Why are golems disabled for only 20s?

Why are golems disabled for only 20s?

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Posted by: Waikd.4632

Waikd.4632

Q:

See the question in the title.

With the implementation of the siege disabler, a specific design choice was made to make it last for a shorter period of time on golems (20 sec vs 45 sec). I don’t completely understand the rationale behind this, and would greatly appreciate it someone involved with making this choice could briefly clarify it for me. Thanks!

Why are golems disabled for only 20s?

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Posted by: Johje Holan.4607

Johje Holan.4607

I had the same question. If anything I would think Golems should be disabled for a longer time since they are mobile – and op.

Why are golems disabled for only 20s?

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Posted by: Offair.2563

Offair.2563

To promote the golem mastery ofc.

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Posted by: sparc.3649

sparc.3649

Siege disablers themselves as a whole are a HUGE mistake and the only thing that will truly “fix” them is their COMPLETE REMOVAL…

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Why are golems disabled for only 20s?

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Posted by: Jeknar.6184

Jeknar.6184

To promote the golem mastery ofc.

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Why are golems disabled for only 20s?

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Posted by: Fergus.4208

Fergus.4208

Golem’s are very expensive.

It makes perfect sense that a high-tech and expensive golem, has some resilience to siege disablers.

The very cheap flame rams are the most vulnerable, due to being in range of defender, and you can’t spread them out.

Ranged siege weapons can be spread out, and you are unable to disable them from a safe location.

Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.

Why are golems disabled for only 20s?

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Posted by: Jeknar.6184

Jeknar.6184

Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.

Ever heard of Omega Golems and their 1500 attack range?

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Why are golems disabled for only 20s?

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Posted by: Fergus.4208

Fergus.4208

Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.

Ever heard of Omega Golems and their 1500 attack range?

Yes! Should have commented on that aswell.

At only 1500 range, they can be disabled from within the keep as siege disablers have total range of 1200+450.

With perfect position you could place 6 to attack a wall, or 4(?) to attack a door with enough spacing to avoid the 900 diameter on the siege disabler to hit more than one omega golem. However, many locations have very limited positioning opportunities. Defenders can take this into account, by focusing pre-built defensive siege on the more exposed locations.

Last but not least, Omega golems are by far, the most expensive siege unit.

Why are golems disabled for only 20s?

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Posted by: Waikd.4632

Waikd.4632

Thanks for all the replies guys. I’d still like to see the official opinion on it, but some of the points do make sense.

I am asking because since the feature pack it has been nigh impossible to break a fortified waypoint that is being defended. It was never easy to do, but basically a 20+ golem rush along with the element of surprise is the only way to feasibly do it now. (From a tier 1 perspective.)

P.S. I don’t really see how that golems are expensive is a valid argument. Aren’t you paying for the fact that theyre mobile? They’re not that much more expensive than guild catas either, and 3 of those are thrown to take a paper tower without thinking twice.

Why are golems disabled for only 20s?

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Posted by: Jeff.5139

Jeff.5139

I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.

Why are golems disabled for only 20s?

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Posted by: Bri.8354

Bri.8354

I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.

Agreed.

Golems already have a distinct advantage over other siege, being that they can run away while disabled and come back when they are back up. That on top of the reduced disable makes them have a large advantage over other siege weaponry. Forcing them to stay in place, possibly kicking the player out of it, would better allow players to take down the golem after a disable.

Why are golems disabled for only 20s?

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Posted by: Fergus.4208

Fergus.4208

I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.

Absolutelely not!

You can not kick someone out of the golem you build. This change would result in other random players taking over the golems.

It would be especially bad with regards to siege trolls.

(edited by Fergus.4208)

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Posted by: Zetsumei.4975

Zetsumei.4975

Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.

Ever heard of Omega Golems and their 1500 attack range?

Yes! Should have commented on that aswell.

At only 1500 range, they can be disabled from within the keep as siege disablers have total range of 1200+450.

With perfect position you could place 6 to attack a wall, or 4(?) to attack a door with enough spacing to avoid the 900 diameter on the siege disabler to hit more than one omega golem. However, many locations have very limited positioning opportunities. Defenders can take this into account, by focusing pre-built defensive siege on the more exposed locations.

Last but not least, Omega golems are by far, the most expensive siege unit.

1200 + 225

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