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4~6 waves of Incursive Gestalts would generate in a Lunar Rift cycle. They would transform into Deadly Brightshade. And for another kind of Incursive Gestalt, every mutate boss they transformed will reduce one wave of Brightshade to accelerate the cycle, making Rift disappear faster. While Bright-beaked Birds and Crystal-Crested Buzzards, , they are also transformed by Incursive Gestalts, have no interaction with Rift. This is quite unreasonable and inconsistent.

They should also accelerate the cycle once they spawn. Or be killed, considering they can also independently spawn without a host. This change would also decrease Crystal-Crested Buzzards' threat as they go away when the Lunar Rift closes.

  • Like 5
38 minutes ago, yyyyyyyyyyyyyyy said:

4~6 waves of Incursive Gestalts would generate in a Lunar Rift cycle. They would transform into Deadly Brightshade. And for another kind of Incursive Gestalt, every mutate boss they transformed will reduce one wave of Brightshade to accelerate the cycle, making Rift disappear faster. While Bright-beaked Birds and Crystal-Crested Buzzards, , they are also transformed by Incursive Gestalts, have no interaction with Rift. This is quite unreasonable and inconsistent.

They should also accelerate the cycle once they spawn. Or be killed, considering they can also independently spawn without a host. This change would also decrease Crystal-Crested Buzzards' threat as they go away when the Lunar Rift closes.

Wonderful! This also echoes the previous design of the closure of Lunar Rift, very logically consistent and interesting!

  • Like 1

I think this would require increasing the base amount of Brightshade Gestalt waves that can spawn.

Buzzards reducing Brightshade Gestalt spawns would severely decelerate the acquisition of lunar gear in fresh worlds, especially in multiplayer.

You only get 30 Brightshade Husks per lunar rift cycle on average. This is enough for acquiring all Brightshade items (excluding the Shoevel) + 10 repair kits, but if 3 mutated bosses die, you will only have enough for helm, sword, smasher and 5 repair kits. And then add multiplayer into the equation.

You'd need 120 days to gear up 6 players assuming no mutated bosses are killed. 300 days if 3 mutated bosses die during every cycle, as people want spark arks for crystaleyezers, howlitzers and most importantly, bearger bins. This would become even longer if buzzards will reduce amount of Brightshade Gestalts.

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In a multiplayer world or dedicated server with many people, the resource that rapidly goes scarce are brightshade husks. So that's a horrible idea... but your suggestion technically makes sense.

 

Edited by RubLog6
  • Like 4
1 hour ago, RubLog6 said:

In a multiplayer world or dedicated server with many people, the resource that rapidly goes scarce are brightshade husks. So that's a horrible idea... but your suggestion technically makes sense.

 

Agreed. 

  • Like 1

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