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Ease of use tweaks for alchemists

Posted: Sat Dec 07, 2013 5:37 pm
by pheonix89
Having to wait 20 turns to swap weapons, armor and gems via refit golem is mildly annoying - especially since you can just give the golem weapons and armor by transfering the items to the golem's inventory and equipping them from there. Also, you can put 1-handers and shields on the golem that way. Refit probably only should have a cooldown when using it repair/revive the golem.

Once you get supercharge golem, it makes refit's revive function pointless. Supercharge doesn't eat up time or cost gems, and the golem is much closer to ready to fight. Still, i've found myself accidently eating up my ammo using refit by accident because I forgot that I should only be using it for spike heals once I got supercharge. Getting supercharge probably ought to take the gem cost for revival away from that use of refit - it basically is an idiot tax once you have supercharge.

Re: Ease of use tweaks for alchemists

Posted: Sun Dec 08, 2013 4:48 am
by The Revanchist
I agree on all points. Except perhaps the idiot tax. If I forget I have an easy way to do something, it doesn't really help me when I do it the hard way, does it?

Re: Ease of use tweaks for alchemists

Posted: Sun Dec 08, 2013 11:28 am
by Zonk
I agree, but not sure what you mean on being able to equip one-handers and shields on the golem. That's a feature, not a bug...

Re: Ease of use tweaks for alchemists

Posted: Sun Dec 08, 2013 4:27 pm
by pheonix89
Zonk wrote:I agree, but not sure what you mean on being able to equip one-handers and shields on the golem. That's a feature, not a bug...
You can only do it by giving them to the golem and switching control. Refit golem goes NOPE.