Feedback talk:User/Falconeye/Animate Flesh Golem

Animate Bone Minions or Fiend would be a much better choice than Animate Vampiric Horror. VHs have a very long recharge and would deal less damage, healing you for less, anyways. -~=Ϛρѧякγ   (τѧιк)  13:05, 1 March 2010 (UTC)
 * This relates Flesh Golem? I too would use Fiends if they were buffed with life-stealing. This is simple example of how it can be more then a "damage soaker". --Falconeye 08:22, 3 March 2010 (UTC)
 * I think 20 Leech is much too overpowered, up to 15 sounds nice, but i like this Idea... --Kali Shin Shivara 17:42, 4 March 2010 (UTC)

Because gaining ~100 health each time a high-power golem attacks isn't OP. Minion masters have already got enough help staying alive as it is, and using BotM never kills a decent minion master, even with two on a team, because they're enchanted or far enough from the fray that a decent monk can just pop a Patient Spirit on them and be done. --Kyoshi (Talk) 17:53, 4 March 2010 (UTC) I assume you mean "when Flesh Golem dies"? I think that's kind of neat, actually, though I don't know for sure how the power would be on that one.
 * ^ This is ridiculously OP. Granted, Flesh Golem needs a buff, but this is a bit much. Karate [[File:User Karate Jesus KJ for sig.png]] Jesus  17:58, 4 March 2010  (UTC)
 * Very well... removed life-gaining... added 2 new ones. Anyone care to suggest better alternatives? One that compliments AFG's mm-style? --Falconeye 06:17, 5 March 2010 (UTC)
 * "Your Death Magic skills are recharged when Flesh Golem."
 * B still seems overpowered. Maybe it's just me. Perhaps decrease to something like 0...10...12 for the numbers. 20 life stealing from minions that can't even deal that much damage to some stronger enemies is probably a bit much.
 * C just seems weird, and just isn't that efficient because only two DM skills cost 25 energy, and only 6 more cost 15. It might be okay though. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 07:36, 5 March 2010 (UTC)
 * Added new one; readjusted line with -A- being most favorable. Change e-management version to Necromancer skills. --Falconeye 21:22, 6 March 2010 (UTC)
 * I actually kind of like your current -C- and -D-. I'd prefer the Golem have effects based on other minions than other minions (or the Necromancer) have effects based on the Golem. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 02:55, 11 March 2010 (UTC)
 * Actually, the numbers on -C- are too big, though I do like the idea. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 03:03, 11 March 2010 (UTC)
 * I don't hate or like this suggestion. I've been using the Flesh Golem as is since it appeared. Although a change, and the ones I'm seeing I really do not care about. However, the Flesh Golem is NOT a Lieutenant in the ranks of my Minions, it's the dumb high school drop out who happens to be buff that makes a good meat shield. ^^ Than 01:49, 14 March 2010 (UTC)
 * I really like your ideas, I really do. Honeslty They made me drop my mouth and smile quite a few times (I ponder alot). But I had some issues with some suggestioins: !!(E)!! No Spells? Thats rediculous. change it to something like 25% chance to block melee and incoming attacks. and the 5 dmg reduction is nice, considering that spellcasters would be a strong point on the golem. !!(F)!! This is ridiculous. With Masochism, the golem will knockdown 75% of the time! Its blatant that thats OP. cancel the addition of 20%, and if not, reduce the additional percentage to 2% or 3%. !!(I)!! Replace the 50% dmg reduction to 25% block rate. It seems a bit more fair. With the 50% dmg reduction, your basically having 11 super defensive tanks.
 * Consider your FG less like your lieutenant and more like your M1-Abrams Tank. Give him higher armor, some damage reduction, more attack damage, faster movement speed, and an exploitable corpse. The reason why more people use Fiends is because they are quick to recharge and can attack from a range. Slower minions don't do as much simply because they take their sweet time getting to their target. Increasing the FG's speed is priority one in my book. FleshAndFaith 08:00, 7 October 2010 (UTC)
 * Smart people do not use fiends above things like shambling/vampiric horror because their damage does not matter in HM. Body blocking and being a good target for Death Nova's aoe damage are far more useful than being able to do 10 DPS 2 seconds sooner.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  09:40, 7 October 2010 (UTC)
 * Smart people do not exclusively party in HM. In NM, Fiends are usually the weapon of choice because they don't immediately get targeted by the enemy front and can stay out of danger while adding decent DPS to all targets. Of course, there are all sorts of variations on the MM. In HM, I usually see an AotL build with Vamps, Shamblings, and Horrors. Sometimes you see that build in NM, sometimes a Jagged Bones army, sometimes an Undeath Vamp army, whatever.
 * My point was: Bone Fiends have their own utility, which sometimes makes them not a part of mixed minion armies, just as FG has his own niche, and doesn't always get put in a group because he doesn't affect the other minions like AotL, OoU, or JB does. But if you made him more of a damage tank, and made him faster, he would get put back on MM's bars. FleshAndFaith 16:45, 7 October 2010 (UTC)

I think ideas D and E are what FG needs. Since you can only have one, he should be heavily armored and capable of doing good damage (in normal mode). Buffing your other minions may also be a good idea, but I think just having an FG out will be good enough to make all allied minions (and allies in general) much more survivable. FleshAndFaith 23:45, 21 January 2011 (UTC)