay, which you lack. No offence but you should probably focus on enchancing your teamplay and tactic instead of writing suggestion which will help you in your current situation.
My guy, I'm talking from the perspective of someone who has used and abused this mechanic for the past 6 months... I know how stupidly easy it is to just dodge and weave behind the golem while repairing and buffing it, I've done it multiple times and firmly believe I singlehandedly changed the outcome of quite a few important fights JUST because of this mechanic, which is why I'm suggesting something be done about a feature I don't find balanced. And in the end, literally anything could be eventually solved with perfect teamplay and tactics. Getting to that level of cohesion and smoothness just requires a very long time, something many of us lack.
 
-1 Like said on previous suggestions, if you could just kill the defender which is not that hard then you could kill the golems its really simple strategy.
 
-1 Like said on previous suggestions, if you could just kill the defender which is not that hard then you could kill the golems its really simple strategy.
Easy for u to say this ur trash and basically immortal cos of the golems 💀
 
Either way you look at this if you could kill the defender which is 100% possible then this would not be a problem for you guys.
But the point is to balance something inherently unbalanced. What you are suggesting is like the z tier solution to the problem.

If you guys are vehemently trying to keep the feature as it is, it's because you know it's unbalanced in the defenders' favor... (AND I KNOW WHAT I AM TALKING ABOUT)
 
Or we just don't agree.
I would like to understand your point of view in regards to this suggestion. I have the perspective of a seasoned defender, who has used the iron meta for quite a while now.

I think what I suggest is a good compromise. Either:
1- add the buff module to your TGen, understanding that your golems won’t be healed as much by iron as normally

Or

2- Play without the buff module, and ensure your golems can be healed for a full ingots’ worth of health. I also wouldn’t be against increasing the health restored by an iron ingot for unbuffed golems.

« Mutual exclusivity » balance changes aren’t new to Loka either, Vicious Defence (AI buff thing) and the Vicious Attack module were made incompatible with one another because having both was overpowered. Why not extend that way of thinking to a situation that clearly needs balancing…?

It’s really easy to say « just kill the defender » when there are often multiple ones, obviously protected by the rest of their team. Not to mention staying alive as a defender is incredibly easy (and I’m speaking from experience here), as all you have to do is pot, use a knockback sword to easily escape hits, and essentially take minimal risks compared to a typical conquest player.

You can easily run laps around your tgen to easily outrun anyone targeting you, place shulkers in relatively close vicinity of your building to refill, hide behind the golem (whose hitbox covers essentially all of yours btw) so it tanks your damage while you heal it, etc… There’s a reason why defenders are usually the last ones alive around their building even when it has been overran.
 
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-1 Like said on previous suggestions, if you could just kill the defender which is not that hard then you could kill the golems its really simple strategy.
it really isnt that simple because to kill the defender u have to get the entire team to fight next to the 4 beastly golems that do half ur health AND modules which will always lead to a lot of casualities anyways i see why u wouldnt want this because sitting on building buffing golems is ur only purpose. how about u learn to play the game instead of relying on broken mechanics
 
What I’m noticing is you guys are trying to blame the game instead of yourselves on not being able to kill golems instead of working on teamwork and strategy since like ske said we don’t struggle killing your golems at all.
 
I would like to understand your point of view in regards to this suggestion. I have the perspective of a seasoned defender, who has used the iron meta for quite a while now.

I think what I suggest is a good compromise. Either:
1- add the buff module to your TGen, understanding that your golems won’t be healed as much by iron as normally

Or

2- Play without the buff module, and ensure your golems can be healed for a full ingots’ worth of health. I also wouldn’t be against increasing the health restored by an iron ingot for unbuffed golems.

« Mutual exclusivity » balance changes aren’t new to Loka either, Vicious Defence (AI buff thing) and the Vicious Attack module were made incompatible with one another because having both was overpowered. Why not extend that way of thinking to a situation that clearly needs balancing…?

It’s really easy to say « just kill the defender » when there are often multiple ones, obviously protected by the rest of their team. Not to mention staying alive as a defender is incredibly easy (and I’m speaking from experience here), as all you have to do is pot, use a knockback sword to easily escape hits, and essentially take minimal risks compared to a typical conquest player.

You can easily run laps around your tgen to easily outrun anyone targeting you, place shulkers in relatively close vicinity of your building to refill, hide behind the golem (whose hitbox covers essentially all of yours btw) so it tanks your damage while you heal it, etc… There’s a reason why defenders are usually the last ones alive around their building even when it has been overran.
btw broski dont forget, the golems are hard to kill, but attackers are immortal thanks to tac rush, so overall there is an imbalance, but in the favor of attackers
and what i mean by that, all the modules seem OP, if you think about what tac rush does, or what the defenders modules do, it sounds OP, but because of the fact that both sides have their OP perks, it balances out
 
btw broski dont forget, the golems are hard to kill, but attackers are immortal thanks to tac rush, so overall there is an imbalance, but in the favor of attackers
and what i mean by that, all the modules seem OP, if you think about what tac rush does, or what the defenders modules do, it sounds OP, but because of the fact that both sides have their OP perks, it balances out
tac rush was literally just nerfed... I am fully aware both attackers and defenders are meant to have their perks, but the thing here is iron ingot healing is a vanilla feature that is surprisingly very good when combined with the custom Loka features. Doesn't a slight nerf to the amount of health healed in exchange for an overwhelming increase in health seem like a fair compromise?
 
tac rush was literally just nerfed...
tbh tac rush is still like the best mod in the game by far especially paired with crystals in these big fights because both tac rush and pearl bomb scale exponentially the more attackers there are but i kinda agree with u that buff mod+ healing might be too much
 
tac rush was literally just nerfed... I am fully aware both attackers and defenders are meant to have their perks, but the thing here is iron ingot healing is a vanilla feature that is surprisingly very good when combined with the custom Loka features. Doesn't a slight nerf to the amount of health healed in exchange for an overwhelming increase in health seem like a fair compromise?
it got nerfed and its still insanely broken, idk if you noticed but you wouldnt even have a fighting chance against us without tac rush. So no, a defender nerf is not needed. If you want the gameplay to be fair, further tac rush nerfs would be needed.
look at our fight history, without tac rush u got slammed when you had 33 more, but tac rush gives u a fighting chance.
 
It’s really easy to say « just kill the defender » when there are often multiple ones, obviously protected by the rest of their team. Not to mention staying alive as a defender is incredibly easy (and I’m speaking from experience here), as all you have to do is pot, use a knockback sword to easily escape hits, and essentially take minimal risks compared to a typical conquest player.
If there is many ppl defending the golem and tgen why should u be able to kill the golem ???
 
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