SunlessMoth Posted Sunday at 08:32 PM Share Posted Sunday at 08:32 PM Since they are so slow they have no use as log farmers or anything like that, so the fact that they destroy stuff just limits their use in farms and buildings. Really wish I could use them to make my base look more alive but they keep destroying my walls. Also they're almost uselless in combat since they're so expensive (you need to kill fuelweaver for each one after the first) and don't regen I'm really afraid to try and use them for bosses. 3 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/ Share on other sites More sharing options...
YouKnowWho142 Posted Sunday at 09:25 PM Share Posted Sunday at 09:25 PM (edited) They don’t seem like they’re really designed to face off against other bosses (which is for good reason, they absolutely shouldn’t be). They feel like they’re meant to be base guardians, but they move around way too much. I really wish they stayed in their tower form or fully stationary and only activated if they detect a threat in their radius they really shouldn’t be destroying allied structures either, really makes you wonder what they’re actually meant to be for at that point Edited Sunday at 09:33 PM by YouKnowWho142 3 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871784 Share on other sites More sharing options...
HiImChris333 Posted Sunday at 09:35 PM Share Posted Sunday at 09:35 PM 5 minutes ago, YouKnowWho142 said: They don’t seem like they’re really designed to face off against other bosses (which is for good reason, they absolutely shouldn’t be). They feel like they’re meant to be base guardians, but they move around way too much. I really wish they stayed in their tower form or fully stationary and only activated if they detect a threat in their radius I agree, they should be baase guardians, it would be a nice automated way to deal with constant brightshades, but alas, they destroy every structure they come across, so not very useful in that regard. Also they should be repairable, because if not it becomes another underwhelming reward like the terramites (sure terramites are insanely good but they are disgustingly expensive to repair and WARBOT, transduction cores should 100% be craftable). Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871785 Share on other sites More sharing options...
Gooba Posted Sunday at 09:37 PM Share Posted Sunday at 09:37 PM 1 minute ago, HiImChris333 said: I agree, they should be baase guardians, it would be a nice automated way to deal with constant brightshades, but alas, they destroy every structure they come across, so not very useful in that regard. Also they should be repairable, because if not it becomes another underwhelming reward like the terramites (sure terramites are insanely good but they are disgustingly expensive to repair and WARBOT, transduction cores should 100% be craftable). can you heal them with healing salve and honey poultice? Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871786 Share on other sites More sharing options...
HiImChris333 Posted Sunday at 09:41 PM Share Posted Sunday at 09:41 PM Just now, Gooba said: can you heal them with healing salve and honey poultice? You can, but healing a 6k hp guardian with salves that have a slight animation is incredibly annoying, it would be better if you could just fix them with any of the materials they are made from, and each one could heal more, like stone healing 200, moonstone 400 and thulecite 600 or something like that. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871787 Share on other sites More sharing options...
lowercasename Posted Sunday at 09:50 PM Share Posted Sunday at 09:50 PM (edited) Aren't they more like friendly Deerclops or Beargers? Granted, having those two as friendlies aren't particularly useful due to just how lethal enemy mob attrition (especially post-Rift) are and with its lack of health regeneration. Also the image of these things getting mobbed by Treeguards like those two comes to mind. Compared to the classic Houndius Shootius it just isn't that impressive in the base guard role not to mention how much later you get it. Edited Sunday at 09:51 PM by lowercasename Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871788 Share on other sites More sharing options...
SunlessMoth Posted Sunday at 10:04 PM Author Share Posted Sunday at 10:04 PM 31 minutes ago, YouKnowWho142 said: They don’t seem like they’re really designed to face off against other bosses (which is for good reason, they absolutely shouldn’t be). They feel like they’re meant to be base guardians, but they move around way too much. I really wish they stayed in their tower form or fully stationary and only activated if they detect a threat in their radius they really shouldn’t be destroying allied structures either, really makes you wonder what they’re actually meant to be for at that point Totally agree with you. Using them as base guardians was the first thought that came into my mind when I crafted them but I got really sad as I saw my base getting wrecked. I mentioned their use against bosses to point out that they have no use neither on fighting or protecting. For me tweaking their destroyability and movement seens like the way to go. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871792 Share on other sites More sharing options...
BB Marioni Posted Sunday at 10:20 PM Share Posted Sunday at 10:20 PM what are the requirements to build one of these as I can't find any info on Wiki? Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871794 Share on other sites More sharing options...
SunlessMoth Posted Sunday at 10:29 PM Author Share Posted Sunday at 10:29 PM (edited) 13 minutes ago, BB Marioni said: what are the requirements to build one of these as I can't find any info on Wiki? They can be built on the new crafting station on the sanctum with the drops of the four guardians. After that you place them in a spot of your choosing and build them with thulecite, moon rocks and cut stone. Lastly, give them a sanctum spark and they'll come to life. To build more of them you need to regenerate the sanctum and after the first regen you need to kill fuelweaver for each new one. Edited Sunday at 10:33 PM by SunlessMoth 1 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871797 Share on other sites More sharing options...
Waywarbler Posted Monday at 04:48 AM Share Posted Monday at 04:48 AM 6 hours ago, YouKnowWho142 said: They don’t seem like they’re really designed to face off against other bosses (which is for good reason, they absolutely shouldn’t be). Really? My first thought was "alright, what boss could I throw this at?" The fact that you can't repair them makes me see them as some kind of disposable nuke against a single boss fight. A lot of surface bosses are ruled out, since you can't activate it up there without spark arks, making it endgame (and WARBOT + Scion would be too much for it to handle). Using the golem on Nightmare Werepig or Ancient Guardian doesn't seem necessary. Great Depths Worm kills the golem incredibly quickly. Might be worth bringing one along for solo Fuelweaver? Though I'd have to test it myself. I imagine it'd at least be a bulky distraction with decent damage output, and it might survive since the Fuelweaver fight isn't as long or damaging compared to something like CC or Toadstool. Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871834 Share on other sites More sharing options...
YouKnowWho142 Posted Monday at 07:33 AM Share Posted Monday at 07:33 AM (edited) 2 hours ago, Waywarbler said: Really? My first thought was "alright, what boss could I throw this at?" The fact that you can't repair them makes me see them as some kind of disposable nuke against a single boss fight. A lot of surface bosses are ruled out, since you can't activate it up there without spark arks, making it endgame (and WARBOT + Scion would be too much for it to handle). Using the golem on Nightmare Werepig or Ancient Guardian doesn't seem necessary. Great Depths Worm kills the golem incredibly quickly. Might be worth bringing one along for solo Fuelweaver? Though I'd have to test it myself. I imagine it'd at least be a bulky distraction with decent damage output, and it might survive since the Fuelweaver fight isn't as long or damaging compared to something like CC or Toadstool. i didnt say they couldnt be used that way. Let's be real, most people are going to use it that way. I moreso mean that they shouldn't receive changes that make them better at fighting bosses. I already hate most allied followers for being way too strong and now there is a literal boss that you can place down anywhere to basically get a free kill on a good number of bosses. I just mean that I would like to see them primarily get changes to be more suitable as a guardian role, which is more fitting and less cheesy. I heavily balance myself when it comes to followers (especially merms and clockworks, though the latter has a cap now so ive been using them way more) so as they are now i will kind of actively avoid building them, unless i can have one chilling at my base. Edited Monday at 07:37 AM by YouKnowWho142 1 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871849 Share on other sites More sharing options...
Jakepeng99 Posted Monday at 10:26 AM Share Posted Monday at 10:26 AM 13 hours ago, SunlessMoth said: Since they are so slow they have no use as log farmers or anything like that, so the fact that they destroy stuff just limits their use in farms and buildings. Really wish I could use them to make my base look more alive but they keep destroying my walls. Also they're almost uselless in combat since they're so expensive (you need to kill fuelweaver for each one after the first) and don't regen I'm really afraid to try and use them for bosses. I mean it makes sense i see no problem. They are good against bosses so i have no idea what your other point is about. Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871867 Share on other sites More sharing options...
SunlessMoth Posted Monday at 02:57 PM Author Share Posted Monday at 02:57 PM 4 hours ago, Jakepeng99 said: I mean it makes sense i see no problem. They are good against bosses so i have no idea what your other point is about. By the time you get them you need no help against normal bosses and by the time you get enough of them to use against raid bosses they're really just a luxury. It's easier and cheaper to kill the bosses yourself then farming them. This is a bigger issue when you realize they don't heal so you need to repeat the whole process if you wanna use them again. It does make sense that they destroy stuff but it severely limits their uses. They can't be used in farms and can't be used as guards where their stats would be better used. So their only use becomes being a redudant and very expensive way to kill bosses. In normal gameplay they're just useless which is sad because they're really cool. Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871886 Share on other sites More sharing options...
Snugrugbug Posted Monday at 04:31 PM Share Posted Monday at 04:31 PM 11 hours ago, Waywarbler said: Really? My first thought was "alright, what boss could I throw this at?" The fact that you can't repair them makes me see them as some kind of disposable nuke against a single boss fight. A lot of surface bosses are ruled out, since you can't activate it up there without spark arks, making it endgame (and WARBOT + Scion would be too much for it to handle). Using the golem on Nightmare Werepig or Ancient Guardian doesn't seem necessary. Great Depths Worm kills the golem incredibly quickly. Might be worth bringing one along for solo Fuelweaver? Though I'd have to test it myself. I imagine it'd at least be a bulky distraction with decent damage output, and it might survive since the Fuelweaver fight isn't as long or damaging compared to something like CC or Toadstool. Having used one against fuelweaver, I can confirm it works well, the AoE attacks worked pretty good against the woven shadows and I think it attracted the aggro of the shadow creatures when we used amulets for the shield 1 Link to comment https://forums.kleientertainment.com/forums/topic/172170-friendly-guard-towers-shouldnt-destroy-walls-or-any-type-of-structure-as-they-walk/#findComment-1871896 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now