Golem Skill support gem idea (opens new window for melee gems!) EDIT: Now with added ideas!

i realy like that idea :-)
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Dashtun написал:
i hope i can buy reskin,i want my golem to be a pink dinosaur


This would definitely be a cool idea, but idk if i would like a pink dinosaur, lol. I think from picturing how big the golem will be (a little bigger than the marauder) I would imagine they would have cosmetic skins like you could make your golems look like Chatters and walk around destroying stuff as big buff skeletons :D

Ugh the more I think about this stuff the more I get excited and nervous that it wont happen! lol
"Playing jank off-meta minion builds since 2012"
I hope GGG takes this idea and doubles it.
In Wraeclast, if someone tries to kill you... you just kill them right back.
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Ishiga25 написал:

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.


This would be an interesting idea, but I'm not sure what you would classify a "marauder skill" or a "templar skill" for that to be applicable because no skill is really meant to be be bound for one character class ;)

Now what I would agree with is the Golems behavior/visual appearance changing in accordance with what skill hes using--like say if he used glacial hammer he would be an ice golem walking around freezing faces with his glacial hammer attack... but honestly stuff like that seems like it would end up being more of a cosmetic thing you would have to buy to make happen ;D lol
"Playing jank off-meta minion builds since 2012"
That sort of cosmetic change would be a thing you'd have to buy. I expect, much like the totems do, the golem would just glow a different colour depending on the skill colour (red for Str skills and green for Dex)

I support this idea.
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ProtectorOfFaith написал:
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Ishiga25 написал:

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.


This would be an interesting idea, but I'm not sure what you would classify a "marauder skill" or a "templar skill" for that to be applicable because no skill is really meant to be be bound for one character class ;)

Now what I would agree with is the Golems behavior/visual appearance changing in accordance with what skill hes using--like say if he used glacial hammer he would be an ice golem walking around freezing faces with his glacial hammer attack... but honestly stuff like that seems like it would end up being more of a cosmetic thing you would have to buy to make happen ;D lol


Well yes, you're right but I'd assume it'd really just boil down to what stat requirements the gems need. That's the easiest way to differentiate. I mean, sure when it comes to the players it's easy to say that but if you think about it, skills all fall into a niche that would ideally represent particular classes simply due to how they work and what they look like. Archetyping is hard to avoid but when it comes to players with free will, they mean nothing in the end.

I mean, the least it would have to read is how the skill works when it comes to weapon requirements. Like whirling blades requires daggers or swords. The golem itself would logically have to wield said weapons for it to make sense. May as well have it look like the class most likely to wield such combinations.
This is a fantastic idea. Fully support this. I like the idea of it being a STR based skill as well. This will open up more variety to STR based melee builds. It would be awesome to have a big ole' golem wondering through Wraeclast with my Mara. Hopefully GGG will take notice of this.
Once more into the fray, Into the last good fight I'll ever know, Live and die on this day, Live and die on this day IGN: Mastodon_The_Primeval



Yes please.
Got beta key on 15/11/2011, thanks dave01
I like this idea but I think it should have a strength requirement similar to other strength based skills and not so much be a supplement to the current summoning skills, but an alternative to them.

Each Golem gem would hook to a minimum of two other gem slots. The first one is a support gem that provides it with a certain weapon type and basic look. That weapon support gem would be able to be altered with coin slots to provide the base weapon with different abilities, and as the gem levels up it's appearance and base stats would change to match a "weapon" of the new level.

The second gem would be a red melee gem that would provide the Golem with an attack to spam using that weapon. So the combination of two gems attached to the Golem support gem would create a powerful side kick for strength based melee characters, or a tank for hybrid strength/intelligence casters.
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JohnChance написал:
I like this idea but I think it should have a strength requirement similar to other strength based skills and not so much be a supplement to the current summoning skills, but an alternative to them.

Each Golem gem would hook to a minimum of two other gem slots. The first one is a support gem that provides it with a certain weapon type and basic look. That weapon support gem would be able to be altered with coin slots to provide the base weapon with different abilities, and as the gem levels up it's appearance and base stats would change to match a "weapon" of the new level.

The second gem would be a red melee gem that would provide the Golem with an attack to spam using that weapon. So the combination of two gems attached to the Golem support gem would create a powerful side kick for strength based melee characters, or a tank for hybrid strength/intelligence casters.


Well, I came to this idea with the mentality that it could be a skill that makes everyone happy, and I said that it should have strength requirement/work like spell totem and ranged attack totem in that same regard when it comes to how much strength it takes to level the skill.

And as I said in the orginal post it would be an alternative to other summoning skills in the tree because there would be separate nodes for golems put in the passive skill tree so summoners would have to choose between them and other minion nodes and they would be put in an area so that they were easy to access for most characters (most likely near the middle of the tree).

As far as how damage for the golem is calculated I don't believe weapon damage of your character is the best route, because then that completely alienates summoners all-together which is not what my intention for this thread was lol.

Instead of it Linking your characters weapon damage maybe do something similar to D2's Iron golem where you give up a weapon for it and it calculates its' damage off of that... But instead of you losing the weapon when the golem dies like in D2, you have a slot that pops up when you summon your first golem (like something you can access by right clicking their picture in the top left of the screen with all your other summons) that you have to put some sort of melee weapon in that dictates his damage and attack speed. And you can access it and change the weapon whenever you want, but when there's no weapon in the slot the golem is idle and does no damage.

This weapon would stay in that slot even when the golem dies, the picture of the golem would just be faded out to represent that all of your golems are dead but your weapon for them can still be accessed. As far as leaving the game/disconnecting is concerned, if they can find a way to make it so the golem weapon stash is almost represented as a second stash they could keep it up through log-outs and such which solves the worry of losing weapons that way as well.

Sorry for the long response XD just expounds more on how the skill would work so I guess its like an addition to the thread lol.
"Playing jank off-meta minion builds since 2012"

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