Golems crafted or spawning in village are pretty dull. They are slow and only damage.
They could be better if they:
Use range+DOT attacks combined with melee and guard ally (Pyron golem)
Use slowing ranged or melee attacks with debuffs(Hydron golem)
Use pure debuffs and DOT attacks as well as give a second chance to ally(Venom golem)
Have almost no physical damage, instead attack their mind directly(Priest)
So they could be made like this:
The middle block for Pyron is coal block and for Hydron is snow block.
They look like: pyron golem with orange chest plate and hydron with blue chest.
Venom golem is with green colorful plating and priest with blue and pink plates.
Attacks and abilities:
Pyron:
A balanced golem.
1. (Range 20 blocks)Projectile - inflict 3 hearts(6 pts) damage + DOT(inflame) for 1 second. Cooldown: 5 seconds.)(Debuffs cannot stack)
2. (Melee range)Hot Shell - will apply regeneration and resistance to damage II for anyone allied - damaged player, villagers, another golem, self
3. (Melee range)Ignition - 2 hearts direct damage with 5 seconds on fire for enemy targets slowly.
Hydron:
Loaded with variety of attacks and debuffs enemy up.
1.(20 blocks range) - Frost. Deal 3 hearts instant, and apply both DOT effect, similiar to poison, but lasting 10 seconds and damaging 1 pts for 1 second(0.5 heart/sec) and slowness IV for 10 seconds. Cooldown 5 seconds.(Cannot stack)
2.(5 blocks range) - Chill. Deal 3,5 hearts and apply weakness to enemy(cooldown: 3 seconds)
3.(6 blocks range) - Superconductor. Deals 2 hearts and increases both damage and healing for that unit by additional 2 hearts of heart loss(decreases life of even Wither). Not used on allies.(Cannot stack)
4.(25 blocks range) - Isolation. Deals 1 heart and will apply weakness III, healing reduce V and damage 1 heart each second(7 seconds). Cooldown 10 seconds(Cannot stack)
5.(20 blocks range) - TeleHeal. Heal for 5 hearts instantly.
Venom:
Got rid of physical damage but has rather strong damage-over-time abilities(DOTs)
1.(10 blocks range) - Envenom. Deal no damage but set up some poison to 4 seconds(Cannot stack)
2.(melee range) - Infect. Deal 2 hearts. Set up poison for 6 seconds(Cannot stack)
3.(6 blocks range) - Degenerate. Damage for 3 hearts. Set up extremely slow, stacking poison debuff over 15 seconds to destroy 2,5 hearts. Cannot be dispelled.
4.(7 blocks range) - Adrenaline. Set on allies. Set a permanent buff making target won't die after attack which should kill him. After one such attack which would normally kill that ally, that debuff is dispelled, making it able to die. Multi-Shot and DOTs such as Wither and Fire will finish off because it is further taking damage after dispelling of this buff.
5.(15 blocks range) - Weak. Attack enemy for 2 hearts and apply weakness III
6.(Self) - Sprint. Makes self 150 percent more fast than before for 10 seconds.
Priest:
Almost got rid of any need to damage enemy. However it is attacking their mind directly, and the curses works even if it is dead.
1.(10 blocks range) - Arrow drain. Drains ammo of hostile players and skeletons(also decrease fire rate) for 30 second with 1 arrow drained in 30 seconds. For unarmed players and zombies, also spiders it will apply Attack-Slowness which will slow any action they do(just like dullness but more extreme) and after 10 seconds of this curse unarmed and armed with swords cant attack for the rest of time(20 seconds, but if you rest in bed you can attack again). Creepers also cant expode, Wither cant fire, Snow and Iron golem hostiles cant fire too. [Pink bubbles shown up, stacking]
2.(15 blocks range) - Hunger drain. Drains food bar of players and animals for 1 hungerbar for 5 seconds. Undead is damaged by 1 hearts per 2 second for 5 seconds. [pink bubbles showing up, stacking]
3. (Self) - Sprint. Makes self 150 percent more fast than before for 10 seconds.
4.(15 blocks range) - Confuse. Literally confuse any mob, flips and inverts controls for players plus applying nausea and illusions. Mobs also try to attack air blocks. Blue particles showing, (Do not stack)
5.(17 blocks range) - Bad aura. Attack enemy for 2,5 hearts and make it more vulnerable, weakened and hunger drain is increased twice. Update: Venom golem, Priest golem
Sure, as they have such awesome additional abilities, their melee physical damage is reduced. And, both Pyro and Hydron golems will pay the cost - as if they used only melee, will have killed enderman in 3 blows( not 2 like that known golem). But they are moving faster, especially Pyron.
Hope to see this ingame
Spawn rate is proportional to village's size. Normally(with 10 villagers), they(better golems) are going to spawn 15% for pyron golem and 15% for hydron. 70% remaining is for normal golems.
With each villager both pyron and hydron spawn rate increases by 2% and normal golems spawn rate decrease by 4% until 26%.
You are right - a 144 iron made golem that fights zombies, spiders, skeletons, enderman, cactuses and can't be healed naturally is definitely OP! I have had golems that have died over a period of a week. I don't support the idea though.
Iron golems are already OP.
This shouldn't happen until we get really powerful enemies or enemy armies.
We are getting them. Villagers are attacked by Siege zombies, Wither is dousing anything using darknings, spiders are threatening us too, another people are suggesting small bosses, plus Nether mobs...
Easy to die in hardcore without diamond freaking enchanted armor. Especially in other dimensions.
If awesome means stupidly overpowered then yeah.
???
Pay power to gain power?(if power means damage)
Definitely illogical.
They are paying their power for ranged attacks, (de)buffs, walking speed and DOTs.
So take a golem that could possibly 1 shot me, and then buff it. Just no...
Where did you see "10 hearts" inside description of attack? Its bassically 2-4 hearts. Just read.
If the village is large enough, you should not need to build one. Just improve their pathfinding with stairs, fences and walls. And recognise bridges.
Sure. I have nothing bad against their pathfinding. I counter with their slowness and melee-only attacks combined. That's the biggest problems of those golems. Sure, damage can be less as big, and health a little lower(by 5 hearts so they have 45 hearts but can heal themselves and regenerate health?)
They could be better if they:
Use range+DOT attacks combined with melee and guard ally (Pyron golem)
Use slowing ranged or melee attacks with debuffs(Hydron golem)
Use pure debuffs and DOT attacks as well as give a second chance to ally(Venom golem)
Have almost no physical damage, instead attack their mind directly(Priest)
So they could be made like this:
The middle block for Pyron is coal block and for Hydron is snow block.
They look like: pyron golem with orange chest plate and hydron with blue chest.
Venom golem is with green colorful plating and priest with blue and pink plates.
Attacks and abilities:
Pyron:
A balanced golem.
1. (Range 20 blocks)Projectile - inflict 3 hearts(6 pts) damage + DOT(inflame) for 1 second. Cooldown: 5 seconds.)(Debuffs cannot stack)
2. (Melee range)Hot Shell - will apply regeneration and resistance to damage II for anyone allied - damaged player, villagers, another golem, self
3. (Melee range)Ignition - 2 hearts direct damage with 5 seconds on fire for enemy targets slowly.
Hydron:
Loaded with variety of attacks and debuffs enemy up.
1.(20 blocks range) - Frost. Deal 3 hearts instant, and apply both DOT effect, similiar to poison, but lasting 10 seconds and damaging 1 pts for 1 second(0.5 heart/sec) and slowness IV for 10 seconds. Cooldown 5 seconds.(Cannot stack)
2.(5 blocks range) - Chill. Deal 3,5 hearts and apply weakness to enemy(cooldown: 3 seconds)
3.(6 blocks range) - Superconductor. Deals 2 hearts and increases both damage and healing for that unit by additional 2 hearts of heart loss(decreases life of even Wither). Not used on allies.(Cannot stack)
4.(25 blocks range) - Isolation. Deals 1 heart and will apply weakness III, healing reduce V and damage 1 heart each second(7 seconds). Cooldown 10 seconds(Cannot stack)
5.(20 blocks range) - TeleHeal. Heal for 5 hearts instantly.
Venom:
Got rid of physical damage but has rather strong damage-over-time abilities(DOTs)
1.(10 blocks range) - Envenom. Deal no damage but set up some poison to 4 seconds(Cannot stack)
2.(melee range) - Infect. Deal 2 hearts. Set up poison for 6 seconds(Cannot stack)
3.(6 blocks range) - Degenerate. Damage for 3 hearts. Set up extremely slow, stacking poison debuff over 15 seconds to destroy 2,5 hearts. Cannot be dispelled.
4.(7 blocks range) - Adrenaline. Set on allies. Set a permanent buff making target won't die after attack which should kill him. After one such attack which would normally kill that ally, that debuff is dispelled, making it able to die. Multi-Shot and DOTs such as Wither and Fire will finish off because it is further taking damage after dispelling of this buff.
5.(15 blocks range) - Weak. Attack enemy for 2 hearts and apply weakness III
6.(Self) - Sprint. Makes self 150 percent more fast than before for 10 seconds.
Priest:
Almost got rid of any need to damage enemy. However it is attacking their mind directly, and the curses works even if it is dead.
1.(10 blocks range) - Arrow drain. Drains ammo of hostile players and skeletons(also decrease fire rate) for 30 second with 1 arrow drained in 30 seconds. For unarmed players and zombies, also spiders it will apply Attack-Slowness which will slow any action they do(just like dullness but more extreme) and after 10 seconds of this curse unarmed and armed with swords cant attack for the rest of time(20 seconds, but if you rest in bed you can attack again). Creepers also cant expode, Wither cant fire, Snow and Iron golem hostiles cant fire too. [Pink bubbles shown up, stacking]
2.(15 blocks range) - Hunger drain. Drains food bar of players and animals for 1 hungerbar for 5 seconds. Undead is damaged by 1 hearts per 2 second for 5 seconds. [pink bubbles showing up, stacking]
3. (Self) - Sprint. Makes self 150 percent more fast than before for 10 seconds.
4.(15 blocks range) - Confuse. Literally confuse any mob, flips and inverts controls for players plus applying nausea and illusions. Mobs also try to attack air blocks. Blue particles showing, (Do not stack)
5.(17 blocks range) - Bad aura. Attack enemy for 2,5 hearts and make it more vulnerable, weakened and hunger drain is increased twice.
Update: Venom golem, Priest golem
Sure, as they have such awesome additional abilities, their melee physical damage is reduced. And, both Pyro and Hydron golems will pay the cost - as if they used only melee, will have killed enderman in 3 blows( not 2 like that known golem). But they are moving faster, especially Pyron.
Hope to see this ingame
Spawn rate is proportional to village's size. Normally(with 10 villagers), they(better golems) are going to spawn 15% for pyron golem and 15% for hydron. 70% remaining is for normal golems.
With each villager both pyron and hydron spawn rate increases by 2% and normal golems spawn rate decrease by 4% until 26%.
Thanks for reading.
This shouldn't happen until we get really powerful enemies or enemy armies.
What he said.
If awesome means stupidly overpowered then yeah.
About that.
I'll pass.
Stay fluffy~
We are getting them. Villagers are attacked by Siege zombies, Wither is dousing anything using darknings, spiders are threatening us too, another people are suggesting small bosses, plus Nether mobs...
Easy to die in hardcore without diamond freaking enchanted armor. Especially in other dimensions.
???
Pay power to gain power?(if power means damage)
Definitely illogical.
They are paying their power for ranged attacks, (de)buffs, walking speed and DOTs.
Where did you see "10 hearts" inside description of attack? Its bassically 2-4 hearts. Just read.
Sure. I have nothing bad against their pathfinding. I counter with their slowness and melee-only attacks combined. That's the biggest problems of those golems. Sure, damage can be less as big, and health a little lower(by 5 hearts so they have 45 hearts but can heal themselves and regenerate health?)