[1.02 BALANCE] Golems cost too many resources to make (40 iron and 30 mana)

If we're going to let Yithril crank out Juggernauts, then we need to let Gilden crank out Golems.  Cut the resource cost in half.

6,268 views 8 replies
Reply #1 Top

Not that a Gilden golem is by any means a match for a juggernaut.  Or that five golems are.

Reply #2 Top

golems need more offensive capability. Give them some of those overpowered special traits that the juggernauts have.

They have a trait that gives +100% attack ffs. you can't compare to that.

Reply #3 Top

Quoting NanakoAC, reply 2
golems need more offensive capability.
End of NanakoAC's quote

No, they don't.

Golems are meant to be tanks, so let them tank. Give them even more hit points and/or armor and a special ability that make enemies focus their attacks on them for several rounds (note: should of course override human player's attack orders on other targets).

Reply #4 Top


This is one of those few cases where...uh...yeah, it's really pretty legitimate to say Juggernauts are OP. +100% attack? With Maul? And high HP? And customisable?

Reply #5 Top

 

Quoting puntarenas, reply 3
Golems are meant to be tanks, so let them tank. Give them even more hit points and/or armor and a special ability that make enemies focus their attacks on them for several rounds (note: should of course override human player's attack orders on other targets).
End of puntarenas's quote

I don't want to compare Juggernauts vs Golems, and it should not be necessary. I agree in giving them some more HP. Skills? +1 armor/level. Let them be tanks.

Reply #6 Top

 

the best tanks in the game are high evasion heroes with lots of counterattacks.

 

in their current incarnation, golems can't really compare to that. There's a lot of things they need. For example:

  • -Taking a leaf from Heroes of Might and magic, give them a rait that allows them to shield allies. A certain percentage of incoming damage to all adjacent units, is instead directed onto the golem (50% is a good value)
  • -They need some kind of useful counterattacking weapon. swords on a golem are silly and illogical. maybe add a ridiculously heavy counterattacking mace, that only a golem can use.
  • -support traits for the army - obsidian guard, shieldwall, etc
  • -passive regeneration in tactical combat, to help them not get worn down
  • -Some way to heal other units in the army (perhaps an opposite version of drain life - sacrifice HP to heal an ally)

some or all of these would make golems into a worthy thing to have in your army

Reply #7 Top

Quoting puntarenas, reply 3

Quoting NanakoAC, reply 2golems need more offensive capability.


No, they don't.

Golems are meant to be tanks, so let them tank. Give them even more hit points and/or armor and a special ability that make enemies focus their attacks on them for several rounds (note: should of course override human player's attack orders on other targets).
End of puntarenas's quote

 

I ll agree that golems are meant to tank and and a "taunt" skill that makes enemys focus on them would be cool but i noticed that the AI tents to attack the closest unit so just send them ahead and the AI will attack them. If we wanna boost their damage though it would be nice if golems count each weapon, even two-handeds, as one hand and use shield also.

Reply #8 Top

Quoting Khorak, reply 5

This is one of those few cases where...uh...yeah, it's really pretty legitimate to say Juggernauts are OP. +100% attack? With Maul? And high HP? And customisable?
End of Khorak's quote

 

You forgot "backswing", another +100% for a total of 60 base strengh [20 base+ 20(+100% Juggernauts )+ 20(+100% for another base ability)] and the ability to hit all the units that surronded the target.

 

I too think is too much (ah, they also cost less than a normal troops!), I think they can be OP (as intended), but more playable, without the second +100% and without maul.