Rune of the Golemancer should be banned or nerfed in WvW - Page 2 — Guild Wars 2 Forums
Home WvW

Rune of the Golemancer should be banned or nerfed in WvW

2

Comments

  • @Naxos.2503 said:
    Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging.

    Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them

    But don't just about all CCs do close to no damage now in competitive modes?

  • Naxos.2503Naxos.2503 Member ✭✭✭✭

    @DaFishBob.6518 said:

    @Naxos.2503 said:
    Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging.

    Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them

    But don't just about all CCs do close to no damage now in competitive modes?

    It isn't meant to. Lock all the golems in place, and the zerg has two choices :
    They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day.
    They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else.

    Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes.

  • DaFishBob.6518DaFishBob.6518 Member ✭✭✭
    edited November 15, 2020

    @Naxos.2503 said:

    @DaFishBob.6518 said:

    @Naxos.2503 said:
    Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging.

    Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them

    But don't just about all CCs do close to no damage now in competitive modes?

    It isn't meant to. Lock all the golems in place, and the zerg has two choices :
    They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day.
    They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else.

    Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes.

    Oh, that's what you were getting at, just locking the golems in place to force a decision of moving or staying with the golems. Not really about turning the golems alone into chunks of metal, more like a subpar turret or banner.

  • Naxos.2503Naxos.2503 Member ✭✭✭✭
    edited November 15, 2020

    @DaFishBob.6518 said:

    @Naxos.2503 said:

    @DaFishBob.6518 said:

    @Naxos.2503 said:
    Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging.

    Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them

    But don't just about all CCs do close to no damage now in competitive modes?

    It isn't meant to. Lock all the golems in place, and the zerg has two choices :
    They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day.
    They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else.

    Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes.

    Oh, that's what you were getting at, just locking the golems in place to force a decision of moving or staying with the golems. Not really about turning the golems alone into chunks of metal, more like a subpar turret or banner.

    Arguably if they're useless, they might as well be chunks of metal no ? :p But yus, that's the rough idea. There is also no downside to leaving them as opposed to killing them, they live as long as it takes for them to be respawned. So killing them isn't mandatory, and you can opt to do so or just have 2 people lock them in place while the rest hounds the enemy zerg.

    In the video submitted earlier, I noticed that the zerg that pulled the tactic was evidently pushed back. My feeling is that they probably cannot afford to be too aggressive using that tactic, as attacking will sic the golems onto their target, meaning if they attack, they have to move along with their golems. The defenders spread their forces below the walls and behind them. Doing just that should be enough to impede the zerg. These golems are ... sort of heat seeking shields if that make sense. Shields that go toward the enemy. It's a fun tactic, but it has just as many detrimental effects as it has positives.

    Likewise , golems will play a bit randomly with their buffs. They're part of the party, meaning that they will benefit from buffs before a player outside of the party does (so pugs will not benefit from leftover buffs from the zerg), at the same time, they're not players, meaning that if the zerg doesn't buff enough, some of these golems will not benefit from them. That includes condi cleanse.

  • God.2708God.2708 Member ✭✭✭

    I would think, regardless of whether it is OP or not or what have you, it should strongly be discouraged simply because more targets means more lag and I'm pretty sure lag is universally agreed upon as being a cancerous plague that should be abolished.

  • @God.2708 said:
    I would think, regardless of whether it is OP or not or what have you, it should strongly be discouraged simply because more targets means more lag and I'm pretty sure lag is universally agreed upon as being a cancerous plague that should be abolished.

    I thought that was solved when they murdered Ekko the dolphin. :'(

    [UNIV] GL, [TLC] Squirrel Wrangler, devotee of [POO] the number 2 guild on Fort Aspenwood.

  • Vegeta.2563Vegeta.2563 Member ✭✭✭
    edited November 16, 2020

    @Heibi.4251 said:
    Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    So what you are asking is, extend the respawn by almost 3-4 times longer, and cut the health down by almost 5 to 10x the HP amount. Basically making it 1 shotable, and worthless. No I don't agree with this at all. At the very most the only thing I agree with is the damage reduction from the CC ability. The only other rune that can compare to this is Eagle, which is 10% more damage to targets under 50%. If golem CC is an issue, maybe support classes aren't properly rotating skills? Does anyone ever record their WvW footage for everyone to go through to see how well they played? Any arcdps logs to check stability and aegis uptime?

    Personally I would rather not have it get nerfed based on someone's ability to play properly. And no I am not pointing fingers directly at you, but it could be a handful of people that were playing with you that weren't performing optimal.

    Edit: Also tested. The golems also absorb nearby boons and cleanses. So if people are running them and someone has a 10 target ability (like warrior warhorn). It will first prioritize the 5 people in that warrior's party, and then it spreads randomly.. so golems might get them as well, making is so the people that need them the most might not get them. So at least for 10 target abilities it's hurting those.

    My suggestion: That same guild you were talking about running golemancer runes. You should try fighting against them and ask them to not use the runes and see how things go.

  • Ubi.4136Ubi.4136 Member ✭✭✭✭

    The golems walk through walls and attack people inside structures. CC'ing them.
    They can be given barriers so they live longer. Sure, it takes from players, but the golem itself is a 50k barrier, so /shrug.
    It's totally broken in it's current iteration.

    Lost in the Maguuma (TC)
    For the geographically challenged, yes, Tarnished Coast is located IN the Maguuma Jungle.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    I want to see a 3 way golemancer raid now

  • @DemonSeed.3528 said:
    I want to see a 3 way golemancer raid now

    Not sure you would see much! Good chance we’d all lag out/crash 😂

  • Vegeta.2563Vegeta.2563 Member ✭✭✭
    edited November 16, 2020

    @Ubi.4136 said:
    The golems walk through walls and attack people inside structures. CC'ing them.
    They can be given barriers so they live longer. Sure, it takes from players, but the golem itself is a 50k barrier, so /shrug.
    It's totally broken in it's current iteration.

    Pets and also mesmer clones take up those slots as well, and also go through walls.
    And chances of golems actually getting barrier is small because the radius (at least with the heal), is only 240.. if attacked just once that golem is off on its own away from barrier.

    The idea behind golems is to mess with targeting. In order to beat the group running them, you have to single target focus down squishy players (revs, necros, core guards), and try to kill them before they can signet rez.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited November 16, 2020

    If the golem really has 50.000 HP, then the rune is terribly balanced because it is very one-dimensional. A lot of mechanics in GW2 are like that. Often useless, but highly problematic in specific cases. That's all bad game design. (Burnguard is another example.)

    A more balanced approach would be to lower the HP, but increase the offensive capabilities of the golem, e.g. 25.000 HP + 1200 dps instead of 50.000 HP + 600 dps. And it's not like that a 100 precision + 300 ferocitiy rune becomes useless, if the golem dies.

  • lare.5129lare.5129 Member ✭✭✭✭
    edited November 16, 2020

    @KrHome.1920 said:
    That's all bad game design. (Burnguard is another example.)

    there is a lot of bad design examples, and we like it. IT is core part of any mmo game. The sum of these bad make game uniq and fun.

    A more balanced approach would be

    A more balanced approach would be add more powerful runes whit SAME mechanic from EoD dungeons to make EoD more attractive

    want solid balance ? - play chess.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited November 16, 2020

    @lare.5129 said:

    @KrHome.1920 said:
    That's all bad game design. (Burnguard is another example.)

    there is a lot of bad design examples, and we like it. IT is core part of any mmo game. The sum of these bad make game uniq and fun.

    A more balanced approach would be

    A more balanced approach would be add more powerful runes whit SAME mechanic from EoD dungeons to make EoD more attractive

    Don't speak about the rest of the world as if it would agree with you! Thanks. WvW has a low playerbase, because it works like you like it. The PvE folks carry your game financially. Think about that for a moment.

    You like something that is objectively one-dimensional. Good for you, bad for 80% of the game mechanics as these become useless, because only the extreme ends counter each other.

  • lare.5129lare.5129 Member ✭✭✭✭
    edited November 16, 2020

    @KrHome.1920 said:
    WvW has a low playerbase

    WvW has a too big playerbase. We can't swap on weekend between servers ... More some bad thing - and have quene 20-50+ and of some member disconnect - we will not see him 30-60 minutes.. So if population will cut 2x I say only "thanks!"

    You like something that is objectively one-dimensional. Good for you, bad for 80% of the game mechanics as these become useless, because only the extreme ends counter each other.

    currently I use more powerful rune. And that golem rune not complain whit our invisible strategy. So it it not good, or bad for me as item. It is good for me as variation of gameplay style.

    want solid balance ? - play chess.

  • So the main group using this rune also like to run fake guild tags. And they’re running a pretty melee heavy comp. So they back up enough to bait you into chasing while their golems eat some of the damage. Then they reverse and yeet you as the golems spin to cause extra cc. The other movement they typically make involves charging into melee and then reversing as you try to push all the way through. Typically you push through them and into the waiting golems and the players follow, leading to more yeeting with the spins. Tbh it’s kinda like they’re using the golems just like how a pugmander uses pugs. They’re good for soaking damage while your good players do damage. Big difference is the golems have more HP and don’t rally the enemy.

    Main weakness of the comp seems to be at range and that they have a tough time stealthing if they’ve got golems out.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @Valelutra.9128 said:
    So the main group using this rune also like to run fake guild tags. And they’re running a pretty melee heavy comp. So they back up enough to bait you into chasing while their golems eat some of the damage. Then they reverse and yeet you as the golems spin to cause extra cc. The other movement they typically make involves charging into melee and then reversing as you try to push all the way through. Typically you push through them and into the waiting golems and the players follow, leading to more yeeting with the spins. Tbh it’s kinda like they’re using the golems just like how a pugmander uses pugs. They’re good for soaking damage while your good players do damage. Big difference is the golems have more HP and don’t rally the enemy.

    Main weakness of the comp seems to be at range and that they have a tough time stealthing if they’ve got golems out.

    TL;DR same weakness every other seemingly simple OP thing that you multiply has - once you learn how they fight, you can adjust and win.

    I still remember that time we brought 50ish engineers into battle. Everyone with supply drop. When the enemy zerg pushed... they just evaporated. Anyone in the frontline insta-died and anyone running after them insta-died. It was like drawing a line and everyone running over it died. And they did it at 5 fps because we probably almost crashed the server, hah.

    But of course, after some time they learned to bait the bomb and just go around.

    gaggle - /ˈɡaɡ(ə)l/ - noun
    A disorderly group of Asura.
    "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"

  • Balthazzarr.1349Balthazzarr.1349 Member ✭✭✭✭

    @FrodoBiggins.9184 said:
    I just gotta say this thread was a good laugh and meme and I wanna thank everyone who contributed to it. Imagine complaining about a dumb rune that spawns a useless golem that runs around uncontrollably and dies to random cleave and has the most obvious CC in the whole game lol. Like everyone realizes that this guild is memeing with it right? And y’all are just feeding them content lol.

    Well the cool part about this is so many, and it’s a LOT, players are fairly new. Seasoned good players and groups can deal with things like this easily. It’s the inexperienced, or poor players that complain typically.

    The golem is actually quite useful taking camps and shrines and towers solo. I don’t need the golem but now that I know about it I find it fun to use.

    I haven’t used it against people yet but I’m looking forward to seeing what fun I can have there too. 😏

    Just another WvW lifer who'll never say die... while dying again and again!

  • @Threather.9354 said:

    @Dinas Dragonbane.2978 said:
    This rune has changed little the past 8 years, funny how now it is op? Have some fun theorizing a counter at least, siege obviously would do wonders as would condi, since cleanses would prioritize players over cleansing their golems.

    • Condis useless against players that actually pay attention to their party menu and do cooldown management since they added resistance in game (HoT)
    • The rune received 2 major buffs: from being hit chance to being proced on cooldown and 125 ferocity (which all dps runes didn't get, like scholar lost 5% damage for 125 ferocity, golemancer runes got it free)
    • Overall nerfs to other sources of CC/damage/support and introduction of firebrand mantras and shade skills (that often hit less than 5 targets)

    It is just that the golem has stayed the same while every other skill got bad and the rune is actually competitive statwise even without the golem now. For example 5% damage from scholar runes for like 10 players in your squad with like 60% upkeep is nothing compared to having army of golems soaking 20% of enemy damage, hindering enemy vision and AoE ccing stuff.

    Lets be frank, no1 even knew the golem had 50k hp until recently.

    Golems aren't players, golems don't show up on party menus.
    Those buffs were so major it took years to figure out?
    Skills got nerfed yes, that is nothing out of the ordinary. We should probably just keep nerfing things until there is nothing out of the ordinary.

  • @Cyninja.2954 said:

    @Dinas Dragonbane.2978 said:
    This rune has changed little the past 8 years, funny how now it is op? Have some fun theorizing a counter at least, siege obviously would do wonders as would condi, since cleanses would prioritize players over cleansing their golems.

    Right, which part of the changes in the wiki did you exactly miss?

    None

    Your claim that the rune changed little in 8 years is strait up false (with the essential change that makes the golem spawn guaranteed on fight engage being a major change).

    It changed little in 8 years. I never found it hard to get attacked in wvw by one or more people and that has stayed constant for 8 years.

  • @jul.7602 said:
    The rune is fine, you're being outplayed. The golems have terrible AI, aggro forward and get quickly cleaved out by the enemy.

    So why are they being used if they are terrible, ridiculous.

  • Ok I gotta be nice with this post since I’ve been warned by forum police. The rune is bad and is a meme in wvw. The guild using them is meming! They are easy to just auto attack down in Zerg play and become irrelevant. Also extremely easy to avoid and move away from their obvious CC tell. Anyone who thinks that the golems are what wins the team the fight needs to reevaluate their combat log and see what specifically is killing them.

  • The golems are there to soak up damage
    No worse than a Necro with a petting zoo same principle

  • Heibi.4251Heibi.4251 Member ✭✭✭

    @Biermeister.4678 said:
    The golems are there to soak up damage
    No worse than a Necro with a petting zoo same principle

    The golems are harder to kill and soak up way more damage.

    Henge of Denravi Commander
    CA/CH/HOD/AIR

  • SweetPotato.7456SweetPotato.7456 Member ✭✭✭
    edited November 18, 2020

    The Golems ignore barriers too. Walks right into my keep to kill sieges on walls. I have a screenshots of the perpetrator.

  • Balthazzarr.1349Balthazzarr.1349 Member ✭✭✭✭
    edited November 18, 2020

    Came up against one of these so called 50k? golems tonight. ??? Really? It didn’t last long. Nothing to nerf there imo.

    Just another WvW lifer who'll never say die... while dying again and again!

  • @Balthazzarr.1349 said:
    Came up against one of these so called 50k? golems tonight. ??? Really? It didn’t last long. Nothing to nerf there imo.

    Yeah, I don't think anyone's arguing that one of them alone is a problem, but that tackling them en masse is a clown fiesta.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    Hmm.. Why don’t we see more people using this “Overpowered Rune”?

    Thank You for the {MEME}

  • @Strider Pj.2193 said:
    Hmm.. Why don’t we see more people using this “Overpowered Rune”?

    Maybe not in your tier or timezone. I’ve already seen another 3 guilds pick it up since this thread was started. Full guild tags running the rune spawning 15-20 golems.

  • SweetPotato.7456SweetPotato.7456 Member ✭✭✭
    edited November 18, 2020

    Something needs to be done about this exploit of a over powered runes .

    Reading from the wiki

    The Superior Rune of the Golemancer
    (1): +25 Ferocity.png Ferocity
    (2): +35 Precision.png Precision
    (3): +50 Ferocity.png Ferocity
    (4): +65 Precision.png Precision
    (5): +100 Ferocity.png Ferocity
    (6): +125 Ferocity.png Ferocity; summon a golem while in combat. (Cooldown: 60s)

    At level 80, every 15 points of ferocity adds 1% to the character's critical damage
    I don't know how to calculate those ferocity adding to critical damage, but it looks like a lot, and if these stacks or not?

    These golems knocks back
    if you have a mesmer with
    Superiority Complex (Dueling) — Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased. Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.

    Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.
    Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.

    Ferocity attribute.png Critical Damage Increase: 15%
    Ferocity attribute.png Bonus Critical Damage Increase: 10%
    Radius.png Health Threshold: 50%

    this sound like instant death for enemy

    and if you have a Spellbreaker with
    Pure Strike (trait)
    Deal increased critical-hit damage. This bonus is doubled against boonless foes.

    Ferocity attribute.png Critical Damage Increase: 7%
    Ferocity attribute.png Boonless Critical Damage Increase: 14%

    this too.

  • i'm convinced that this is rather a problem with too high stacking dps onto the classes itself. warrior, mesmers, rangers, thieves can do far too high damage in a small amount of time, which is way more problematic since they are all pretty mobile classes

    the rune in the end only gives u more critdamage and chance.

    shadowstep attacks, invisible engages, quick attacks, fast disengage + engage skills, daze especially as condition is all equally broken as CC is, just only CC got nerfed. and only cc and pure dmg on every class got nerfed, therefore it didn't hurt the big dps much.

    also the only difference to rock dog rune is therefore that the dog has bad HP and does not spam cc, the stats it provides are way better tho.

    i also did not see, or maybe just not notice - bc i bomb enemies no matter of the pets they bring, a significant increase of golem-pet-zergs. (would barely be spottable tho, we are anyways 24/7 outnumbered here)

  • I run with a small group usually about 14 people and we are up against map ques all running these runes the golems can go THROUGH walls and cc people. Golem runes need to be nerfed or removed from wvw. It's not been fun not being able to fight fair. All I can do is get on a range toon and snipe which is cowardly and not fun. anet if you can't do anything new for wvw at least fix this and soon please!

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited November 18, 2020

    @Heibi.4251 said:
    As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes

    there are far worse ones.....

    -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of Stacking. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem-

    Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time

    Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why?

    Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time

    Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why??

    Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?

    -Suggestion- set a limit= (Cap+Lock)

    'Situations that are present are there because you allow and tolerate them to continue'

  • @SweetPotato.7456 said:
    Something needs to be done about this exploit of a over powered runes .

    Reading from the wiki

    The Superior Rune of the Golemancer
    (1): +25 Ferocity.png Ferocity
    (2): +35 Precision.png Precision
    (3): +50 Ferocity.png Ferocity
    (4): +65 Precision.png Precision
    (5): +100 Ferocity.png Ferocity
    (6): +125 Ferocity.png Ferocity; summon a golem while in combat. (Cooldown: 60s)

    At level 80, every 15 points of ferocity adds 1% to the character's critical damage
    I don't know how to calculate those ferocity adding to critical damage, but it looks like a lot, and if these stacks or not?

    These golems knocks back
    if you have a mesmer with
    Superiority Complex (Dueling) — Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased. Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.

    Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.
    Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.

    Ferocity attribute.png Critical Damage Increase: 15%
    Ferocity attribute.png Bonus Critical Damage Increase: 10%
    Radius.png Health Threshold: 50%

    this sound like instant death for enemy

    and if you have a Spellbreaker with
    Pure Strike (trait)
    Deal increased critical-hit damage. This bonus is doubled against boonless foes.

    Ferocity attribute.png Critical Damage Increase: 7%
    Ferocity attribute.png Boonless Critical Damage Increase: 14%

    this too.

    Its +300 ferocity from the rune. This is +20% crit damage. Full Marauder gear along with these runes, with no other increases from traits or boons puts you at 65% crit chance with 212% critical damage. The extra precision amounts +5% crit chance over Marauder gear.

    So this +20% more critical damage is really 0.65*0.2=0.13 r 13% more damage. With Fury it becomes 17% more damage.

    The critical damage modifiers you are posting stack additively to the critical damage number FYI. This is no way instant death. Sic'em + Attack of Opportunity is more of a problem than this rune set.

    Grant it if the golems are able to attack things that a player would not be able to then the Golem A.I. (lol) needs to be adjusted so that it isn't attacking siege on top of the wall or people inside of walls. Otherwise... just sidestep.

    On the zerg scale, ask yourself why don't you already see zergs full of rangers and necros with the full petting zoo out.

  • Zikory.6871Zikory.6871 Member ✭✭✭

    The golem should just have its HP normalized with other summons/pets. I don't think they do much damage but if it CC's, it shouldn't do both.

    Really though, the golem probably isn't ever going to be "the reason" you lost a fight. There are better runes for every class and they are easy to out play by kiting. Though I'll admit, the target cap abuse is pretty rough if you are already outnumbered.

    They just a unhealthy meme rune, abuse it while it lasts.

    [KnT] Knights of the Temple

  • Za Shaloc.3908Za Shaloc.3908 Member ✭✭✭✭

    @Burnfall.9573 said:

    @Heibi.4251 said:
    As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes

    there are far worse ones.....

    -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of Stacking. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem-

    Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time

    Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why?

    Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time

    Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why??

    Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?

    -Suggestion- set a limit= (Cap+Lock)

    Rune of the Centaur game breaking? Am I missing something?

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @Pterikdactyl.7630 said:

    @Burnfall.9573 said:

    @Heibi.4251 said:
    As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes

    there are far worse ones.....

    -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of Stacking. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem-

    Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time

    Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why?

    Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time

    Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why??

    Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?

    -Suggestion- set a limit= (Cap+Lock)

    Rune of the Centaur game breaking? Am I missing something?

    Swiftness too OP.

    gaggle - /ˈɡaɡ(ə)l/ - noun
    A disorderly group of Asura.
    "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"

  • @Dawdler.8521 said:

    @Pterikdactyl.7630 said:

    @Burnfall.9573 said:

    @Heibi.4251 said:
    As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes

    there are far worse ones.....

    -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of Stacking. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem-

    Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time

    Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why?

    Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time

    Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why??

    Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?

    -Suggestion- set a limit= (Cap+Lock)

    Rune of the Centaur game breaking? Am I missing something?

    Swiftness too OP.

    I've got some pack runes and firecracker runes for sale...

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited November 18, 2020

    @Lan Deathrider.5910 said:

    @Dawdler.8521 said:

    @Pterikdactyl.7630 said:

    @Burnfall.9573 said:

    @Heibi.4251 said:
    As of late there is at least one guild using this Rune in WvW as a primary means of gaming the system. The guild has at least 10-20 players running this rune. The golems are there to soak up damage(considering AOEs hit random players in the area) and they have CC. This rune is vastly overpowered for WvW. 60 second lifespan 50,000 health and a 600 damage per second with CC on a 60 second cooldown. You have a golem with CC that does more damage per second than any player CC out there. Imagine 20 players using constant CC that you don't have to worry about reviving because they'll just respawn automatically because you're in combat. These golems make that guild almost unstoppable. Whole map queues can't kill them. With their golems constantly respawning they have more "players" than a map queue in their zerg. Please take a serious look at either banning its use in WvW or changing it's stats massively. 3-4 minute cooldown, 30 second lifespan, 5000 to10,000 health, and no CC(in WvW). Thank you for your time.

    i suggest complete removal of the rune from the game alongside with other 'sleeper' game breaking runes

    there are far worse ones.....

    -one of the root cause problem in all of this is, it is the ongoing continual repetitive problems of Stacking. Ranging from Professions stacking, rune stacking, sigil stacking, armor stats stacking, mechanic stacking, skills stacking. Its just too much of staking happening all at the same time, which is the source of all the problem-

    Example- Thief Profession, Guardian Profession can stack condition damages over conditions damages over condition damages all at the same time

    Stealth- Stacking Stealth on top of Stealth=Permanent Stealth, why?

    Like the Op states, groups are running the same runes and the runes are stacking on top of each other and creating a massive widespread affect of a Mountain of a Powerful Skill, all at the same time

    Superior Rune of the Golemancer- stats---Ferocity stacking on top of each other, why??

    Stacking is the core problem.... it is just too much happening, combining stackings all at the same time, why is the need to have so much of it?

    -Suggestion- set a limit= (Cap+Lock)

    Rune of the Centaur game breaking? Am I missing something?

    Swiftness too OP.

    I've got some pack runes and firecracker runes for sale...

    Swiftness' especially on the Ranger Profession, is very dangerous

    'Situations that are present are there because you allow and tolerate them to continue'

  • Vavume.8065Vavume.8065 Member ✭✭✭✭
    edited November 18, 2020

    @Yasai.3549 said:

    1. It won't work and here's why : they are extremely unreliable, unresponsive, and randomly popped.

    During any first engage the golems will all spawn together as soon as the users enter combat, I would not call that random, only after it dies it may become random.

    I have never seen a raid use this tactic but I think it would be fun to see, and I take my hat off to whoever came up with the idea, because it does sound interesting.

  • Leaa.2943Leaa.2943 Member ✭✭✭

    @Hannelore.8153 said:
    This is kind of like saying "I instantly die if a whole guild uses Battle Maul on me at once". In small group fights, the rune isn't a threat since the golem can't heal, unlike players and Ranger pets, and will be dead in a few seconds.

    Not that i personally are upset over the golems because of the cc but more of the fact that they cause lag because if you have 63 players which now is what you can bring in to a border and those 63 have the rune, then it is 63 players with 63 golems. That is a issue especially with the lag plauge that is already in WvW. And even if there was only 30 players using it, there is still 30 golems.
    Also just want to say that you are wrong with your statement, because yes the golem do die but they instantly spawn a new golem as soon as it is dead. There is no cooldown it just instant spawn a new one so the uptime of the golem is 100%

  • Vavume.8065Vavume.8065 Member ✭✭✭✭
    edited November 18, 2020

    @Leaa.2943 said:
    There is no cooldown it just instant spawn a new one so the uptime of the golem is 100%

    It has a 60 second cooldown, which starts from when it appears, so it can look like it instantly respawned but that is only if it was up for 60 seconds.

  • Leaa.2943Leaa.2943 Member ✭✭✭

    Ok i might have been wrong about the cooldown, but i am still right about what i said. Consider i been playing against servers who do use this in EU, i can tell you they do not die instantly. And if you doubt that you can always watch videos from other more fight oriented guild servers also facing this and see the golems not dying fast enough, and there for they instantly spawn a new after death. 60 sec is way to short with the uptime of the golem and it is causing lag.

  • Necro minions were nerfed for being used the way the runes are being used if I remember correctly.

    Adversity is the medium thru which strength and greatness are forged.

  • SexyMofo.8923SexyMofo.8923 Member ✭✭✭

    My entire server is using these runes now and we’re winning every skirmish. We’re up 100k in ppt and our kda just skyrocketed above 4 since the banner nerf on Tuesday.