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No Plans to Implement TGen Defender Rebalancing

Spawnplayer

Member
Good Evening my Lokans. We have all had the experience of warping to a Conquest, and typically the main things that have been in consideration when who has the advantage is:
Defender Mods, Attacker Modules, Numbers, and Skill.

However, after attempting to take a charge I noticed that while trying to lower a golem, I physically could not kill it. How can this be? Loka has a 33% Damage Buff, and when I play a Rivi, it only takes 5 hits to kill it.

HOWEVER, when in a Continental Conquest, it takes 10 Critical hits with Strength 2 to kill a golem. So 1 Critical Hit = 10% of the golems health. It takes 0.625s to swing a fully charged diamond sword. With perfect timing, it would take AT LEAST 6.25s to kill a TGen Defender.

According to the Minecraft Wiki, healing a golem removes 1 "Deterioration Level" from it. There are 4 Deterioration levels, which is:

Clean: >75%
Low Cracking: 74% - 50%
Moderate Cracking: 49% - 25%
High Cracking: 24% or less
In Short, it heals about 25% of the golems health with each Iron Ingot

The Iron Ingot Healing cooldown was recently BUFFED as stated in this Loka Update to be 1 second. This means a golem can LITERALLY OUTHEAL a player with SHARP 5 STRENGTH 2.

It can be displayed as:
Golem Healing: +25% of Max Health/1s
Golem Damage: -20% of Max Health/1.25s

Over a period of 10 seconds:
Golem can gain 250% of its max health (obviously implying its being constantly damaged)
Golem takes 160% damage in that same time.

This is obviously problematic by itself, meaning that not only do you negate the damage done to the golem by the player, you actively out heal it.

This in itself is counter-able, despite being quite annoying to do.

HOWEVER, you can SIMULTANIOUSLY give a golem Vicious Defense while healing it with iron ingots.
Golems do 4 Hearts of True Damage when buffed with Vicious Defense. According to the Technical Minecraft Wiki, the attack cooldown of an Iron Golem is 10 ticks (which is .5 seconds).
This means golems literally do 8hp/s. This is ridiculously OP considering multiple golems can hit you at the same time. However, this is still tolerable to a dedicated Loka player.


The Problem comes from when I'm trying to kill an invincible golem, that does more damage to me, than the person healing it would. Let's take a look at the numbers.
We can represent these values in terms of 100, like a percent. So both the player and golem have 100 health to make the comparison more understandable.

Golem's Stats:
Regens 25hp/s
Deals 80hp/s


The Player's Stats:
Regens 40hp (when using a healing potion, cannot deal damage while healing)
Deals 10hp/1.25s (to golems)
Deals 50hp/1.25s (to players)


I think an imbalance is clear when a golem is literally unkillable, while out damaging the person keeping it alive.
It's not even like you can just hit the guy away, because the golem is going to do more damage to you than you are to the person healing it. If the person goes to pot, you can't kill them, and the golem can still hit you for more damage than you are doing to your enemy, than you are to the enemy themselves.

I think the solution to this, is to make it so that Golems with Vicious Defense cannot be healed. This makes it balanced, so you can have immortal golems that require the constant attention of a person, or you can have fent golems that 3 tap a player, but can't live forever.

Edit; It's super OP for defense, since attackers have to actively go over to the defending building Kill the Golems, take the charge, AND do it in under an hour.
The Defense has to keep the golems alive and GG.
 
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17 voters
-1 I think this was intended as a mage class of loka conquest and should stay the same your point that its harder for attackers it should be they are placing I think that with a well-balanced push from the enemy team they can kill the defender and kill the Golems.
 
-1 golems are supposed to be a bit scarry and relevant, with these changes they will be less important again. Also i love how when listing the things that matter in conquest u completely skipped strategy. Bluds been playing for 3 months, doesnt understand the basics of loka, and yet is trying to write essays hoping for changes that will benefit his awful alliance. 😂😂😂
 
-1 cuz while i think there are some valid points in this suggestion I think that this server and conquest have been around for a while and it's unlikely that it's too OP as it is now. There is meant to be a home field advantage in conquest.
 
Usual strategy is always simple in conquest, but shortly said, if you can't kill people who are healing/AI buffing golems, you won't penetrate through defense, nerfing golems won't change outcome, like crystals nerf
 
Golems in rivina and continent conquest are the same (except no vicious defense on rivina). Golems will die in 5 crits if the tgen does not have buff module - the meta for tgen modules on continent has almost always included the buff mod, but it's not commonly seen on rivina.

In a fight between 1 attacker and 1 defender (+1 golem) - sure I can see the argument that the golem is immortal because the defender can just babysit heal the golem that's being attacked. But the second you add more variables (players), that is no longer true - the defender can be distracted healing other golems/getting crit out/kb'ed away and another attacker can kill an isolated golem. Let's be so real, there usually aren't 4 defenders so that each golem can have it's own dedicated healer.

In my experience, if the defenders can't 100% of the time heal the golem on cooldown (1.5s - because golem tp'ed away/chased a player too far, defender is distracted/busy) - that golem is probably going to die unless all attackers are forced to pull back and the defenders can go around healing eveything back to full hp.
 
+1 fixed debilitating aura (mining fatigue) this is too broken. I dont know how you expect anyone to do anything against this.
 
+1 I remember having a super long conversation with crypt about this and not gonna lie my opinion about the whole golem buffing and healing was reinforced because it sounded like the feature purely exists to make a handful of noobs who cannot swing feel important and thats fine but I do not think you should be able to heal a golem so fast that it can tank an infinite amount of damage as long as you are holding down right click. The rate of golem healing should be less than the damage a player critting with strength 2 deals so that way the defender has to do more than hold down their right click. It is pretty silly that a defending player can sit in a fent golems hitbox and just spam heal it IMO
 
+1 I remember having a super long conversation with crypt about this and not gonna lie my opinion about the whole golem buffing and healing was reinforced because it sounded like the feature purely exists to make a handful of noobs who cannot swing feel important and thats fine but I do not think you should be able to heal a golem so fast that it can tank an infinite amount of damage as long as you are holding down right click. The rate of golem healing should be less than the damage a player critting with strength 2 deals so that way the defender has to do more than hold down their right click. It is pretty silly that a defending player can sit in a fent golems hitbox and just spam heal it IMO
I feel like this was always the issue but people are too ignorant to see it
 
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