Born and Raised in Eredon Terrace
Golems: Game breaking?
Born and Raised in Eredon Terrace
I think golems without mesmer portal is much easy target and can kill easy. Mesmer portal do insane lag on bad computers.
I think having 10 golems rushing in with multiple time warps is putting defenders at a disadvantage, yes there are many instances that golem rushes failed, but there are also MANY golem rushes proved to be very destructive.
I have seen so many times golem rushes were successful within a few minutes with the correct timing and planning (be it me as being the invader or defender), and personally i feel its game breaking. Defenders spent a lot of TIME, SUPPLY & MONEY to upgrade towers/keeps and they lose it in a matter of minutes??
To get golems, players could also get it from JP chests if they’re lucky enough and pass it to someone, so that notion of spending 5g for 5 golems isn’t entirely true. Even more so, a group can just flip camps all around the map and build golems then get teleported to somewhere safe.
Waypoints get contested, people have to run back which takes a few minutes to reach. The attackers choose their moments to attack, but dozens of defenders won’t just sit in a keep/tower all the time to anticipate a golem rush. The LEAST defenders can do is to have scouts, but thats just really useless when the scout is the ONLY one defending the objective by shouting at team chat “GOLEMS!!! 8 OF THEM!!!”. Honestly, is that fair enough?
Come on, its getting old. People want to have fun from both sides, attacking and defending. I’d say to myself “that was a good fight” when we lose/take a keep after a hard long battle involving running supplies etc. But that epic feeling isn’t felt when defenders lose their fully upgraded keeps within a matter of minutes due to golem rushes, its just anger and rage, and invaders are laughing due to the fact that defenders were “tactically inferior”.
Of course we as competing people want the initiatives and advantages, but 7-10 golems rushing in and chewing the gates isn’t REALLY fun. Sure we get people who would like to defend this golem rush tactic, but I’m deeply concerned by it. I rest my case.
SM trebs, golem rush, invisible stomping, portal bombing, solo-contesting, thief damage, camp buff (fixed version), glitching into gates, invisible circles, culling, lag, bugged queue, orbs..
theres a lot that should be fixed..
its true everything you write , still new feature for yellow swords doesn’t help at all the WxwxW situation
What if the roles of the GOLEM changed to be more of a defensive siege to help protect other siege?
-GOLEMS projectile protection bubble is now a constant.
-No other golems can enter the protection bubble space(so only 1 golem per area)
This would change the role of the golem from being a massive ninja attack, to, a protective siege unit that stands near rams at the gate, or near the catas in the rear, and force close combat engagment becuase you can no longer just range down the siege with a cata behind the keep gate.. you have to actually jump out and engage!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Are golems game breaking?
Yes.
Why?
Mesmers can overcome the golem’s shortcomings.
- Timewarp overcomes the cost aspect by doubling golem DPS.
- Portal overcomes the slow aspect by moving golems very quickly.
How do we fix it?
- Make golems immune to timewarp.
- Make golems unable to use portal.
(P. S. While we are at it, do not allow golems to use waypoints.)
Niniyl (Ele) | Barah (Eng) | Luthiyn (War) | Niennya (Thf)
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