Tired of the "Golem Rush"
Maybe if arrow carts weren’t such a crutch, golem rushes wouldnt be as popular.
[oof] Crystal Desert
One word:
Scout. If you spot them before they reach you’re keep then you’d be fine. Also limit the number of arrow carts per map because they are so much more OP.
My question is why can’t Anet just put a limit on the number of golems a side can have per map in WvW to keep this crap from happening? Add some actual real strategy to taking a fully upgraded keep instead of just “let’s build a crap ton of golems and go get em.”
There is a limit, it is more or less 50, and then you cant throw down any more golem blueprints. I’ve done it a couple of times with my guild against TC. Takes hours to prep for minutes of work
[oT] Ominous Threat – Reform hype inc?
OCX Rallybot
One of the most memorable moments in WvW was when RegA rolled into a tower that had been golem rushed. We had been defending with 12-15 players and 7 omegas rushed us and plowed through the door. RegA rolled in with about 40 and made a stand in the lords room with the ring up. Bannered the Lord and melted the golems plus the 30 people with them.
Molen Labe Female Human Necro
Devonas Rest – Black Rose Legion -CF4L
Nerf golems; then put in golem mastery with 100WXP ranks per a block.
1. Can use an Omega Golem
2. Golems can be portaled
3. Golems can be waypointed
4. Golems can gain quickness
I’ve always liked the idea of a Golem Mastery where the first rank gives you the ability to even use a golem.
As for porting…Anet should just make it so that golems CAN NOT be ported. That would solve 50% of the issue right there. Imagine actually having to escort golems to a tower/keep instead of stack, port, stack, port, etc.
I’ve always liked the idea of a Golem Mastery where the first rank gives you the ability to even use a golem.
As for porting…Anet should just make it so that golems CAN NOT be ported. That would solve 50% of the issue right there. Imagine actually having to escort golems to a tower/keep instead of stack, port, stack, port, etc.
Since you can get swiftness on a golem, they’re not even that slow.
I don’t like golem rushes either.
I agree of golems being annoying, especially golem rushes during your servers off hours but i still love when an underdog server makes a succesful golem rush just for the heck of it
Bird Song Day 2013, a ~100 golem rush. Thats a maxed out map of pure golems attacked a T3 bay, we were spotted 15minutes before we rolled out. All golems were wiped in the Lords room to enemy siege.
The Golem cap is defo not 50. Its the same as map siege cap which is higher than player cap.
So yeh. Golems are fail train if you’ve got defenders, which is the point.
Stop being bad players and wanting things nerfed in the game, how about you lighten up and get things buffed to counter.
July 13th 2014, prepare yourself for round 2 (’Mega time)
ZoS Guild
Northern Shiverpeaks Nightcrew
(edited by BirdSong.2541)
Scouting is key, as already stated. Most Golem rushes will either abort or fail once they are spotted with a couple minutes of advanced notice.
I will acknowledge that Omega’s can make it a bit trickier. Recently I’ve seen servers go for a tower/keep wall, staying as far back to minimize siege, as opposed to a door, which is often front loaded with siege.
Gandara
Get rid all superior siege. Solves things for those who don’t like ACs and those who don’t like Golems.
So yeh. Golems are fail train if you’ve got defenders, which is the point.
Stop being bad players and wanting things nerfed in the game, how about you lighten up and get things buffed to counter.
July 13th 2014, prepare yourself for round 2 (’Mega time)
Love that you have the gall to call us bad players when you and your noob army couldn’t take a keep with all those golems. We are here to put ideas out on how to make the strategy of using golems better for all servers, not to hear about your failures.
“Scouts” you mean some poor sob sitting around watching for any possible enemy movement and occasionally refreshing siege because if someone doesn’t pay attention for 10 mins it could be gone? I find it sad that people think this is acceptable gameplay.
So yeh. Golems are fail train if you’ve got defenders, which is the point.
Stop being bad players and wanting things nerfed in the game, how about you lighten up and get things buffed to counter.
July 13th 2014, prepare yourself for round 2 (’Mega time)Love that you have the gall to call us bad players when you and your noob army couldn’t take a keep with all those golems. We are here to put ideas out on how to make the strategy of using golems better for all servers, not to hear about your failures.
Actually it’s your failure for not knowing that having everyone in a golem is probably bound to fail. Too many golems is responsible for many a failed keep take attempt. The ideal number is somewhere less then 10. Getting the doors down quickly is only an advantage if you can do it before the enemy force shows up. In an even numbers fight with a large force (40+) and enough supply, inner is going to be breached eventually. It’s the fight for inner where it’s usually won or lost.
In a situation where the keep is scouted and you are spotted, having a lot of golems is usually a disadvantage. Every golem is another person not able to fight. If I have a 40 man zerg, I want 4-6 golems max depending on the keep. I don’t want 25% of my force in golems. I’d much rather be able to defend a small number of golems effectively, then have a lot of them that are all dead by the time they break inner because they were not defended.
“Scouts” you mean some poor sob sitting around watching for any possible enemy movement and occasionally refreshing siege because if someone doesn’t pay attention for 10 mins it could be gone? I find it sad that people think this is acceptable gameplay.
Scouts often don’t need to just sit in a keep and refresh. Scouts run around the borders of your land killing solos or causing havoc to enemy supply trains. What you want to happen in terms of refresh is to have every time someone dies they refresh siege on the way to commander tag because chances are the fight they were just killed in has already ended.
A scout doesn’t camp in the tower watching for any golems or zergs they should spot the Zerg way BEFORE it even hits a tower. A scout is effectively a roaming solo.
“Scouts” you mean some poor sob sitting around watching for any possible enemy movement and occasionally refreshing siege because if someone doesn’t pay attention for 10 mins it could be gone? I find it sad that people think this is acceptable gameplay.
Scouts often don’t need to just sit in a keep and refresh. Scouts run around the borders of your land killing solos or causing havoc to enemy supply trains. What you want to happen in terms of refresh is to have every time someone dies they refresh siege on the way to commander tag because chances are the fight they were just killed in has already ended.
A scout doesn’t camp in the tower watching for any golems or zergs they should spot the Zerg way BEFORE it even hits a tower. A scout is effectively a roaming solo.
Yay, if that’s your experience and your maps are blanketed by informative allies regularly but roamers I know don’t give two quaggans about PPT and structures in general and are too busy either avoiding the zerg or picking off it’s stragglers. I have known several players who hop from structure to structure, building and refreshing siege, who seem compelled to babysit them because they spent money arming and upgrading these structures(this is not limited to keeps). They end up just waiting, waiting and waiting to finally get to play the siege game(something they can miss if they go make themselves a sandwich or take a 5 min phone call). I think Anet needs to sack up and make some major changes.
So yeh. Golems are fail train if you’ve got defenders, which is the point.
Stop being bad players and wanting things nerfed in the game, how about you lighten up and get things buffed to counter.
July 13th 2014, prepare yourself for round 2 (’Mega time)Love that you have the gall to call us bad players when you and your noob army couldn’t take a keep with all those golems. We are here to put ideas out on how to make the strategy of using golems better for all servers, not to hear about your failures.
- Calls players noobs
- Is a noob himself
Top lel. Go back to reddit.
ZoS Guild
Northern Shiverpeaks Nightcrew
add golem wvw rank upgrades. made them weaker or slower on attacks. they’re already ram on wheels which is the main advantage. make it so that they can’t easily attack siege places on walls at least (range nerf maybe?). a sheer number of them can nullify any siege def easily. upgrade or improve ballista in some way since they’re supposed to work nice on sieges? if no or can’t to anything above, hell, take them away from the game.
or put a cap on the amount of golems allowed on a map.
“…let us eat and drink, for tomorrow we shall die;.”
This past Saturday we built over 60 omegas, hitting the siege cap, and then just walked around ebg capping everything in sight. It was pretty hilarious. Interesting thing is that even though we were siege capped at ~60 omegas, once we got in the omegas we could build more. I think once you get in an omega it no longer counts towards the siege cap.
Spirit of Faith [HOPE] – RIP
I saw the FA news about their Omega zerg. That’s exactly what people have been complaining about. (Props to FA for suiciding their Omegas at the end of it)
Haha yeah we kind of had to suicide them because we were completely seige capped. It wasn’t as fun as we would have hoped because there was almost no one on the map. maybe 15 mags showed up to defend their keep. 60 omegas is almost always a bad, and expensive, idea.
Spirit of Faith [HOPE] – RIP