(edited by Synister.8629)
Suggestion: Flesh Golem's Charge Ability
And lose multi hit/interrupt? No way.
The only change it needs is Golem Charge should be insta cast. To actually interrupt abilities when we see them being casted.
It doesn’t have to lose the multi hit and definitely not the interrupt. It just seems counter intuitive that the golem runs past your target. It doesn’t flow well.
Death’s Charge has a multi hit mechanic as well. Death’s Charge was fixed so that you no longer run past your target. If you use the skill right beside your target you simply hit them multiple times without the gap closer. I was suggesting making the Charge on the Flesh Golem the same way (as in not running past the target) but instead continually hitting the target multiple times if right beside the target. If you saw the old and new versions of Death’s Charge, you’ll have a better explanation of what I mean. I like the idea, but that’s what forums are for. If the majority doesn’t like it, then it’s fine I guess.
I wouldn’t have it work like Death’s Charge exactly, but having him cut off his charge just after the targeted enemy is an idea. I would generally be against it because it would be much harder to multi-interrupt, since you’d have to target the furthest target in order to make sure he doesn’t screw up and miss a lot of people, but he might miss the important target because of that.
If I were to change anything on Charge, it would be to give him 10 stacks of stability instead of 1, and to remove the cast time from the Necromancer, shifting it to a short animation on the Golem before charging.
And of course reduce the kittening summon time from 1.5s because its ridiculously long.
