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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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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.
That is a fair point, although I recall the buff module being a +300% to golem health. Maybe a shift from a a flat value of healing to a percentage would actually be a better choice for Loka?

It would open possibilities to new defensive modules (like one that’d increase the health restored per example) or even attacking modules (slashes health restored by a certain percentage as long as the attacker golems are up).
 
Surely everyone could get along with a slight nerf to fent golems and repairing, its just not even fun to play against lol
Many players abuse this feature such as forrest, zye, vescure, and its really hard to break down even with superior numbers and skill
 
Surely everyone could get along with a slight nerf to fent golems and repairing, its just not even fun to play against lol
Many players abuse this feature such as forrest, zye, vescure, and its really hard to break down even with superior numbers and skill
If there is a big tac rush nerf then a golem nerf would be fair too. The way it is rn, both tac rush and golems are stupidly strong but they balance each other out kinda
 
If there is a big tac rush nerf then a golem nerf would be fair too. The way it is rn, both tac rush and golems are stupidly strong but they balance each other out kinda
tac rush is hard to nerf without making it useless, its only good with crystals or something where u can stand on the green
 
tac rush is hard to nerf without making it useless, its only good with crystals or something where u can stand on the green
potential nerfs i can think of:
changing the duration from 60s -> 30s
change healing from 4 hears to 2.5
i think someone mention that pots used by someone who is in tac rush dont heal others, so that should be changed too
^ this is just a rough idea, and it needs testing, but with these changes i mentioned above, you would still be very hard to kill, but not immortal for a long ahh time
 
potential nerfs i can think of:
changing the duration from 60s -> 30s
change healing from 4 hears to 2.5
i think someone mention that pots used by someone who is in tac rush dont heal others, so that should be changed too
^ this is just a rough idea, and it needs testing, but with these changes i mentioned above, you would still be very hard to kill, but not immortal for a long ahh time
the main issue is that tac rush only benefits those who are stood still, and on the ground - you arent getting the benefits of tac rush if u are playing objective or moving
if it is nerfed hard it will just be useless apart from people sat in mid
 
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