Iron Golem is the best defense for a village
However, I feel like they are now weak as the raid is added. Here is my idea about iron golem that needs to have improvements.
> Ability to heal/repair the iron golem
Iron Golem doesn't have much health to endure the waves of raid, especially Ravager as they have lot of damage and they appear at the next wave again after being killed. Now here's my idea, what if you can heal or repair the iron golem with iron ingots or iron blocks. Iron golem is made with 36 iron ingots or 4 iron blocks pumpkin. Iron ingot will heal 3 hearts, iron blocks will heal 1/4 or 25 hearts on iron golem. (If any of the heals is not equal, tell it in the comments if you have adjustment for this.)
also please adjust the health of golems to 150 or so :3
> Iron Golem Skills
Ravager has a skill of knocking back when stunned by shields. Now how about Iron golems? Are they left to have no skills? Will they be useless during raids? Here is my idea about it.
You may only choose 1 skill or a two because it will be OP if all of these gets implemented
1. Sweep Attack
This skill is an Aoe attack. Iron golem will start to raise his arms, he will spin once and all mobs near his arms will be knockback and have a throw you up just like his normal attack. It deals 12 heart damage or lower. This has small range since iron golem's arms hasn't much reach, but its enough to keep hostile melee mobs away. This has a 10 seconds cooldown and will activate when atleast 3 mobs are in his range.
2. Throw Attack
This skill will throw the mobs or players that provoked him. The target will be knockback atleast 10 blocks away from him and deals 10 heart damage BUT when the target hits the wall, it adds little more damage according to the distance you are thrown. The further you are thrown and hit the wall, the more damage it is. But fall damage will be reduce because you are really dead when you take this skill, hit the wall and fall. This skill has 30 seconds cooldown if players and 15 if monsters.
3. Dash Attack
Iron golem raises his arm, dashes 10 blocks (may stop if it hits a wall) and brings the target until the end of his dash. May combined with skill number 1. Deals normal damage as his normal attack. Have a skill cooldown of 10 seconds or more.
4. Ground Pound
Iron golem smashes/stomps the ground, may destroy atleast 3 blocks in 5x5 range. Deals 5 heart damage then knock ups the target 7 blocks high. Has a cooldown of 20 seconds. Targets incudes players
5. Attack Enhance
Iron Golem attacks the target harder than normal attack, deals 8-10 damage and inflicts the target stun effects (slowness 3 and weakness 1 for 1 seconds). The skill will have 10 seconds cooldown
> Escape the water
When the iron golem steps in water, they sank and will be useless until you lift them back up with leads. Since leads are hard to obtain. Why not change iron golem to walk in water like how undeads walks underwater. It will be slower to walk since iron golem is pretty heavy and the movement slows you down while in underwater. They may have trouble to go 1 block higher but this is enough to put back iron golem in use.
(You may adjust these improvements if you think this is to overpowered and game changing)
(You may also add ideas if these aren't going to fit in the game.)
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