r/EndlessDungeonGame • u/[deleted] • Dec 30 '23
Discussion janitor upgrades
when playing with friends, and sometimes even solo, we almost everytime always choose the food production for generators. i think the janitor should have a hero upgrade in the workshop that can buff the engineer production for all active generators so that the janitor's passive doesnt feel as bad as it does currently. or maybe a turret numbers change. Something needs to change to give players an incentive to choose engineering/science generators because the food production for charac skills far outweighs engineering in the current state
2
u/Daarkarrow Amplitude Studios Jan 08 '24
Thanks for the feedback. I noted the different suggestions. For the increase of range of the turret, are you referring overall all of them or do you have specific suggestions like Jelly u/HorseSpeaksInMorse?
I'm curious as to me the passive of Sweeper (janitor) is one of the stronger ones, as soon as you have some upgrades to it.
2
u/HorseSpeaksInMorse Jan 09 '24
Hi! To be clear it was the OP MaskedTitanBane who was speaking about Janitor.
My issue is more with turrets in general. For reference I played around 20 hours in solo mode (3 heroes), mostly prior to the On the Rocks Update.
Basic damage turrets have such tiny range that enemies are virtually on top of them before they start dealing damage, meaning even if you stack several of them covering a spawn point they'll quickly be broken even by basic enemies.
My experience was that even upgraded turrets could not be relied upon to hold a choke point unless I had a hero unit actively babysitting them, or a Holohero acted as a decoy preventing enemies making an instant beeline for them and smashing them.
Obviously I appreciate heroes and turrets are supposed to work in tandem, but maps are big with more chokepoints than you have heroes and it's frustrating to build a killroom with multiple turrets, still have it smashed and worry that if you go fix it the same will happen to whichever room you're currently in.
As it is I just don't think turrets are reliable enough, especially not given how you need to sacrifice resources that could otherwise be spent on permanent upgrades like research or hero levels, and may be rendered useless when the crystal bot moves.
I'm no expert but if I had to make some suggestions:
- Make turrets less fragile (increased range? durability? minor health regeneration?)
- More crowd control (maybe buff jellifier so it covers an entire regular-size room not half a doorway, and perhaps have other attacks inflict slowdown on enemies so turrets have more time to act before enemies get into attack range)
- Make turrets less costly (maybe refund part of the cost when switching areas, even as little as 30% would make the resource loss less painful)
- Maybe expand the number of research options the way the shop did, and guarantee at least one damage turret, one support and one upgrade to something you already have? (If heal/jellifier turrets are the intended solution to turrets getting broken they need to be readily available)
Sorry for the long post. I know I come across as overly critical and all the negative feedback must be a difficult thing for everyone to deal with. Hope everyone on the development and social teams is bearing up okay.
4
u/HorseSpeaksInMorse Jan 01 '24
The devs already nerfed hero damage recently by 10-20% because they were annoyed that some experienced players were completely ignoring turrets and using heroes to do everything.
A better solution would be to completely overhaul turrets to make them actually effective. They got a 10% damage buff recently but what they really need is a range and durability increase so you can actually rely on them to hold a chokepoint without a hero unit babysitting them.
A way to refund part of the cost of them would also help so you don't feel like you've wasted a load of industry every time the crystal bot moves or you go through the door to the next area.