Jump to content

Deadly brightshades should be rarer


Your opinion in TLDR  

70 members have voted

  1. 1. I find deadly brightshades annoying too after a while

    • I agree
      41
    • I do not agree
      29
  2. 2. Do you want it to change?

    • No
      26
    • Yes, a full mechanic change
      10
    • Yes, only a small change to make them more bearable
      34
  3. 3. New stun mechanics

    • I enjoy the new stun mechanics in bosses
      48
    • I enjoy the usual way better
      22


Recommended Posts

Title explains my problem. One rift is usually enough to keep you or a team of 3-4 players stacked with kits until the next rift in terms of pure brilliance, while brightshades are too often of a problem and strictly restricts the way we build our bases. No, I don't want to trap 3 brightshades every 11 tiles so I can farm in peace.

I've had crops rot because I had too much going on to fight 3 brightshades at once, I know that's just my personal experience but I think we can all agree that fighting 3 brightshades at once consumes a lot of resources which includes time, and after a while they do more harm than they provide.

We have always seen bosses and mechanics that restricts your gameplay in DST, but damn this is just unfair at this point. Sometimes you want to just pick your grass farm without using a super spesific game mechanic error that will give you some peace.

And all of it needs is a some sort of mechanic change to fix this problem in my opinion

  • Shared roots, this could mean multiple brightshade roots fuse into one (or even two is fine) more powerful root, OR stunning one brightshade stuns nearby brightshades for a shorter period of time
  • A way to stop gestalts before they invade, this has a lot of potential. A statue, a warning beforehand, even maybe if you don't hammer the pure brilliance around the rift they come less?

Also does anyone like the new stun mechanics they are implementing? I always liked the "find an opening between attacks" like the way it always was, and I am not really a fan of "use a spesific method to stun (fire staff to deerclops for example)".

3 minutes ago, douan33 said:

I think we can all agree that fighting 3 brightshades at once consumes a lot of resources which includes time

If it's just a problem of brightshades on your farm plot, you can use a brightshade staff to very quickly take out all 3 by just standing there and holding F.

1 minute ago, finn from human said:

If it's just a problem of brightshades on your farm plot, you can use a brightshade staff to very quickly take out all 3 by just standing there and holding F.

Didn't know this, thanks! But this still falls under the thing where I said "use one spesific item to counter this spesific problem" (or whatever I said). I still think it would be better in long-term to implement a way to make them less common or make them more bearable. Although what you say sounds good and I will definitely do that from now on, I can still think of the annoyment. I don't think I will like the idea of carrying a brightshade staff on me from now on, or like that even though this is probably the best way to do it I will have to pick up their loot between tightly planted grasses even though I don't need the leafy meat or 900th brightshade husk next to only 16 pure brilliances in chest.

i think they just bad game design in general, well i generaly not a fan of anything planar realy and 3 at once just realy is just stupid, like why is this so destructive even? i dont think the cave planar stuff is goin out of its way to just....ruin your live for no reasons, like....WHY do these plants even exist? arbitary difficulty? has to be because i see no real reason why they are so disruptive and destructive to the world with no way (for now) to remove the planar rifts....wich alsol feels kind of unfinished contend in a way....MAYBE if it was only 1 random plant spawning randomly in the world and not 3 all together to make it take forever and not actively attack your stuff inside of base

58 minutes ago, douan33 said:

Didn't know this, thanks! But this still falls under the thing where I said "use one spesific item to counter this spesific problem" (or whatever I said). I still think it would be better in long-term to implement a way to make them less common or make them more bearable. Although what you say sounds good and I will definitely do that from now on, I can still think of the annoyment. I don't think I will like the idea of carrying a brightshade staff on me from now on, or like that even though this is probably the best way to do it I will have to pick up their loot between tightly planted grasses even though I don't need the leafy meat or 900th brightshade husk next to only 16 pure brilliances in chest.

 

 

They left out the part about using the celestial crown but otherwise yes 

It's an annoying creature for sure though. Why they haven't implemented a mechanic that makes it more improved idk 

 

I wouldn't nerf them, but they should implement a mechanic so you can avoid having them spawn in the middle of your base and not randomly over the map (yes the plastic spray doesn't count since it just turns crops to furniture) 

I trapped one brightshade once and it provides a wide area of a brightshade-free farming.

(@10:50)

Edit: Plus Dragonfruit planted around the lava pools, which more or less keeps brightshades in check (along with automatically killing them).

I agree. My main issue is that after a while it just gets boring and tedious. Im all for new and interesting mechanics but in long standing worlds it becomes a pain in the neck dealing with these things when I just wanna harvest my crops XD

I think one simple solution to the problem is that clusters of Brightshades only have one to two tunneling vines. In other words it would limit how the vines spawn. That would make it easier to handle large groups. Because groups of 3 or more are extremely annoying to get rid of but 1 to 2 is totally fine.

i have a pet brightshade covering my garden area so im not too bothered by them but the world outside my base is totally covered by them :lol: which just means hound traps everywhere. Chest expander also “solved” the problem of 100s of husks. 
 

i think the fight is also pretty fun when theres 3 so i wouldnt want it to be made easier. 


That being said, a new thing for rift gestalts to do would alleviate the constant brightshade accumulation and make the rifts less monotonous too. 

A new source of pure brilliance for example would be nice i think. I go through repair kits and BS bombs like crazy :lol:
 

 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...