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that about sums it up. I made a post about the same thing in test live before it came out.
glorified base ornaments. its a nice idea to have gathering golems/thralls. it was poorly executed. a gimmick to hype up chapter 3 if you will. i didnt plan to use them for combat anyways, but was interested in the gathering. which is abysmal at best. Maybe, MAYBE FC will see how bad they are and try to balance them or something idk. salvage the golem part of the update.
that said, their harvest rates are not worth being afk near them for the farm, or having them take thrall cap from actually useful thralls. you can gather more in one tree/rock than they will in an hour.
I will repeat it again. THEY ALREADY DO THIS. If you place them in "Guard" with a valid item in their "collect these things" slots and *in range of resources,* they wander (very slowly) around and collect it. Until the continually respawning rocknoses or other animals that exist near pretty much *every* decent resource patch slowly gnaw them to death.
They are a *worthless* option for mining, even if it's passive. You *still* need to go to where they are, you *still* need to somehow have enough cargo capacity (bearer/caravan pet, Air Bat, Overencumbered build) to move everything they collect. And if they die and their bag has despawned you get NOTHING. If you're going to the iron patch by the Tower of Bats with a caravan elephant anyway, just bring a decent pick or a staff and *mine it yourself* to get ten times as many resources in less than half an hour.
I strongly suspect that a lot of the people who say "they're fine" are NOT attempting to use them and are just judging them "on paper." I've made a dozen of them. THEY ARE USELESS. There is no situation where the golems are a better choice than literally *any other option.*
It does increase their stats. It gives them more health cap, but since they can't heal it's just empty health bar. It does increase their attack damage and armor. Supposedly if you have the healing perks, it increases their "deflection" chance where an attack simply won't damage them. Realistically, this seems to accomplish almost nothing - any "skull" rated miniboss seems to do extra damage to them, and any enemy visibly holding a Starmetal weapon will eviscerate them. (The skeleton lords in the Unnamed City will annihilate them, as will the barbarians in the northern areas.)
They are pretty much NOT compatible with a Corrupted Authority build - since they can't heal at all, the LAST thing you want to do is speed up their destruction by sharing damage with them. Corrupting most of your Authority also removes the hidden extra Deflection chance from the perks, for whatever good it does.
So, short answer - Well Trained does have some benefit for them. But even with it, they're a worse choice as a follower than a basic Shaleback pet. Since at least with a Shaleback any damage that doesn't kill them can be fixed by just letting them chew on a stack of Leavening Agent plants or hops.