Fulgur Golem
When Summoned - 35,225 dmg to NEARBY enemies and inflicts state of shock for 3 seconds
SHOCK: Deals 3,173 dmg per second
Area of Shock effect - 2.5 golems wide
Video - Vault Defence - 10 second clip
youtu.be/aN7mY2Mtsyc?si=92p7fqaSrnCjEQQo
Golem summoned at 02 seconds into video clip - right on top of two attacking players.
at 03 seconds, both players incur 0 dmg, no ‘shock’. One players ‘banner’ indicates Immune to control, other player nothing (both Demon hunters).
at 04 seconds, one DH has swung behind me, while other player is standing with golem - no dmg, damage over time, no shock. This is also DOUBLE the time it would take anywhere else - less than a second to summon Golem.
at 05 seconds, the Golem has taken full swing at DH standing in front of them them. O dmg, 0 dmg over time - Why it has taken over TWO SECONDS for Golem to attack while both DH’s have fired a dozen each and jumped away - very poor coding.
at 07 seconds, the DH is running right by Golem, thru full swing by golem
at 07 I am dashing past Golem on other side from DH - 0 dmg show on screen - no tick of a dot effect - DH blasting away on ‘auto aim’ immediately targets me after teleport (remarkable aiming by the way - is Teleport not instantaneous? In fractions of a second, the player turns thru 100deg of arc and instantly HITS me even though I am 40 feet from where I was- Auto aim and auto fire for a single char? REALLY dumb design). GOLEM SWINING at DH - no damage. LITERALLY right in front - DH shots are going thru golem and hitting my char.
at 10 seconds I believe I can see the Golem crumble - o 9-10 sec timeframe
Eight Seconds - standing right on player - Golem does ZERO Dmg - swings hitting air - 0 dmg - Zero while standing literally on a player.
This is just a specific example of how Bugged Summons are compared to how they work / behave in any other player environment. They are FAR slower, don’t react to enemies, ALWAYS target anything other than player first - hyrdras, dh’s traps (why would you have them target a TRAP? The Darn PLAYER is target!!) and the like. Often they are standing still. Waiting?
We are necromancers - our PRIMARY skills are Summons. Yet for 2 yrs you have done everything you can to make them impossible to play. You reacted to this partially by reducing the dmg they take by 200%. Great - now fix their behavior. You have Dumbed it down somehow - slower, slower reaction - or in the case above - Completely Broken. They don’t ‘work’ like this ANYWHERE else. You have Coded a Nerf into them - enough is enough. Set em free. They still get ONE SHOT - don’t worry about it - let us do that.
Are you sure you test? More than a script execution? Why not have golems behave like the Bots you use in events like wild brawl rather than an automaton who has a broken spring. Time to fix this, we are being left behind in the game.
PC - HP Pavilion Gaming I5
Windows 11 - auto install latest updates (2 days ago)
Amd Ryzen processor 4k series
Nvida Geforce GTX distinct video card running LASTEST GeForce ‘game ready driver’ that does indeed support Diablo Immortal - Geforce ver 551.52 (2/13/24) Run game on Max settings as suggested by GeForce Experience app.
Diablo immortal Version 2.2.3.1891845 according to battlenet.
Off topic - having almost everyone immune to damage all the time is wrecking your game - you have lost the thread - missed the bus
as a Necro - i have no skill / essenence that gives immunity - I can only get it via Paragon tree - slow maybe, or often Control - or when I have died (dying) and cheat death is proc’d. Everyone is always immunee - those badges are always on - people talk of 100% uptime on immunity… ? This is what you want? 100% immunity? Why? for what purspose - Hire some talent - fx it.