Golem Buffs
" I think they should exist as an additional layer of build customization to ANY build, whether you only have 1 gem slot and want them just for their bonus buffs, or 4 slots and want them to serve as culling strike/mark application or whatever without needing 2-3 EXTRA slots just to keep them alive, while still requiring allout golemancers whose main damage dealer is the golems to link them to survivability support gems like Elemental Army, Meat Shield etc. In a perfect world, lets say an Ice golem linked with just Minion life should survive high tier maps when you're leading the way and clearing the monsters, keeping it away from harm (It probably already is possible on giga DPS builds that one shot everything, but that is the exception and not the rule, most builds can't do that). Last edited by PrettyCasual#3565 on Jan 6, 2024, 6:59:26 PM
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I don't mean for you to edit your own idea! I'm just expressing my counterarguments. I'm sure for every person on my side of the world, there's gonna be one on yours too!
As far as "golemancers don't exist": this has NOTHING to do with the buffs provided and everything to do with AI, numbers, and DAMAGE of golems. Golemancers didn't exist to exploit the buffs, although they definitely benefited. Golemancers were able to get awesome coverage and damage from the primordial jewels and powerful attacks of the golems. Primordial jewels have been gutted overall, made far more rare, and the base golem attacks have been gutted. On top of that, elementalist ascendancy received major golem changes, severely weakening them, AND the golem commander wheel got nerfed. It is for THESE reasons above that golemancers fell out of favor, and NOT buffs being weak. For multiple leagues around the 3.7 - 3.13 heyday, I made a golemancer build every single league...it was one of my favorite builds. Stone golemancer, ice golemancer, flame golemancer, you name it I built it. Nowadays, the gems are too hard to get and the power just isn't there. And the AI is terrible. To be perfectly honest with you, I had advocated sometime in the past for golems to LOSE their buff status completely because it didn't really make sense (except carrion). I wanted them to act as actual minions: unique attacks and skills that affected ENEMIES, not passive buffs that made them essentially walking auras. To that end, transfigured golems are actually a step in the right direction in my opinion. But it should be a tradeoff: if you want a buff golem, it should be damn near immortal. If you want a utility golem, it should require some investment to stay alive or additional gem slots. If you want a dps golem, it should have the numbers and behavior baked in, but require active upkeep. Last edited by jsuslak313#7615 on Jan 6, 2024, 7:09:20 PM
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" Yeah I can see your last point, they definitely should be utilized as purely a minion type with unique offensive attacks/skills and not walking auras, i'm totally up for it, and improve their AI for sure. Then again, we're still not there, and I'm trying to make them abit more usable in their current state. |
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" You make two separate points here: one I totally agree with (survivability) and one I don't (ANY build should benefit). Golemancers do NOT need elemental army and minion life to keep golems alive, even in today's game. That is the main point of a golemancer build. You get the necessary survivability from your tree and from the golem jewels. The problem is EVERYONE ELSE trying to use a golem needs both elemental army and minion life for them to even remotely stand a chance. I totally agree that minion life should pretty much be all you need, or a special golem support that offers flat damage reduction and life. BUT I vehemently disagree with this idea that ALL customization is good and every build should be able to benefit from something just by slapping it on. This would lead to some SERIOUS gaming issues. It also actually REMOVES choice from the game. The more options that just "work" immediately with no thought, the more specific things become requirements for ALL builds. See Determination, Grace, Hatred, etc. This is the biggest problem with auras: they just immediately work with everything and thus become mandatory for every single build that utilizes that particular mechanic. If a chaos golem gave you 10% flat reduction, and can be used with no thought or planning....it now becomes a REQUIREMENT for every build to leave a slot for chaos golem. You THINK you are providing choice by making it easier to use, but in reality it becomes the opposite. |
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" Sorry but this is nowhere near enough to make golems a viable options in redtier maps or higher w/o heavy investment into supports or skilltree. This would be barely enough for the campaign and honestly I doubt even that. What you are suggesting is pretty much half the sacrifice wheel in Templar start area plus half the Indomitable Army wheel near Witch start. Its not bad, dont get me wrong, but I can tell you right now its not enough - not even close. Sure those golems would die less often but they would still die way too often. Honestly I think a better way to achieve this would be a new transfigured immortal version of those golems with watered down buffs and a duration of 30 seconds or something like that. You spawn them, they do their thing, cant die and deal no dmg but despawn once the duration is up. Pretty much as annoying as the March of the Legion boots - a temporary buff requiring extra buttons and that will likely deter a lot of players right away. |
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" I'm starting to steer more and more towards jsuslak313's concept of stripping golems entirely of their "Aura" buffs, and have them serve as a base minion type with unique offensive attacks/spells. Of course that'd require a whole rework of for example the Elementalist golem ascendancy nodes, maybe transfer the golem buffs to the nodes, sort of like they did with Arcane surge's "More spell damage" mod being transfered to Heirophant's ascendancy node. Like make golems unique to the Elementalist, where it could utilize them best, and possibly revive the Golemancer archtype. Last edited by PrettyCasual#3565 on Jan 6, 2024, 8:07:59 PM
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^OR change the buffs to apply to other golems. For example, Elemancer could instead grant specific golem buffs based on the number of different golems you currently control.
The reworking of base golems can go directly into the rebalance of transfigured golem gems. Offensive transfigured versions maybe have offensive "buffs" usable in tandem with other golems of the same or different type. I just think golems as a central build need a little more love considering that an entire 25% of an ascendancy is dedicated purely to them...yet they don't function well even WITH those nodes. I think we are also well overdue for NEW golems. Last edited by jsuslak313#7615 on Jan 6, 2024, 8:13:16 PM
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The buffs arent even that big of a deal tbh.
Golem are pretty bad, because they have a lot of different skills with massive cooldowns and extreme mana costs compared to other minions. You have to invest into jewels and reduce those CDs to make them somewhat viable but even then you end up having to wait for 2-3 sec CDs before that golem does the one thing you want it to do. Meanwhile is doesnt do all that much. The dmg numbers, coverage and AI would have to be really good to justify all of that and thats just not the case right now. You can use them as stat sticks with auto-revive and thats pretty much it. Works well enough for Maw of Mischief builds but other than that you can get better results with less investment using different minions and thats why golems cant compete at the moment. |
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^yep I already mentioned all that earlier!
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