Siege Golem Balance
I know this is probably planned, but currently raid golems are very weak at end game, for raiding to be better balanced we need an end tier golem or alternative. Thanks
Comments: 10
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10 Jun, '22
loop MergedRight now golems are a tad too strong towards walls (especially once the quad damage siege time starts) and golems are now really easy to destroy.
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10 Jun, '22
loop MergedRight now, the incentives for counter-raiding is whack.
- If you kill the golem: you get nothing
- If you wait for the golem to continue raiding, you might get loot inside base
Unlike other PvP raiding games, counter raiding in this game has no reward. In other games you are able to get the explosives off of a guy for a huge reward, but in this game you get nothing.
There needs to be a reward for killing a golem.
I propose:
Dropped golems give loot based on duration left (up to 75% of construction cost)
- scourgestones
- stone bricks
- gem dust
- greater blood essence -
20 Jun, '22
Louie MergedSigh. I’m on a pvp server and had the shards and lost them today. The rival clan dropped 15x or more siege golems from yesterday to today. We were able to defend yesterday but today we weren’t on the game to defend since it was Father’s Day and unfortunately all clan members were busy. Can you developers please place a limit on siege golems to 6x per clan. Also, 100% prisoners are too rare to be killed or stolen from a cage, it would be awesome if they were invulnerable and theft proof. The prisoners should have a mechanic like the servants that they become part of the castle.
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20 Jun, '22
Dakota MergedGive counter-raiders more incentive to actually battle against raiders, especially in offline raid situations.
In OTHER pvp sandbox survival games, If you are raiding and I kill you, I get your explosives (raid mats) which I can use against my OWN enemies that I've formed through play. Creates a system that allows the raid materials to move from party to party.
In V Rising, destroying an active golem nets the counter-raider NOTHING. Therefore, they are better off allowing the offline raid to occur, and then fighting for the pickings (or taking sloppy seconds).
I think it would be good to have the golem drop a % of the mats required to build it, thus creating incentive for counter-raiders to interfere with raiders. This creates more friction for raiding, and turns uninteractive offline raids into brawls between online players. Even players not interested in raiding have something to gain by interfering with a golem... they can use the mats to expand their own base and tech t -
21 Jun, '22
Rooibos / C.M. Admin"Rebalance Siege Golem: More Health, Less Damage" (suggested by loop on 2022-06-10), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jun, '22
Rooibos / C.M. Admin"Golems should drop mats on death" (suggested by Dakota on 2022-06-20), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jun, '22
Rooibos / C.M. Admin"Seige golems & prisoners" (suggested by Louie on 2022-06-20), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jun, '22
Rooibos / C.M. Admin"Make destroyed Siege Golems drop loot to add incentives to counter-raiding" (suggested by loop on 2022-06-10), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Jun, '22
ToklarPlease also when balancing golems make raiding without golems a viable option. Or make it so golems can only breach and then bombs are required afterwards. Golem raiding just isn't enjoyable. A golem either melts through a base or dies instantly.
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16 Jul, '22
TxheloOffline siege shouldn't be possible, they rarely attack with you online...
However, if the player quit during the siege, he should still allow it for about 30min, for example. If something like this were done, there could even be a server with 24 hours of raid, as long as the player was online to be raided...