Flesh Golem fix &metagame balance[suggestion]

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Nemesis.8593

Nemesis.8593

Hello everyone… This is yet another one of my suggestions for Guild Wars 2.

This time it revolves around the necromancer’s Flesh Golem. In the video i will link bellow i will explain the problem of the golem in it’s current state, and also my solution…

I find this solution effective, because it’s not only simple to do in terms of implementation (or at least easier then fixing all the possible terrain bugs in the game, which will take a lot longer), but it also fixes a core problem of the Flesh Golem (the nonexistent return function) and… further balances the SPvP metagame… all in one…

Guild Wars 2 – Flesh Golem fix & metagame balance [suggestion]

Let me know what you guys think here, on in the comments section on youtube.
Thank you, and have a good day.


Ok… after listening to all of your suggestions both here and on youtube i’ve come up with some improvements to the original idea.
The main suggestion/fix is still focused on fixing the flesh golem charge instead of fixing absolutely all the tiny pieces of air that may get it stuck.

So… here it is:

Version I: the golem becomes a projectile (visually) and uses the same pathing as the ranged projectiles that are both homing and ballistic. In this case you keep it’s original damage… and add the return function on the same button while the charge is on CD. The return function should also resemble a charge (return charge with no knockdown effects or damage upon arrival).

Version II: the golem borrows underground (visually) and emerges with a delay at the target location, using an adapted delayed shadowstep script for it’s charge. Once it reaches it’s location it does it’s damage as well as AoE knockdown… same as before, the return function will be added on the same button while the charge is on CD and also would make the golem borrow back.

Note: The ideas i bring to the forums are meant to not only fix the flesh golem elite skill, but also improve a bit of the metagame balance and last but not least… it needs to be easy to implement as well as not make the skill OP. This is what i’ve come up with so far…

II Note: It is debatable if the return function of the golem should or shouldn’t be allowed to do it’s knockdown and/or damage upon it’s return in both versions of my fix.

So… waiting for some feedback on these.

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

(edited by Nemesis.8593)

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Thedenofsin.7340

Thedenofsin.7340

I think changing the charge to a fast leap would be a solid idea. In terms of balancing, I think the most prudent course of action would be to test it out first. Then, if it is truly overpowered, let them determine which adjustment is best (reduced elevation range, increased cooldown, reduced hp, reduced damage, etc.).

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I kind of like the charge attack, because it allows the Flesh Golem to plow through a whole mob of enemies. But the way it always gets stuck on minor terrain differences is really annoying, and needs to be addressed.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Bhawb.7408

Bhawb.7408

Keep the ability to hit people, but make it more reliable is all I ask.

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Flesh Golem fix &metagame balance[suggestion]

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Maybe as a Flesh Golem charges into terrain, it should simply leap over the obstacle, and continue its charge?

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Softspoken.2410

Softspoken.2410

I can get behind this somewhat. There is the issue of letting it charge through walls / up cliffs / into usually inaccessible areas though.

You could probably get around that by making the golem check that it has a clear (short?) path to its target though? I don’t know, I’m not on ANet’s programming team.

Not having to micro-manage your golem’s position so that the charge isn’t blocked by an errant corner is a really solid ‘quality of life’ change to the skill though. So I applaud trying to make that happen.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Nemesis.8593

Nemesis.8593

Ok… after listening to all of your suggestions both here and on youtube i’ve come up with some improvements to the original idea.

The main suggestion/fix is still focused on fixing the flesh golem charge instead of fixing absolutely all the tiny pieces of air that may get it stuck.

So… here it is:

Version I: the golem becomes a projectile (visually) and uses the same pathing as the ranged projectiles that are both homing and ballistic. In this case you keep it’s original damage… and add the return function on the same button while the charge is on CD. The return function should also resemble a charge (return charge with no knockdown effects or damage upon arrival).

Version II: the golem borrows underground (visually) and emerges with a delay at the target location, using an adapted delayed shadowstep script for it’s charge. Once it reaches it’s location it does it’s damage as well as AoE knockdown… same as before, the return function will be added on the same button while the charge is on CD and also would make the golem borrow back.

Note: The ideas i bring to the forums are meant to not only fix the flesh golem elite skill, but also improve a bit of the metagame balance and last but not least… it needs to be easy to implement as well as not make the skill OP. This is what i’ve come up with so far…

II Note: It is debatable if the return function of the golem should or shouldn’t be allowed to do it’s knockdown and/or damage upon it’s return in both versions of my fix.

So… waiting for some feedback on these.

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Panhauramix.2784

Panhauramix.2784

Make him destroy anything in his path, literally. See that hill? Boom! See that bush? Boom! See that obscuring invisible bump on the road that shouldn’t prevent your hulking charging body to reach his target? BOOOOM!

Now that would be a golem’s charge

Nice idea all around though, it’s one of my favourite elite, just wish he was more sensitive to me been beaten to death while he watches a butterfly or kills a kitten.

80’s: Razdhül Necro/Desire Mesmer/ Ykarys War/ Yphrit Ele/
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Nemesis.8593

Nemesis.8593

Make him destroy anything in his path, literally. See that hill? Boom! See that bush? Boom! See that obscuring invisible bump on the road that shouldn’t prevent your hulking charging body to reach his target? BOOOOM!

Now that would be a golem’s charge

Nice idea all around though, it’s one of my favourite elite, just wish he was more sensitive to me been beaten to death while he watches a butterfly or kills a kitten.

I don’t think that can be implemented into the game, as nice as it sounds.
I also think it would be wise of me to bring this thread back up since recently there was a dev around, talking about some necromancer fixes

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

Flesh Golem fix &metagame balance[suggestion]

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Posted by: flow.6043

flow.6043

The non existing return function is only mildly bothersome to me. I definitely wouldn’t want a return button that only appears after I use charge. Also, there are some runes that trigger their 6th bonus when activating an elite skill. Would a return function also do that?
I watched the video a month back when you released it, so maybe I just can’t remember how you would implement such a return function…

If changes are made to prevent the golem from getting stuck, then I’m all for the projectile version rather than the burrow charge. A lot of times the golem is used specifically when an opponent stands next to a wall, or simply to destroy structures super fast.. So a burrow charge would actually reduce damage in those scenarios.
Also the burrow would sometimes look weird, like when you are standing on a thin wooden bridge…
Secondly the projectile leap would need to have a hight limitation. It wouldn’t make sense to have the golem jump on top of a high wall in wvw (actually in that case the burrow version might be more awesome^^) while any other projectile can clearly reach that far up. All the same it wouldn’t make sense to have your golem “charge” down from a cliff.

Flesh Golem fix &metagame balance[suggestion]

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Posted by: Kravick.4906

Kravick.4906

I want flesh golem to work under water again. Minions are pretty decent for under water combat. Well, when they decide to work at least.

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