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

Going about giving the golem weapons and so on to make it work is kind of needlessly complicated. If you need the golem to have an appearance representative of its attack, give it bladed fists. Then it can slam things or cut things. Or it just animates with a random weapon of the appropriate type for the skill. So if you have a Sweep golem it gets at random a staff or a heavy mace, while if you gave it Viper Strike it would get at random a sword, claw or dagger. Maybe you can't control exactly how it looks but it'd be much simpler to not only code but utilise.
What about making the gem STR/DEX? It would somehow fit in as Duelist's thing, with his passives to auras this could be a good combo. Also it would make it harder for witch summoners to obtain this minion (although just slightly, the actual limit would probably come from the linked melee gems). There is already a pure STR minion skill, dominating blow (at least I think it is pure STR).

I also support the idea of 'bladed fists'. It seems like a reasonable compromise. It made me wonder about another thing, would this golem be able to use ANY melee skill? One handed, two handed, any weapon? I guess it could, if there was some 'damage effectiveness' implemented, like it is in case of totems. Perhaps it could have different effectiveness for AoE skills and single-target skills to achieve balance.
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I figure give the golem a base damage stat and let it use the linked skill's inherent damage effectiveness.
Sorry to burst the bubble, but a Golem is a creature summoned, it should be a INT skill not STR. It's not an extension of ourself like a totem, it's a summoned creature wich obeys us, so we need to have a high INT to command it.
So a INT gem wich summons a creature that uses a melee gem linked to it and with the support gems to it.
The question is; how much tanky should it be? Should it be affected by minion passives on the skillthree or should they be like totems and naming it "Alive Totems" and make it STR like support gems?
Последняя редакция: kadrek91#0601. Время: 28 окт. 2012 г., 09:15:10
+1

Bumpbump

I also have to say that i find the poster's name racist and insulting due to my lack of faith
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kadrek91 написал:
Sorry to burst the bubble, but a Diablo 2 Golem is a creature summoned, it should be a INT skill not STR. It's not an extension of ourself like a totem, it's a summoned creature wich obeys us, so we need to have a high INT to command it.
So a INT gem wich summons a creature that uses a melee gem linked to it and with the support gems to it.
The question is; how much tanky should it be? Should it be affected by minion passives on the skillthree or should they be like totems and naming it "Alive Totems" and make it STR like support gems?

Golem is actually an artefact - a thing (statue) made by a man, which was given ability to act (simulate life). I understand D2 echoes are still very strong but note the little adjustment I made to your message in quote.
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wiggin написал:

Golem is actually an artefact - a thing (statue) made by a man, which was given ability to act (simulate life). I understand D2 echoes are still very strong but note the little adjustment I made to your message in quote.

Golem is " is an animated anthropomorphic being, created entirely from inanimate matter"(cit wiki).
You think it can be animated by yelling at him with your mighy endurance cry, or you need magical power and will to animate and command it?
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kadrek91 написал:
So a INT gem wich summons a creature that uses a melee gem linked to it and with the support gems to it.The question is; how much tanky should it be? Should it be affected by minion passives on the skillthree or should they be like totems and naming it "Alive Totems" and make it STR like support gems?


Personally I would support the "alive totem" idea, where it has its own separate nodes on the skill tree along with being linked up with totem skill nodes. So its not too biased towards summoners and give melee characters a chance to use them to their full advantage.

When it comes to the stat requirements, I guess it should be half dex and half str because it uses both str and dex skills, which kinda makes it hard for summoners to use it, but not really, seeing as there are plenty of 30+ str and dex nodes around them if they choose to use them.

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DoubleSmiggins написал:
I figure give the golem a base damage stat and let it use the linked skill's inherent damage effectiveness.


This was my original idea and I gave the "overly complex" idea in response to people saying to make the golem represent weapon damage for melee characters, I still honestly think that your suggestion (my first idea) is the simplest and easiest way to make it work.

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Yoroichi написал:
+1

Bumpbump

I also have to say that i find the poster's name racist and insulting due to my lack of faith


I appreciate the bump but please keep the trolling out of an otherwise productive thread.
"Playing jank off-meta minion builds since 2012"
@kadrek
Hey but it doesn't say anything about summoning. I mean, what you quoted actually supports what I said. You make a statue from an 'inanimate matter' such as clay or stone, then make *something* (let's call it magic) to make it alive.

I am sorry for this off topic but I am kinda proud of living in Prague, if you read the whole wiki entry, you will find a story about Prague golem. It illustrates the nature of golem being well. It is a very well known Jewish story, unfortunately the wiki entry kinda sucks in English version.

Regardless everything above you can explain anything in a video game, if it is more convenient for this skill to be a STR skill, making it not happen just because magic is blue in PoE would be silly.


What if golem was a party member: Would it be ok? But no minion support gems would work on it. And it would take a slot in party. LOL I guess not that great idea...
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ProtectorOfFaith написал:

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.


The reason I suggested a strength requirement is that this isn't really similar to the spell totem or ranged totem gem, it's closer to the summoning gems. I didn't expect that the golem was going to have the low life and armor of a totem gem for example, or to die so very quickly if it got into range for using it's skills.

Also by making it distinct we can place passive tree nodes that support this far from the other summoning support skills, providing some companionship for duelists, marauders, and rangers who currently might have a harder time acquiring the nodes needed to be a summoner.

The skills are the other thing that makes this distinctly different to me. Not only do melee weapon skills benefit directly from strength, the often require you to equip a very specific weapon type before you can use them.

This is why I felt we needed a weapon support gem in order to tell path of exile what the golem's minimum "strength" was and to provide it with damage stats of various sorts, plus a base attack speed for use with the "naked" gem.

Actually providing a slot to hook your "weapon" into the gem would also work, but that seems like it would require the developers to do a lot of extra programming for just one gem, instead of being able to add any number of new "golem" support gems into the game using the existing system and simply keeping golems separate from "summons" so people don't try to give their skeletons a giant war axe gem (though that would also be nice. lol).
Последняя редакция: JohnChance#7367. Время: 28 окт. 2012 г., 14:34:47

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