Miskasadas Posted September 1, 2023 Share Posted September 1, 2023 This first part is going to be me talking about posible buffs / why they would be good, if you dont want to read whole book, scrole down to 2nd part of this page Right now update is... ok, i understand that there will be content in the future but for now some thing are rather lacking... Like the armor is rather weak compared to other end game alternatives, like Thulecite Suit, Thulecite Crown, Night armor, Dreadstone Helm etc. they all have some kind of perk that makes them special and its worth fighting for, this armor doesn't have that, for example - Thulecite Crown, high risk - good reward, 90% damage + special ability : force field for few seconds, but Brightshade has almost nothing going for it, sure not needing goggles nice and all, but there is only 2 times where its useful and those times are rare, being invincible against Charlie is also not really useful since you cant see anything so whats the point of wandering in the dark with it? and there is another problem, why start this event in the first place? You create another problem that requires constant attention like Deadly brightshade spawning every few days in your base (usually not alone) and only way to make them somewhat easier to kill is to craft armor that only has upside to only one mob - Deadly brightshade. In other cases other armor outshines it like football helmets, they are cheap, simple to craft on daily basis, dosent require you to start some kind of annoying problem. How to fix it? buff the armor slightly that gives some kind of reason to go out of your way and get it. Brightshade Armor has perk that deals 10 damage back to its attacker, its so weak that you dont even feel it, for comparison bramble husk deals 22,6 average damage to its attacker for resources that can be easily obtained. Make it so attacker gets 35-50% damage back that it dealt to you, look at it this way if merm hits you for 30, 30 = 50% = 15 merm gets 15 damage back, or deerclops - he deals 75 damage to players, 75 = 50% = 37,5 deerclops gets damaged for 37,5 damage or make it 40%, then deerclops gets 30 damage back. Reducing this perk below 30% makes it almost as useless as curent damage to attackers. Also it would be nice of it having some kind of animation of something like spikes coming out of the armor and poking enemies like deadly brightshade itself. Also if going further with the buff is the option make both armor pieces 85% protection instead of 80% but i dont think its really necessary. Now talking about brightshade helm, good buff for it would be making it glow like lantern but reduce its range by like 65-85% because now its only useful if you want to go to specific location but even then its almost imposible to light campfire while only having helmet on because you cant see anything. ----------------------------------------------------------------------------------------------------------------------------- For those who dont want to read whole book i wrote : 1. buff Brightshade armor so it gives 30-50% damage back to its attackers. ( because 10 damage to its attackers is so useless that 5 spiders bitting you to death decreases your armor durrability to 52% while wearing both armor pieces ) 2. add animation of spikes poking enemies after being hit while wearing Brightshade armor ( after all its mostly made out of plant that pokes you if you try to kill it. ) 3. make it so you can actualy see something in the dark while wearing Brightshade helm. 4. ( Optional ) make both armor pieces have 85% protection instead of 80% If you want to add or point out something, write it in the comments. I wonder what other people think. Link to comment https://forums.kleientertainment.com/forums/topic/150769-brightshade-armor-its-problem-and-a-suggestion-how-to-fix-it/ Share on other sites More sharing options...
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