Golem Skill support gem idea (opens new window for melee gems!) EDIT: Now with added ideas!
EDIT2: The way I describe where the golems damage comes from is potentially changing after some feedback from people in the comments, skip to page 6 and see my post to see what I'm thinking about changing it to :3. Okay, so I've noticed with the new addition of ranged totem support gems, melee skill gems are the only gems without some sort of skill that can use them without the player directly having to cast/manipulate them. More over, summoning builds in the game lack a bit of variety in what summoner nodes people acquire for their summoner builds, and on top of this fact as an avid player of summoners myself I have lost my interest in summoning because the lack of variations in minions. So how do I take two birds with one stone? By making a Golem Support Gem. This would be a strength based support gem obviously with the low strength requirements that spell totem uses so its not a problem for summoners to level up. The support skill itself would level up with stats and damage scaling similar to but significantly higher than zombies because of the fact you will only have one of these monsters, maybe two through passive nodes if its not too OP. And the only stipulation is that the gem must be linked with a melee skill gem, dex or str, for the skill to work. Also adding nodes in the tree specifically for golems in an area of the tree that could make them an alternative for melee chars to have as like their right hand man or merc like in D3/D2. This would add more variation in Summoner builds because then people could choose between golem buff nodes or more zombie, skelly, or the spectre nodes. The way the Golem would function with the skill at least for the most part would be with the same fine tuning they did with the monsters that casted cold snap on your characters too often;this might also be offset by every other attack casting the skill and the other just a basic attack, again I'm just spit-balling a lot of this stuff cause it was something interesting in D2 that could really be expounded upon and made to be a great addition to a summoners arsenal. I understand how some people may say summoners don't need another buff but this can be used by characters other than summoners and if it is summoners should have to sacrifice some nodes in other areas to specialize in these monsters so it does balance out. --------------------------------------------------------------------------------------------- EDIT: When I originally had this idea it was pure strength support gem in my head, but looking back now I would make it a Strength/Intelligence hybrid skill, with the area of nodes that the skill scales off of (or the scaling nodes themselves) having strength nodes in their way. NEW IDEAS EDIT! (Clay clone + Weapon damage scaling Golem) Okay guys from some of the comments on this that were especially helpful I had a new take (or really just in some ways a addition to) on my original idea of the golem. THE WAY IT WORKS FROM A DAMAGE STANDPOINT: In terms of the golem's damage, I've given it some thought and I think that the only way the support gem could work with both summoners and melee users it will have to be a skill that scales of weapon damage (but not YOUR weapon damage ;D). The way that the golem will get damage is through "absorbing" a weapon that would be kept in a slot that would appear when you right click on your golem summons icon in the top left corner of your screen. Only melee attacking skills can be used an the golem would either do 100% of the damage of that weapon or less depending on balance issues. In terms of attack speed it will attack a lot slower than what the weapon says (30% slower to be exact, *cough cough* like spell totem *cough cough*). Note: Once you let the golem "absorb" the weapon, you still can take the weapon out of the slot if you right click the golem's icon in the left corner, but if you forget if you have a weapon in skill, you can check easily without having to resummon it by there being something that changes with the casting icon to show that a weapon is actively linked to it. YOU CANNOT LOSE THE WEAPON IF THE GOLEM DIES All of us know that PoE has several things that can unexpectantly kill you without any warning, so for you to have to risk a weapon (and a good weapon at that if you want the golem to actually kill monsters) is a very expensive and not fair to the player. --------------------------------------------------------------------------------------------- FROM A VISUAL STANDPOINT: "Taken using the lowest texture quality possible in the Config file" ![]() CLAY GOLEMS :D Okay this one just sorta hit me from what someone said about the golem looking like character's that use that skill, since that doesn't work since every character can use any skill that idea doesn't work, but it got me thinking.... Why not have the golem look like... well... YOU. The golem would mirror your character EXACTLY (in clay form) except for two key things: 1. Any cosmetic affects you have on your character 2. It will be holding whatever weapon you placed in the slot for the golem use It would really take people back to the clone skill used by assassins in Diablo 2 which was kind of a good skill but could definitely be made A LOT better. --------------------------------------------------------------------------------------------- Coming back to this post after months of not touching it and finding that people are still looking at it has put excitement back into the idea for me, and I'm sure that the dev's have had to at least had to have checked this out XD. "Playing jank off-meta minion builds since 2012" Последняя редакция: ProtectorOfFaith#3643. Время: 3 апр. 2013 г., 00:18:45
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I SUPPORT THE HELL OUT OF THIS IDEA JESUS CHRIST!!!1
God this is a fantastic idea... Edit: I'm serious when I say I made gasp memeface when I saw this idea. It's brilliant, I'm not even kidding. Another Edit: Maybe to expand on the aesthetics a bit, depending on what type of melee gem you apply it to, the golem itself would resemble either a marauder/templar or a Shadow in stance. Also you should post this in the suggestion forum too, or have it moved. This really needs to be considered. I'd seriously throw even more money at these guys if this made it into the game Последняя редакция: Ishiga25#0612. Время: 26 окт. 2012 г., 07:48:19
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I like this suggestion, 100% of it. When my melee characters feel lonely I have to use dominating blow and it is really not good for long-term relationship, having this little friend helping them in the hostile land of Wraeclast would be great.
P.S. Try using double enter to separate paragraphs, it would be such a shame if ggg people missed this idea just because the post is not exactly eye-candy. ✠ ✠
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I like this idea
Build of the Week 14
The first Righteous Fire/Non-Shavronne's/Shavronne's HC Shameless self-proclaimed theory-crafting extraordinaire and forum crusader |
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YES.
My templar is tired of having only zombies as gay buddies, he wants some *bigger* ones with more *variety* and *skills*. |
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" Yeah thanks fixed it XD " Thanks I'll definitely re-post this in suggestion too so it gets more views and GGG sees this XD maybe it'll put me on alpha testing ;D jk. As soon as the ranged totem gem came out the summoner part of my brain sort of started clicking and clanking around with what they could do with the melee gem, I kinda pride myself in the fact that I played nothing but summoner necros in D2 and have always wanted to fix the things that were wrong with that setup and make it more fun XD "Playing jank off-meta minion builds since 2012"
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Moved to Suggestions and deleted the duplicate thread.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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" Dunca Whiteboy! :D "Playing jank off-meta minion builds since 2012"
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And by the way guys, I didn't notice this before but there is another thread that kinda talks about this, but it doesn't go in depth near as much as I do so I guess its okay? Idk lol
Regardless looking at parts of what he was saying like Golems using more than one skill seemed impossible to control in how the monster would use those different attacks in succession. And in my case I just think the Golems should be allowed to use only melee based attacks because those skills are what have been ignored are being addressed by this skill in the first place lol "Playing jank off-meta minion builds since 2012" Последняя редакция: ProtectorOfFaith#3643. Время: 26 окт. 2012 г., 13:25:26
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i hope i can buy reskin,i want my golem to be a pink dinosaur
some of my IGNs:
EKDDtemplar/DualTotemSparkfotm/jesusbestjewever/EverhardDick/SilSol/SilSol_eight/SilSol_seven/ SilSol_ten/FiretemplarwithAA/JesusFacebreaker/SilSol_three/SilSol_two/grumpycatbestgodever |
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