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Now I’ve played the game with rifts on a lot, it might be rivalling time without rifts on tbh, so I have my fair share of experience with them. 
 

Some of the big complaints about brightshades I used to have were:

They make my farms unsafe 

they infect random plants around the world 

they stop my plants from growing

there is no way to stop them 

 

Now Brightshade certainly are annoying and dangerous there’s no Denying it. However as I’ve played more I’ve realised they are perfect for this type of game. They are a threat the player MUST address They are what wildfires want to be. A disaster that requires attention to minimise rather than prevent. 
 

Farming in don’t starve is rather repetitive and can get boring,but brightshades act an extra element to the farms,by adding combat to farming and they are one of the few enemies where they have a unique method of fighting so it’s not just hold attack. and stopping your plants growing is just another incentive to get rid of them sooner
 

Infecting random plants around the map is actually a really fun thing they do, and it’s what rifts should do more of where it makes your world more dangerous… however maybe Brightshades should die after the rift closes, to make the rift opening feel more like a big world event which I really think it should. 
 

Being unable to stop them is actually something I wish there was more of in the game, especially with non destructive things like the brightshades as they won’t destroy your structures. It adds more to the game by prompting you do do something instead of just standing around base. 
 

These are just my own thoughts and obviously I don’t have the definitive opinion and if I’ve made you see them more positively then that’s great! If not let me know why you don’t like them. 
 

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We never had any issues with Brightshades. We actually turn rifts on from the beginning as having the lunar gears are very helpful. There's a lot of ways to fend them off:
- plant farms inside cave entrances 

- have one brightade at the center of your farm to avoid more brightshades to spawn

- destroy the brightshades if you are already good at combat in this game

- use them to farm other mobs by placing electric fence around them

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I wish the weight of them infecting specifically player planted plants was a little less, id like them to interfere more with my exploring than just essentially strictly my bases

 

Quote

maybe Brightshades should die after the rift closes, to make the rift opening feel more like a big world event which I really think it should. 

I would like this a lot because they do get tedious with how tanky they are methinks

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Y

40 minutes ago, Well-met said:

I never dig out grass or saplings and when I need some I just run out there, I love that brightshades complement my playstyle perfectly

 

47 minutes ago, qwp18 said:

I wish the weight of them infecting specifically player planted plants was a little less, id like them to interfere more with my exploring than just essentially strictly my bases

both of these yes. Brightshades would be wayyyy better if they infected plants that aren't yours

The only issue I have with brightshades is you are fighting the same variant over and over and over again, like with hound waves and now depth worms there is some variety in there. So adding another brightshade which isn't too punishing to complement the existing plant would be fun.

Other than that I like them, before the lunar buzzards they were the only part of the Rift that actually felt threatening as bosses have the issue of being ignored until wanting to fight them and not being very present throughout the entire gameplay loop. Unlike buzzards they actually have good loot and feel worth fighting, which is great. My only issue is fighting them pre-planar gear is a pain but thats more of an issue of planar resistance.

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  • Sanity 1
1 hour ago, Pumking7 said:

The only issue I have with brightshades is you are fighting the same variant over and over and over again, like with hound waves and now depth worms there is some variety in there. So adding another brightshade which isn't too punishing to complement the existing plant would be fun.

Other than that I like them, before the lunar buzzards they were the only part of the Rift that actually felt threatening as bosses have the issue of being ignored until wanting to fight them and not being very present throughout the entire gameplay loop. Unlike buzzards they actually have good loot and feel worth fighting, which is great. My only issue is fighting them pre-planar gear is a pain but thats more of an issue of planar resistance.

When they released rictus and the shadow masqes i really thought we would have more things that come out of the rifts for lunar side but all we have gotten since then was the buzzards which is upsetting.

I don't like bright shades because they're annoying. They waste your time with the slow moving vine, then you can attack for I believe 12 swings before you start the cycle again. And it's annoyingly tedious if 3 are in a spot. Though as much as I hate them idk what the general census is becuase I'm certain atleast over half the people that make it to rifts, either build a brightshield by keeping 1 shade captive, the dfly pond method, or they just move all their plants down into the caves. So like, I'd imagine most people would have a neutral/lightly negative opinion, but there's solutions (all of which really involve just ignoring them with a proper setup.)
I have seen one set up that's more hands-on solution. And it's to make 8-10 spaced out fields of twigs with ocuvigils, then just wait like 2 hours for the fields to fill with brightshades then go kill them. But once again it's just annoying. 

I also agree yes, after all these years I expected some variance in lunar rift wave enemies because I swear I remember klei saying that the brightshade-spewed quantity would decrease one day because they would add more enemies? idk, I don't like lunar rifts much at all so maybe I'm just sour about them. (unlike shadow rifts, my beloved. Those were done correctly, or at the very least, far better than lunar)

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57 minutes ago, wormwood123 said:

When they released rictus and the shadow masqes i really thought we would have more things that come out of the rifts for lunar side but all we have gotten since then was the buzzards which is upsetting.

The buzzards, will reanimate to life anything that has a “zombified” version, currently that’s Spiders, Hounds & Pengull but hopefully we get more.

Brightshades on the other hand: my biggest issue with them is how fast they come back to the SAME EXACT SPOT after you just recently cleared them out.

If they worked more like Lure Plants or even Spider Dens, I’d like them a bit more, but at a certain point: You ignore the Brightshades even exist and run right past them so you don’t waste tool durability on something you KNOW won’t stay gone long.

Ironically that’s the same issue I’m having with Borderlands 2, I know I’m late to the party.. but I wanted to play them all in order before reaching 4, and the Endlessly spawning Robots are so annoying, I don’t even waste ammo on them I just run right past them.

DST has this problem because of how much ridiculous Health creatures have, I get Klei tuned them this way for “Multiplayer” But, be honest with me: when have ANY OF YOU ever wasted Weapons fighting the Grazers that spawn during rifts? 
You know they have huge pools of health and won’t stay dead… so why waste tool durability on them at all?

This is also the Brightshade problem.

  • Shopcat 1
16 hours ago, wormwood123 said:

Being unable to stop them is actually something I wish there was more of in the game, especially with non destructive things like the brightshades as they won’t destroy your structures. It adds more to the game by prompting you do do something instead of just standing around base. 

I hate Brightshade once because my perspective on this is exactly the opposite.

I believe that if a threat can be stop or use, then it is actually encouraging you to take action to do it; conversely, if it cannot be stop or use, it is just bothering you for no reason at all, which is not fun at all. This is how Brightshade mostly makes me feel.

Of course, strategies like Lava pool dragon fruit or weaponize them with TNIGLE node have greatly improved this situation, now I feel much better about them, even one could say that it is a rather decent content. But I doubt that this is part of Klei's design, especially after they unreasonably removed the monkey cannon, they should better realize this in the future and incorporate it into their considerations.

Edited by Cassielu
12 hours ago, Mike23Ua said:

Brightshades on the other hand: my biggest issue with them is how fast they come back to the SAME EXACT SPOT after you just recently cleared them out.

If they worked more like Lure Plants or even Spider Dens, I’d like them a bit more, but at a certain point: You ignore the Brightshades even exist and run right past them so you don’t waste tool durability on something you KNOW won’t stay gone long.

I definitely can agree with that they are certainly flawed there. I do think they’d be greatly improved by either lowering the weight of priority for the area of plants near them when they infect or completely stop them spawning there for that specific rift or even the next rift also. Another way they could improve this is add an alternative to the Brightshades that spawn so they don’t spawn as frequently. 

"Are brightshades actually that bad?"

No. They're amazing. They solve the problem of frog rain, hounds, and can even exterminate bosses like Armored Bearger. They're excellent for farming with Bunnyman. Furthermore, they're an extremely easy source of Brightshade Husk, which is much harder to find on the Shadow Side. I can do all kinds of farming at my base with them by my side without any risk.

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15 hours ago, Mike23Ua said:

DST has this problem because of how much ridiculous Health creatures have, I get Klei tuned them this way for “Multiplayer” But, be honest with me: when have ANY OF YOU ever wasted Weapons fighting the Grazers that spawn during rifts? 
You know they have huge pools of health and won’t stay dead… so why waste tool durability on them at all?

You don't, I would have thought this was abundantly clear - especially with the sleep effect... jesus.

 

16 hours ago, Mike23Ua said:

Ironically that’s the same issue I’m having with Borderlands 2, I know I’m late to the party.. but I wanted to play them all in order before reaching 4, and the Endlessly spawning Robots are so annoying, I don’t even waste ammo on them I just run right past them.

Endlessly spawning robots - which I cannot remember existing, i'm sure they do.

If you don't shoot, how're you expected to loot?

6 hours ago, Uedo said:

That's true. I always keep other players bases safe by attacking their structures with hammers. That'll learn them

You don’t even need a hammer anymore, just walk into them with the new Horse Stick. 🤣 It breaks my boss statues real easy.

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