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On brightshades: return of desease


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don't see that much issue with the update, i personally enjoy it. The only thing that I think needs to be adjusted is the brihtshades spawning close together. Also if there are anything that the rifts destroy that are non renewable. If it's renewable then it's fine. 

16 hours ago, Baark0 said:

where you see a nuisance, i see free armor and weapons

Same. I feel like this is even one of the easiest ways to stock up armors and a weapon.

16 hours ago, Brago-sama said:

I see an anoying to get log suit and football helmet that spawns on your food

 

The swords pretty good tho.

That's subjective. I find setting up a pigman frm and waiting 20 entire days to farm for a helmet waaay more tedious than just waiting for a bad flower to spawn and kill it almost everyday. Also pigskin has a lot of other uses that I would prefer to use it as I consider it as a rare resource despite some people feeling otherwise.
Logsuit is easy though, it's my go-to early game armor. But I never felt there was any easily obtainable helms. Football helm is tedious, going up and down the caves for crown is tedious. the only saving grace i had with helms is when the eye of terror was released.

I do like how everything is going so far with the rfits.  its fun to have something other than just hounds to interact with.
Its been a long time since the game had a breath of life like this.  and there is always a few ways to counter play  the game. like how some people put  some sacrificial crops outside of the  base so they get targeted first instead of your proper farm.

There really is not alot too it.  And you only really need to fight the creatures once with bad gear to get the gear that counters them.

op talking about how this is similar to disease back then.  its like far from it. Disease was actually destructive of resources for people who didn't take care of their mega base farms.

Granted the rifts when spawning does destroy the area they spawn. Which really sucks.  and i hope that gets addressed Maybe like how people suggest in that everything becomes lurnarfied.

But still its just the start. things seem hard when they first come out but then we learn to deal with them.


 

In my experience with Brightshades, They are the EASIEST Mob Klei has EVER Added to DST. I say this because: When it comes to fighting Brightshades you can literally fight them with no armor on at all and avoid ever being in any danger. Then once you’ve killed them, they drop the very resources required to make killing them even easier.

Now let me explain that when it comes to fighting Pigmen/Merms, Clockwork Knights/Bishops/Rooks, Spiders, Bees/Mosquitos Etc that there is a really really high chance you will be Hit by them-  Brightshades can always be fought by getting them to extend their root, then attack the middle half Arches (not the plant itself or the end of its vine it tries to attack with..) once you break the vine the plant becomes stunned and can be attacked for 8–10 hits, do this 2 or 3 times and your Brightshade is dead, you obtain Husks and can create some really OP Gear.

No need to go Insane to try to farm Nightmare Fuel or go seek out living logs.. for Darkswords- no need to GAMBLE with RNG killing Pigmen in hopes they drop Pigskins for Helmets. No need to waist Grass on Ropes for Logsuits-

This is Literally a mob that BRINGS YOU new Weapons and Armor.

Groups of Brightshades are a different Story.. they tend to have a “Hive” Mind, and it seems the more of them are grouped together, the more intelligent the hive becomes. But even dealing with THESE is easy as long as you avoid groups of them and seek out individual plants to obtain the armor/weapons that will make dealing with a “Hive” easier.

One thing Klei COULD do is add world Gen settings for Brightshades which let the player increase/decrease the frequency of which type of plant spawns, (Single by itself, Duo, or Hive) same as how the player can toggle Spiders separate from Spider Warriors or Shattered Spiders.

As far as the destructive Nature of the rifts goes I see it being no different from meteorshowers, wildfires, lightning strikes, Antlion earthquakes, a random rabbit that catches fire during summer and then panics running off into the forest nearby to also set that forest on fire: it is the nature of the game.. and the only suggestion I’ve liked against it just uprooting stuff is Moontating it.. but Moontations may even make the rifts HARDER than they currently are if they Moontated Mobs caught in the Rift (Aka hound to horror hound, or Catcoon to Catmando beast..)

You put the idea in Klei’s head.. & there’s no telling what they’ll do with it.

Brightshades are cool, they give multitools and with better durability, not to mention an actual ranged weapon and a nice armor (I still prefer the Dreadstone Set though.)

My only complaint is how hard are to find them, because I barely grab berry bushes on the wild, Pearl has more bushes than I do lmao.

Afterthought: I'm so glad Klei added an option to have Rifts spawn at day 1.
I'd hate to kill the champion for this content that could work well as a midgame content.

29 minutes ago, ALCRD said:

Consoles have that update already?

Every console except Nintendo Switch has the update, Switch will get it sometime soon-ish I guess we all got it on the same day as PC after it left Beta-Phase.

Ive turned these rifts to ON in my Day 1 fresh spawning worlds, and literally in their current form- they are just as easily early game content as they are late game.

I mean yes you’ll probably need a Darksword to deal with your first brightshade, but if you’ve played the game long enough- you can speed rush Darkswords in very short time.

As far as unlocking this content the intended way through solving several puzzles and fighting several multiplayer designed bosses, and doing a long fetch and collect quest- Screw that.

Just to come back to this and add a bit of a rant.

The onboarding for DS / DST is pretty streamlined and intuitive.  You start spawned into the world, and if you do nothing eventually it becomes night.  Once the darkness settles in you get a hiss, a character quote, and a WAMP on the head.  This clues you in that dark is dangerous.  If you do nothing about it you die pretty quick.  You see a torch icon on the crafting menu, makes sense.  You put 2 and 2 together and presto!  Light!  You survive the night and the first challenge of the game.

Its so elegant that you can learn as you play.  You quickly learn how to get a torch soon after starting in a world and the problem is solved.  Later on you'll learn about lighting up trees, lanterns, and star caller staves etc that you can use to be more clever about how you best the darkness, but even with just a torch you feel good knowing you're doing the right thing and you can't feel cheated if you're caught off guard b/c you know how easy beating the darkness is.

As the game builds we expect interactions to become more complex, but that doesn't mean they need to become unfair.

Imagine if the grass and twigs just weren't spawned into the world the first night.  You were literally prevented from having the answer to darkness, and were forced to take a hit first.  Like a fight where you're scripted to lose these are the cheap "jump scare" type mechanics.  They are used in a lot of different media but they have a major failing which is that they fall flat in the replay.  Knowing you're scripted to lose going into it, you don't fight or put in any effort, you just wait until its done - probably speeding the end along to trigger the cut scene and move on to the part that is actually a game.  DST needs to be about replay value more than anything, and so shouldn't resort to these types of gotcha mechanics.

That is one problem I have with some of the changes to DST over time.  Moon quay was a big issue in this way, but BS stuff is a red flag there too.

The other problem is changing the game from skill checks to stat checks.

Skill checks happen all over in DST.  Its essentially the core of the game, knowing is power.  The AG rework is a great example of this.  Its damage is pretty high if it hits you but you learn to lead him into the pillars and you're able to beat him consistently with minimal damage.  Most of DST is about skill checks.  Darkness, starving, freezing, and bosses are all about player skill overcoming the game's challenges. (and despite what some people like to say, these challenges can get pretty tough.  Having to manage inventory for multiple armor / weapons / tools during a fight, knowing the patterns and timing for different boss attacks, having multiple shadow monsters or a hound attack start mid-boss fight etc)

Stat checks are something different - they say that no matter what you DO if you don't have xyz checkbox then you lose.  RPGs often focus on stat checks rather than skill checks, basically once you level up no matter how poorly you play you can still beat many things just b/c you've leveled up enough.  I don't like these design patterns because player-skill is the part of the game that I enjoy!  DST has been great at avoiding stat checks giving the player more freedom to choose how they live in their world.  The new BS stuff is really egregious here, forcing us to use specific gear going forward into the end-game loop.  While mathematically you could break it down and show that a Dark Sword or Glass Cutter is just the best weapon in the game, having options like blow darts, morning starts, thulecite clubs etc was a great feature.  We could express our choice to be different by using these instead, and sometimes we'd even find nice niche situations where these weapons would best the "meta choices."  In the BS update we get BS gear and that's just... that's it.  That's what you're wearing now.  That or the shadow one...  For all of the choices we've had in DST up until this point I'm very disappointed that we're getting things reduced to this.

I can't say with certainty exactly what Klei is cooking up with these updates, but I've seen enough to not trust it.  The game should focus on fair mechanics, and player-skill based challenges not some rpg leveling up system, cheap gotcha pirate raids, or time / resource taxes for the sake of giving us "something to do."

1 hour ago, Shosuko said:

 

I could be wrong I'm not Kiel after all but I think the new content's focus is to make survival overall harder rather than more of a boss like gaunlet it seems unfair to someone who just spawned in but it was never intended for that kind of player it feels like it's meant to be a difficulty spike for people who've master the early to mid game which with some additional tweaks is a direction I'd be interested in seeing at least. 

Actually I imagine the darkside of this update is probably going to attack the meat side of things.

55 minutes ago, Mysterious box said:

I could be wrong I'm not Kiel after all but I think the new content's focus is to make survival overall harder rather than more of a boss like gaunlet it seems unfair to someone who just spawned in but it was never intended for that kind of player it feels like it's meant to be a difficulty spike for people who've master the early to mid game which with some additional tweaks is a direction I'd be interested in seeing at least. 

Actually I imagine the darkside of this update is probably going to attack the meat side of things.

Unless it a fair mechanic, and skill based challenge - I disagree that it will make things overall harder.  Right now it just requires swapping to specific gear - the worse kind of change.

24 minutes ago, Shosuko said:

Unless it a fair mechanic, and skill based challenge - I disagree that it will make things overall harder.  Right now it just requires swapping to specific gear - the worse kind of change.

Asking that you use specific gear to handle a specific enemy isn't unfair though there is definitely less fair aspects to the mechanic but that's not one of them.

Also attacking a food source some players rely on is definitely a difficulty increase on the survival side of things. It not meant to be a one and done challenge like most content I'd imagine.

4 minutes ago, Mysterious box said:

Asking that you use specific gear to handle a specific enemy isn't unfair though there is definitely less fair aspects to the mechanic but that's not one of them.

I mean.. “Technically” you can fight the Brightshades with a BS Pick/Hammer- it deals 42 Damage, which is better than a Spear. Sure they aren’t Brightswords, but.. if you want a tool that can mine stuff, hammer stuff, and be above the average spear in damages- This things Awesome!

(it also makes mining RiftCrystals a lot faster & easier too.)

27 minutes ago, Mysterious box said:

Asking that you use specific gear to handle a specific enemy isn't unfair

No its not.  Having regular armor be completely ignored is unfair.  The game is balanced around 80% armor being weak, having an enemy completely ignore armor out of the blue is 100% unfair.  Its a gotcha mechanic that is meant to surprise you like a jump scare in a horror movie.  On first play through it might feel interesting, but after playing through multiple times it loses all value, and becomes just another chore.

Forcing you to use specific gear with "the trait" on it is artificial difficulty ie until you unlock it things change, but once you unlock it things return to exactly as they were, except now you have to use xyz gear.  This is antithesis to skill based play and kills replay value.

If Klei is banking on the shock value and forced gear-swaps as a basis for making the end game "more difficult" they are 100% on the wrong track.

Attacking food production isn't a bad target, its just entirely how this is done that is bad.  Aside from the issues of gotcha mechanics and artificial difficulty, its also a bit of "too little too late."  It doesn't take much to secure hundreds of days of food in bundle wraps, and to completely bypass all of this system to generate more on demand.  Anyone who feels the game is "too easy" right now will find their survival completely unaffected by this update.  I know Klei just finished reworking all of the characters, but this new arc should have started with a rework of the game from the beginning, not post cc.

The irony of Klei trying THIS to "attack a food source" after the wicker / maxwell reworks they just dropped lol  there is a reason the first complaints were about decorative plants being swarmed lol

18 minutes ago, Shosuko said:

Forcing you to use specific gear with "the trait" on it is artificial difficulty ie until you unlock it things change, but once you unlock it things return to exactly as they were, except now you have to use xyz gear.  This is antithesis to skill based play and kills replay value.

I don't see how this is a pretty common thing in a fair amount of games. It's the equivalent of damage scaling.

 

22 minutes ago, Shosuko said:

If Klei is banking on the shock value and forced gear-swaps as a basis for making the end game "more difficult" they are 100% on the wrong track.

I don't see how this is shocking to anyone who is decently experienced with more rpg like games.

24 minutes ago, Shosuko said:

Attacking food production isn't a bad target, its just entirely how this is done that is bad.  Aside from the issues of gotcha mechanics and artificial difficulty, its also a bit of "too little too late."  It doesn't take much to secure hundreds of days of food in bundle wraps, and to completely bypass all of this system to generate more on demand.  Anyone who feels the game is "too easy" right now will find their survival completely unaffected by this update.  I know Klei just finished reworking all of the characters, but this new arc should have started with a rework of the game from the beginning, not post cc.

 Introducing harder survival content early on has the potential to harm the game's accessibility and at the same time I don't see the problem with having a work around via grinding you still earned that stockpiled food would you rather they nerfed bundling wraps or punished you for stockpiling food? 

1 hour ago, Shosuko said:

No its not.  Having regular armor be completely ignored is unfair.  The game is balanced around 80% armor being weak, having an enemy completely ignore armor out of the blue is 100% unfair.  Its a gotcha mechanic that is meant to surprise you like a jump scare in a horror movie.

This is more so a fault of not having in game tutorials.

12 minutes ago, Mysterious box said:

I don't see how this is a pretty common thing in a fair amount of games. It's the equivalent of damage scaling.

 

I don't see how this is shocking to anyone who is decently experienced with more rpg like games.

 Introducing harder survival content early on has the potential to harm the game's accessibility and at the same time I don't see the problem with having a work around via grinding you still earned that stockpiled food would you rather they nerfed bundling wraps or punished you for stockpiling food? 

Its completely artificial.  Giving enemies +10% damage only to give you +10% reduced damage armor is all illusion, something DST has avoided pretty well so far.  It sets a bad precedence that every new patch is going to include new bonuses to all stats, yet its done in such a way that nothing actually changes.  Worthless dev time.

DST isn't an rpg, and doesn't need level scaling.  One of the core principles of DST that separates it from many other games is the focus on skill based play and LACK of scaling.  With minimal gear a skilled player can go through a lot of the content.  Scaling like that reduces player skill expression, usually focusing on some mindless, endless, pointless, flavorless grind. (exactly what the BS update is looking like...)

Earlier content doesn't have to be made harder, it just has to be refitted so all of this BS stuff doesn't come out of left field.  Elemental damage and defense can be applied earlier in the game so when lunar and shadow unlock they are new elements to explore but not new game systems blindsiding players.  Until this update elemental modifiers have been entirely effect based - fire damage lights things on fire, ice damage freezes things, etc.  It is counter to all preexisting content that NOW elemental damage becomes a type / resist chart.

9 hours ago, Shosuko said:

Anyone who feels the game is "too easy" right now will find their survival completely unaffected by this update.

Unless you're playing on public servers. Once I was playing on a pub server and we got a chest of bone shards just from noobs dying to the brightshades in farm plots. Hell, it takes forever to clear all the BS and resurrect all ghosts.

This is just chores. I have a question for devs:how did you come up with great ideas on paper, then turn them into chores? Just think about Pearl's tasks, Crap King resource sink, Wagstaff's mini "game" and archive "puzzles"(that can only be brute forced).

Could yous stop adding lunar aligned chores to this game? I'd rather kill enraged Klaus 10 times in a row than doing this. At least Klaus is only a matter of skill.

I was under the impression that Brightshades were a mob that intentionally did A LOT of damage to you because they’re the only mob in the entire game that your not meant to attack Directly.

Its a breath of fresh air, you don’t attack the plant, or the part of the plant that’s trying to attack you, you attack the vine in the middle and then attack the plant itself.

There is no other mob (including most your precious bosses) that have mechanics like this.. and I for one wish MORE mobs were added with an Instant Death mechanic for when they manage to hit you, however- they also need be easy to avoid being hit by too.

For example- it’s ridiculous to be instantly killed by a Brightshade that goes through all your armor, but something as massive as Deerclops or Bearger don’t share these “instant death” one shot kills..?

Then again.. Deerclops and Bearger aren’t as easy to dodge as a stationary non moving, Brightshade is either.

 

17 minutes ago, Mike23Ua said:

I was under the impression that Brightshades were a mob that intentionally did A LOT of damage to you because they’re the only mob in the entire game that your not meant to attack Directly.

Its a breath of fresh air, you don’t attack the plant, or the part of the plant that’s trying to attack you, you attack the vine in the middle and then attack the plant itself.

There is no other mob (including most your precious bosses) that have mechanics like this.. and I for one wish MORE mobs were added with an Instant Death mechanic for when they manage to hit you, however- they also need be easy to avoid being hit by too.

For example- it’s ridiculous to be instantly killed by a Brightshade that goes through all your armor, but something as massive as Deerclops or Bearger don’t share these “instant death” one shot kills..?

Then again.. Deerclops and Bearger aren’t as easy to dodge as a stationary non moving, Brightshade is either.

 

As you say - "they also need be easy to avoid being hit by too" which is my concern.  All planar attacks ignore non-planar armor, this is the basis for all content to come.  By having the system entirely ignore non-planar armor it is either held back by the extreme power of ignoring armor in DST requiring it all be simple interactions OR you're forced to use planar gear reducing all of the choices and options we've had so far down to just 1 thing.

Which is why I continue to repeat - I do not like being forced to use this gear.  The BS plants have been manageable, and I don't dislike their design.  What I don't like is that our options as players are being reduced with this new content.  As this continues you will either use the moon sword or shadow sword, and that will be it.  Also the BS plants are a chore added that will never go away.  We have enough chores in this game, we don't need more.

43 minutes ago, Shosuko said:

Its completely artificial.  Giving enemies +10% damage only to give you +10% reduced damage armor is all illusion, something DST has avoided pretty well so far.  It sets a bad precedence that every new patch is going to include new bonuses to all stats, yet its done in such a way that nothing actually changes.  Worthless dev time.

I mean it's less artificial then the ballooning damage numbers method which was the route dst was heading the biggest issue designing late game content faces is the existence of easily accessible and very powerful gear this means end game content either needs teeth grinding kiting patterns, inflated stats, or existing gear needs wide spread nerfs. So they made this gear which is a soft reboot to gear progression so they can keeping adding more to better control how fast our gear powers up.

1 hour ago, Shosuko said:

DST isn't an rpg, and doesn't need level scaling.  One of the core principles of DST that separates it from many other games is the focus on skill based play and LACK of scaling.  With minimal gear a skilled player can go through a lot of the content.  Scaling like that reduces player skill expression, usually focusing on some mindless, endless, pointless, flavorless grind. (exactly what the BS update is looking like...)

Dst has always been a rpg and yea I get it rpg is always thought to be turn based or leveling up games in the mainstream audiences but that's not completely true there are plenty of rpgs that don't use levels or skills but dst isn't one of them. Since strange new powers it's always had skills in the form of perks and leveling up in the form of gear progression.

As for the lack of expession in skill I just don't see it how's it any worse than attempting to take on bosses with a grass suit and a axe?

1 hour ago, Shosuko said:

Earlier content doesn't have to be made harder, it just has to be refitted so all of this BS stuff doesn't come out of left field.  Elemental damage and defense can be applied earlier in the game so when lunar and shadow unlock they are new elements to explore but not new game systems blindsiding players.  Until this update elemental modifiers have been entirely effect based - fire damage lights things on fire, ice damage freezes things, etc.  It is counter to all preexisting content that NOW elemental damage becomes a type / resist chart

I mean even if it's implemented earlier unless it's explained in game we're still in the same boat right? I would hope your not saying new mechanics to enemies and mobs can only be added in the earlier game first because that limits what the end game can be.

3 hours ago, Shosuko said:

Its a gotcha mechanic that is meant to surprise you like a jump scare in a horror movie.  On first play through it might feel interesting, but after playing through multiple times it loses all value, and becomes just another chore.

You know I starting thinking more about this but this is actually how people who dislike dst describe it in general.

18 minutes ago, Mysterious box said:

I mean it's less artificial then the ballooning damage numbers method which was the route dst was heading the biggest issue designing late game content faces is the existence of easily accessible and very powerful gear this means end game content either needs teeth grinding kiting patterns, inflated stats, or existing gear needs wide spread nerfs. So they made this gear which is a soft reboot to gear progression so they can keeping adding more to better control how fast our gear powers up.

Dst has always been a rpg and yea I get it rpg is always thought to be turn based or leveling up games in the mainstream audiences but that's not completely true there are plenty of rpgs that don't use levels or skills but dst isn't one of them. Since strange new powers it's always had skills in the form of perks and leveling up in the form of gear progression.

As for the lack of expession in skill I just don't see it how's it any worse than attempting to take on bosses with a grass suit and a axe?

I mean even if it's implemented earlier unless it's explained in game we're still in the same boat right? I would hope your not saying new mechanics to enemies and mobs can only be added in the earlier game first because that limits what the end game can be.

What we had before was specifically NOT ballooning damage numbers.  Yes Klei struggled to make items worth while when they respected this cap, but they did it for literally the entirety of DST.  BS is where ballooning damage numbers enter so like...  That is literally my problem with this.  DST was doing good, NOW we're going to have ballooning damage numbers, and enemy resists to match.

DST is not an rpg - specifically not an rpg game system.  It is a survival and roguelike yes, but not an rpg.  There are no classes, levels, skill systems, etc.  Its all represented by player skill, not level grind.  You actually learn and do things to get good at this game.  You don't build a spider farm to grind xp.  Again, what we had was specifically NOT level and gear progression.  Darkswords, Thulecite clubs, Ham bats, Morning stars all existed together with their uses.  Yes some options were better than others, but none were required and they could all be used depending on player preference.

If its implemented earlier it can be done in a way that players recognize particles representing elemental damage and resists, and associate mobs with different elements.  Then when the lunar and shadow stuff starts happening it makes sense we're needing a different element for a specific mob.  Basically lay the foundation for what the devs are trying to do earlier so its not some gotcha attack that suddenly ignores armor.

10 minutes ago, Shosuko said:

 

Why are you complaining about trash mobs?
These enemies are basic enemies.  over here complaining that these things don't fit with what was already established.
No duh they were designed to be that way. 
and you don't even need to use the bright shade stuff on them. There are lots of ways to deal with these plants.

people will die from them because they don't know what they do.  They do alot of damage on base being 100 But because planar 30 dmg is ignored.
Like honestly marble armor giving 95% thules giving 90. 

IM honestly kind of glad we are getting our butts kicked by these new enemies. Because then it makes the player think of different ways to approach the problem.

When you are challenged. it spurs creativity.

The easiest method is just get the new items. But have you not seen all the new content that has come out for dealing with these basic enemies?

I cant wait to see what klei will put out with newer creatures and bosses.  It will completely turn everything on its head. 

and like its actually seen pretty well with the enemies that have been added with these updates.

the werepig the grazer the vine. They all have different ways to fight  vs just smack and back away.  or tank and spank.

Its Great! and klei should keep doing this because now things are finally getting interesting.

 

20 minutes ago, Shosuko said:

DST is not an rpg - specifically not an rpg game system.  It is a survival and roguelike yes, but not an rpg.  There are no classes, levels, skill systems, etc.  Its all represented by player skill, not level grind.  Again, what we had was specifically NOT level and gear progression.  Darkswords, Thulecite clubs, Ham bats, Morning stars all existed together.  Yes some options were better than others, but none were required.

This is just you not understanding what a rpg is you do not need to have a leveling system for something to be a rpg nor do you need to have required weapons. However dst does have classes and skills in the form of the character perks and their mostly specialized roles. Also I'm not sure what you'd call ruins gear and boss gear if not gear progression don't forget it doesn't just apply to combat as well.

Figured I should mention most rougelites are rpgs

20 minutes ago, Shosuko said:

If its implemented earlier it can be done in a way that players recognize particles representing elemental damage and resists, and associate mobs with different elements.  Then when the lunar and shadow stuff starts happening it makes sense we're needing a different element for a specific mob.  Basically lay the foundation for what the devs are trying to do earlier so its not some gotcha attack that suddenly ignores armor.

I think your giving people too little credit feels like your saying they won't be able to figure it out unless it's in the early game despite various mechanics that are already in the game that remain unexplained leading up to this event including the very questline of the celestial champion and fuel weaver which are far less straight forward.

 

20 minutes ago, Shosuko said:

What we had before was specifically NOT ballooning damage numbers.  Yes Klei struggled to make items worth while when they respected this cap, but they did it for literally the entirety of DST.  BS is where ballooning damage numbers enter so like...  That is literally my point.  DST was doing good, NOW we're entering ballooning damage numbers, and enemy resists territory.

So what would you have new end game content do?

Unfortunately.. like most content, most the challenges in DST are targeted very specifically to cater to Multiple Players, and will prove to be much more difficult, or even nigh Impossible when attempting do Solo- I WISH Klei would design content for Solo Players to enjoy as well, or maybe provide some optional content toggles that let us change the A.I. Behavior of Enemy Mobs.

The TL:DR- A Group of Brightshades is Easier to fight if you have as little as One other person who can “bait” them, while you attack or Vice Versa...

 

Fighting these Solo proves to be near impossible due to several factors-

#1 all 3 plants aggroing onto you at once, because your the only target.

#2 The very short recovery time of a stunned plant in this group if your not actively hitting it (which won’t be possible if the other two plants vines are actively attacking you)

As you can see in my above video: Brightshades are very clearly designed with the intention you have at least one other player to distract them so you can attack.

I don’t ALWAYS have friends to play with though… so maybe there needs to be like I said options that set enemy A.I. to Solo or Group based challenges.

2 hours ago, Mike23Ua said:

 

#2 The very short recovery time of a stunned plant in this group if your not actively hitting it (which won’t be possible if the other two plants vines are actively attacking you)

What if when you're playing alone, these brightshades will be stunned together, as if they are parts of a greater plant?

6 minutes ago, _zwb said:

What if when you're playing alone, these brightshades will be stunned together, as if they are parts of a greater plant?

No. I wish there was a way to make them “fair” when playing alone.. but for right now- they’re clearly designed with the intention you have other players to help you fight them. 

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