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Brightshade Staff Suggestion


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I think it's pretty clear that the Brightshade Staff is in a *really* bad state with it's current implementation, it feels like the worst weapon in the game. Doing 10 damage with 50 uses, well, you'll be using up 1/5th of the staff just to kill a single spider. It makes me feel like the staff either is purposefully extremely undertuned or straight-up unfinished, which is fine since it's a beta.

But I still think feedback is necessary, and I'd like to see the Brightshade Staff be a useful item since ranged weapons in DS/T usually struggle to find their uses.

The suggestion: Add a cane in the recipe and grant it the cane speed boost, change the durability of the staff to infinite, and tune the damage to be a teensy bit higher. This will make the staff a reliable source of ranged damage, but still weak enough for the player to bring out their fighting gear to fight stronger mobs. It will also be a great alternative to the cane's shadow version, the Lazy Explorer

To clarify, this isn't my suggestion, I saw someone else mention it somewhere else and I wanted to make a post about it.

6 minutes ago, splorange said:

The suggestion: Add a cane in the recipe and grant it the cane speed boost, change the durability of the staff to infinite, and tune the damage to be a teensy bit higher. This will made the staff a reliable source of ranged damage, but still weak enough for the player to bring out their fighting gear to fight stronger mobs.

Ima be real i really don't want another speed stick i already don't use the lazy explorer and it being a ranged weapon with infinite durability would be quite strange

Maybe just have it do more damage and bring the durability up a little and then you have a staff weapon that doesn't have a secondary effect

2 minutes ago, gamehun20 said:

Ima be real i really don't want another speed stick i already don't use the lazy explorer and it being a ranged weapon with infinite durability would be quite strange

Maybe just have it do more damage and bring the durability up a little and then you have a staff weapon that doesn't have a secondary effect

It would tie old content with the new content which is good, they already did something similar with pure horror as it can be used to refuel things that nightmare fuel can just with twice the effectiveness.

1 minute ago, yourAnty said:

It would tie old content with the new content which is good, they already did something similar with pure horror as it can be used to refuel things that nightmare fuel can just with twice the effectiveness.

In the pure horror scenario the material connected old with the new not a new item and if we really wanted to connect things don't you think the recipes should use glass then?

In its defence.... it combines well enough with the enlightened crown for nice range damage. 52.5 damage in total me thinks.

However with the introduction of new, potentially *good* range combat methods. (Brightshade bomb is very strong if you manage to craft enough of them)

Walters slingshot definitely needs a buff now!

I have a strange hunch that it will be useful for something introduced in the future. Maybe post-Fuelweaver Shadow creatures that drop Pure Horror. I don't like that they introduce content which will be useful in 3-4 months (best case scenario). But as of now, it needs a buff. Even the boomerang deals more damage. 

16 minutes ago, Gashzer said:

However with the introduction of new, potentially *good* range combat methods. (Brightshade bomb is very strong if you manage to craft enough of them)

Walters slingshot definitely needs a buff now!

While we're at it, can I also ask for explosives for Willow since they finally introduced the first throwable explosive?

My first thought when I messed with it in-game is that its low damage ranged attack is supposed to be similar to Walter, where a friend can stand off to the sidelines while you're fighting something and help contribute a bit of damage without having to really join the fight themself, but uh... yeah, the numbers (especially durability) are way too low for even that. I think this'll definitely get tuned, I like the 17 damage + infinite durability idea a lot!!

1 hour ago, sylvia wander o said:

where a friend can stand off to the sidelines while you're fighting something and help contribute a bit of damage without having to really join the fight themself

I would actually kill for this, even if the damage is kept low-ish I'd love to have something that fills this role pretty firmly late game. I second this, alongside the infinite durability. 

6 hours ago, splorange said:

I think it's pretty clear that the Brightshade Staff is in a *really* bad state with it's current implementation, it feels like the worst weapon in the game. Doing 10 damage with 50 uses, well, you'll be using up 1/5th of the staff just to kill a single spider. It makes me feel like the staff either is purposefully extremely undertuned or straight-up unfinished, which is fine since it's a beta.

But I still think feedback is necessary, and I'd like to see the Brightshade Staff be a useful item since ranged weapons in DS/T usually struggle to find their uses.

The suggestion: Add a cane in the recipe and grant it the cane speed boost, change the durability of the staff to infinite, and tune the damage to be a teensy bit higher. This will make the staff a reliable source of ranged damage, but still weak enough for the player to bring out their fighting gear to fight stronger mobs. It will also be a great alternative to the cane's shadow version, the Lazy Explorer

To clarify, this isn't my suggestion, I saw someone else mention it somewhere else and I wanted to make a post about it.

boost it to 34 ranged dmg and make it infinite uses but maybe a cooldown after 5 shots so that you cant just hold F on every enemy you run across.

10 hours ago, splorange said:

To clarify, this isn't my suggestion, I saw someone else mention it somewhere else and I wanted to make a post about it.

I suggested something like this. I like your addition of the walking cane speed buff.

Yeah, the staff should definitely have infinite uses and a walking cane damage output

I would rework that item. Brightshade staff coould for example has only five uses + cooldown bu upon use on target summons gestalt (like enlightenment crown) that deal damage over 1 minute (secure version of fire) making it indirect weapon - support damage.

Another idea the staff can summon a single immortal gestalt that decrease max health by 15% but follow player and proteck them shooting low-damage bullets... or maybe temporal, stationary sentry.

Another idea: staff upon use can heal and rise sanity to other players. An AoE healing item.

Lots of possibilities but ranged (end-game) weapon dealing 10 damage is one of the worst.

2 minutes ago, abrocator said:

Klei hates ranged weapons: part 1

Darts.

Klei hates ranged weapons: part 2

Staff/wand that spoils in four minutes.

Klei hates ranged weapons: part 3

Walter.

Klei hates ranged weapons: part 4

50-use tickle-staff post-CC.

Well what about the forge blowdarts? Those were pretty cool, and the new bombs? I think those count as ranged

58 minutes ago, gamehun20 said:

Well what about the forge blowdarts? Those were pretty cool, and the new bombs? I think those count as ranged

The bombs are actually good. A better alternative to the weather pain since down Feather is hard to mass-produce. AoE for every character!!

It'd be interesting if the staff could make enemies lethargic when you them with it; slowing their movement and attack speed. I have a feeling it's meant to be a support weapon you use in a group, but I don't think 10-20 extra damage is really going to help.

On 4/9/2023 at 10:29 AM, abrocator said:

Klei hates ranged weapons: part 1

Darts.

Klei hates ranged weapons: part 2

Staff/wand that spoils in four minutes.

Klei hates ranged weapons: part 3

Walter.

Klei hates ranged weapons: part 4

50-use tickle-staff post-CC.

out of all those options, darts are the only ones worth bothering with. i play as wickerbottom so i use electric darts as my main wep

On 4/9/2023 at 11:29 AM, abrocator said:

Klei hates ranged weapons: part 1

Darts.

Klei hates ranged weapons: part 2

Staff/wand that spoils in four minutes.

Klei hates ranged weapons: part 3

Walter.

Klei hates ranged weapons: part 4

50-use tickle-staff post-CC.

You can add Willow refresh to the list. The most obvious things to add to a pyromaniac were bombs and updated fire staffs (ranged weapons), yet they went with a teddy bear. 

staff I would probably increase to either do 20 net damage or increase the number of uses to 100 and add the ability to attack sleeping animals without waking them. This would be a unique feature that no other weapon has. Because now 6 bombs will inflict AOE 1200 dropped the time when the staff does 500 damage to 1 target and has a more expensive craft.

I think the staff is not meant to be used like now. It’s probably created for a future update.

 

I wouldn’t make sense to add an obviously bad weapon to the game. Although I think it’s better to release the staff in the next content update rather than this one, If my guess is right.

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