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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?
 
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If there is many ppl defending the golem and tgen why should u be able to kill the golem ???
If conquest was intended to work that way, then you’d get an automatic charge when you kill a golem :/
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.

Tactical rush is something implemented by loka, for the loka environment. I believe it was thought out to be a module that’d allow a « zerg rush » strategy for the attackers, something specifically for alliances who do not lack in numbers, but have a clear difference in skill compared to others (my opinion at least). By choosing tactical rush over other things, you abandon the other advantages you could get, whether it is disabling enemy modules or exponentially longer charge times.

Compare this to repairing golems, a vanilla Minecraft mechanic intended for vanilla usage, is just cheap rethoric. Too many times, vanilla mechanics were proven to not be a good fit for Loka. You see this with the shield cooldown, the explosion damage rework, hell, even the increased damage! Tweaking the amount of health restored by an ingot in a specific situation (if the buff module is applied) is a far cry from a meta-defining change you guys portray this as.

I’m even taking a page from your own book here, in regards to tactical rush, you could literally just blow up the green areas with TNT. However the module was nerfed, and rightfully so. All this to underline that just because a feature has some counter play, doesn’t mean it cannot be reworked and balanced.

Once again, I’ve played on both sides, as a charge taker and as a defender. I think I have had ample time to think about this, and I can confidently say that combining the Buff module with vanilla golem healing IS unbalanced.
 
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- main part of the problem is our team being too poo to kill the golems and players on the building in the first place
- evident issue with repairing and fenting golems being TOO powerful when coordinated well, as seen in the HL goon squad that sit on building all fight making it extremely hard to take charges, even when in a winning position
- as i said before, i think a nerf is necessary (repair cd or fent nerf) but the problem isnt as big as others make it out to be, and that skill and coordination is a largely contributing factor to said issues
 
Why should u get the charge being outnumbered in the enemy building ???
You couldnt though, do we not remember conquest before all this was added? The difficulty level of taking a charge was perfectly fine and you had to be contesting the enemy building in order to kill a golem, and then the hard task was actually getting the charge. But now you have to wait till you not just contest, but completely own the enemy building to kill golems and then take the charge. Not one single soul ever complained about the difficulty level of taking charges and it was in a perfect state with no complaints but then we fixed an "issue" that never existed since staff thought golems were too squishy for some reason

Or yeah you could attempt to kill golems while your contesting the enemy building (before u completely own it) by organizing a large group of people perfectly. saying send 2 people to kb each defender then 2 people both with shields critting the golem and whichever gets the charge calls it out, then repeat this for every single golem u gotta kill, but why? The state of charges were perfectly fine before no one ever complained about golems being too squishy and 1 person couldnt just walk in, kill a golem, and take a charge, becuase the taking a charge part was hard.
 
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not really its the truth, if you just coordinated attacks you could easily kill golems (as we have done) but instead you make cope forums posts
what are the coordinated attacks in question thus far though?

The only fights this month have been either attacks from us, meaning we had no buff module to take advantage of, or defences with half / unmodded generators (which very obviously didn't have the buff module).
So like, there hasn't been a single conquest fight this month where the proper setting to support you guys' claims of having used "coordinated attacks" to take down buff module iron-repaired golems was in place.

And for the love of god, why do you all seem to fly over my very simple suggestion? I am not suggesting the removal of vicious defence (fent golems), not suggesting the removal of the buff module, nor am i suggesting the removal of healing golems with iron. All I'm asking for is the rebalancing of an untouched vanilla feature to better adapt it to the Loka environment...
 
You couldnt though, do we not remember conquest before all this was added? The difficulty level of taking a charge was perfectly fine and you had to be contesting the enemy building in order to kill a golem, and then the hard task was actually getting the charge. But now you have to wait till you not just contest, but completely own the enemy building to kill golems and then take the charge. Not one single soul ever complained about the difficulty level of taking charges and it was in a perfect state with no complaints but then we fixed an "issue" that never existed since staff thought golems were too squishy for some reason

Or yeah you could attempt to kill golems while your contesting the enemy building (before u completely own it) by organizing a large group of people perfectly. saying send 2 people to kb each defender then 2 people both with shields critting the golem and whichever gets the charge calls it out, then repeat this for every single golem u gotta kill, but why? The state of charges were perfectly fine before no one ever complained about golems being too squishy and 1 person couldnt just walk in, kill a golem, and take a charge, becuase the taking a charge part was hard.
just make golem tp to u with a bow
 
just make golem tp to u with a bow
ya well why have all this in the game if in the end your just gonna have a platform at Y 200 and bow the golem up there to kill, making the whole conquest system so obnoxious when not 1 soul complained about the previous system and it was fun for everyone
 
ya well why have all this in the game if in the end your just gonna have a platform at Y 200 and bow the golem up there to kill, making the whole conquest system so obnoxious when not 1 soul complained about the previous system and it was fun for everyone
1 arrow and it will tp to u anywhere whats the matter
I never had problems with killing golems maybe u guys should try to defend like us so i can understand what yall saying 🥴
 
Just get better and play as a team instead of blaming game mechanics for where your team falls short
 
How about a peace treaty, where both tac rush+crystals, and golems get nerfed to the ground where its all useless and we stick to swinging swords and the better team wins? I already know that u gonna be like
„Noo nooo we need tac rush its what lets us fight u!!!! Oh no u have a chance of defending when our team is immortal and can doubletap anyone who gets close nooo thats not fair!!! We need more defender nerffff plsss” 😂😂😂 thats u rn, cope. As i said earlier, golems are strong, but they are nothing compared to how broken tac rush combined with crystals is. If we could exchange all our defender modules and the possibility of repairing golems for tac rush, we would do that instantly.
 
-1 I’ve been on the defending side of fights recently and I also appreciate winning, I also think the overpowered aspect adds an extra layer of coordination needed within fights. It’s highly unlikely to work if you only send a fraction of your team at a time but it is likely if you work together to be able to kill a golem and/or a defender who is repairing the golem. Also I feel that while killing someone who’s primary objective is defending and repairing/keeping the golems alive is difficult, overwhelming them with good teamwork is not, for example one guy focuses the golem and the other the player making it difficult for the defender to do both
 
You couldnt though, do we not remember conquest before all this was added? The difficulty level of taking a charge was perfectly fine and you had to be contesting the enemy building in order to kill a golem, and then the hard task was actually getting the charge. But now you have to wait till you not just contest, but completely own the enemy building to kill golems and then take the charge. Not one single soul ever complained about the difficulty level of taking charges and it was in a perfect state with no complaints but then we fixed an "issue" that never existed since staff thought golems were too squishy for some reason
In the latest balak fights, HL was mostly not vicious defense buffing golems - just iron repairing - they had a whole discussion about it to only iron repair. I really don't think you want things to return to how it was before (offhand no repair cooldown). The issue is that MORE players are aware of golem repairing now because golem buffing was added. In fights before 2025, it was extremely rare to see a single player bring iron (it was basically just Orphious who did) - now its a whole squad of them, which makes buff mod + repairing feel so OP compared to the past. The only way for the gameplay to return to how it was like before is to entirely remove the mechanic, because again, basically no one brought iron in the past.

The buff module gives golems +100% of their base hp - base is 100 hp, with buff module it's 200 hp. Iron repairing restores a flat 25 hp, regardless of whether the tgen has a buff module. Strength 2 + crit on a golem does 22.5 hp worth of damage to a golem. What would even be a fair amount for iron to heal? I would understand all the complaints if iron healed a percentage of health, but it's a flat 25 hp.
 
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I really don't think you want things to return to how it was before (offhand no repair cooldown).
Yeah well by "before there was no issues" I mean before when people never used repairing or anything, ik it was in the game but no one ever used it its practically the same as it not being in the game and Im saying it not being in the game (never being used) was fine and no one complained about golem squishyness or anything...
 
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