#combat-and-skills
1 messages · Page 15 of 1
Agree with this a lot. I've been playing windrose EA and they removed durability completely from tool use. Its been such a breath of fresh air, and one that I've heard the others I play with say they wish Enshrouded implemented.
You can disable it.
It just doesn't add much of anything to the game, its not especially fun to have to work around, and to have entire talents tax the pathway with durability feats feels bad.
That's good news, I'll look for that in the settings. Still would prefer to not be forced into durability feat taxes for such a milquetoast mechanic, but its a start at least.
The game is extremely customisable.
One of the reasons I love playing it.
You can make it as hard or as easy as you want.
Hi, is there no dedicated channel for feedback?
Well I will leave it here. Although I am loving the changes made to the combat, I hope this is but a simple and small step in the right direction, because combat still feels somewhat lackluster to me:
- Not very impactful as enemies don't seem to stagger much and weapon hits feel very light and dismissive (by this I don't, by any means, intend to say that the animations should be slower, please no, in fact, if anything, make them even faster a little bit, it would make everything feel more agile, without removing the feeling of the weight of two-handed weapons, which I love)
- On the topic of animations and skills, definitely feels a LOT better than it did before, however, can still be incremented further, more skills, more agile and fearsome movement, longer and flashier combos, there is a lot of room to build on what already is a solid foundation right now (shoutout to the dagger animations, e.g., the normal dagger attacks feel dreadful... the heavy atk and skill are very cool, in disproportion)
- Also, on the topic of heavy attack, hit reg for it is messed up, especially for 2-handed, sometimes it completely goes through enemies
- Finally (just from the stuff I remember right now) dodge NEEDS to be an animation cancel, in my opinion. If you try to play the game on a harder difficulty, getting stuck on an extra attack when getting absolutely relentlessly and, honestly, excessively swarmed by enemies attacking at the same time, it is extremely frustrating to get 1-shot consistently because your dodge was just on holiday for one more second. You need to be able to cancel your atk animations with the dodge to make combat much more fluid, imo.
Cheers!
yeah id love for the dodge to animation cancel
Banshees are unironically tougher than sicklescythes now 😭
I mostly agree with your points on combat feeling better but still not quite there yet, and I’d like to add some dagger-specific feedback from my experience.
Even the normal light attacks tend to lock you into very short animations. It’s subtle, but in practice it’s often just enough to prevent a timely dodge or block. Light attacks, in my opinion, shouldn’t lock you in at all - they should feel fully fluid and usable while moving, without any delay.
The dagger heavy attack looks cool at first, but has several fundamental downsides:
- The animation is significantly longer, which makes you much more vulnerable
- It pushes you away from the enemy afterward, reducing your uptime (feels counterintuitive for a DPS playstyle)
- It actually deals less DPS than just spamming light attacks
Because of this, it ends up feeling almost pointless outside of very niche situations.
The new weapon-specific dagger skill feels like a missed opportunity. Daggers still lack proper cleave/AoE, and this skill could have helped address that, but unfortunately it doesn’t really solve the problem.
I’m fully with you on dodge needing to cancel animations but I’d extend that to blocking as well. Both should be able to interrupt attacks to make combat feel more responsive.
Is a bow/dagger hybrid even possible now on controller or is it really awkward to play? I can't imagine not having a quickfire option
Did they improve Lock on for spells?? I don't use lock on much, but I just clicked it by accident and the spell tracked well.
Yes they improved lock on in general
If you have feedback you should visita here and make a thread and 100% note all of this on it
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Here you can voice your complaints, reasonings, and suggested feedback on how to rectify said problems in ur own words.
Or check what others think and join in on the other peoples threads
they changed how the combat works, and now your character doesn't get pulled toward enemies when you swing
it felt like part of the evasion skill, but it was actually separate from it
they need to change the popup then still says it dashes toward the enemy
which is how i expected it to work
I actually like the idea of the dagger heavy attack dodging you backwards, IF it actually worked reliably. It doesn't move you far enough back to dodge attacks from some enemies and I don't think it gives you iframes either. Would be fun as a hit and run tactic to deal some damage and stun and then dodge out of the way of other enemies but right now it's not quite there.
And agree on the aoe or cleave for daggers would be nice, but I think that could be part of say the upwards or downwards jump attacks for daggers. And I'd be okay with using other weapons for AOE if daggers were actually better for single target.
right, the daggers work but i am using an axe now and it does now
i meant does not now
is there another skill now i missing that does it ?
Does anyone have any recommendations for skills to aquire for greatsword? we are lvl 17
Increased 2h weapon atk spd in barbarian tree
Greatsword atks pretty slow so it actually helps quite a bit
are sheilds still borderline pointless?
I see the idea behind the backwards-dodge heavy attack, but personally I just don’t like it - probably just a matter of preference.
When I think of dual daggers, I associate them much more with high single-target burst, which also fits the classic rogue fantasy. Instead of a disengage-style heavy attack, I’d much rather see something like an ambush-type ability, maybe a stronger hit that scales more heavily with backstab damage and possibly even adds a short stun (1–2 seconds).
And regarding AoE, I do think daggers should have at least some form of it. Something like a small AoE attack that spreads poison effects from your weapons to nearby enemies could make the playstyle feel more complete without taking away from their single-target focus.
No. Shields have a good purpose and work well if you can use them properly
Imho they are neither fun nor feel easy to use given our attack animations are longer than some enemies meaning reaction isnt a thing as much as preempting.
Strange you'd say that.
I'm not exactly young and my reactions are probably slower than "normal", yet I seem to have no problem using them.
Sure I'm not 100% effective but I don't think they're supposed to be.
yeah I also have no issues with shields
What attacks/builds do you use?
I use shields mainly when wanding. It's great in a pinch if you mess the kite up
You do know that every blockable attack has a tell for timing to block, right?
also, learning their fight patterns helps a lot if your reaction time is a little slow
Swords and projectiles all flash when they are ready to be blocked.
100% how I survive.
important stuff
same lol, had to adapt or be forced to not explore lol
Adapt or die
i still cant d eflect a ceartain bosses attacks properly as a tank though
Lol
Some of them, the timing is very tight.
Definitely adapted. Found it to be more satisfying to blink instead of block.
Blink is also amazing 👍
The problem isn't timing a block or parry, it's that you have to stop attacking ahead of time because otherwise you'll be locked into your own attack animation and won't be able to block.
That is my experience. You did a better job of explaining.
And while some amount of learning enemy attack patterns to prepare to block or parry ahead of time makes sense and I personally enjoy that, it still feels too clunky and even a bit frustrating to get animation locked quite this much. I hope they add a little more leeway there.
genuinely curious as i don't play them, only watch- isn't that what happens in soulslike games?
Well Enshrouded isn't a soulslike game.
So you want to stop mid swing and instantly block?
Not mid swing, but would be nice if you could at the start or end of your swing, yes.
Are you genuinely trying to understand or attempting to discredit an opinion? @bronze hollow
Right now there seems to be very little, if any, leeway once you press the attack button.
And especially for lighter weapons like 1h or daggers you really should be able to parry a lot faster.
Like you do with your question
I think it's slightly unrealistic.
It's a game.
Agreed. It is.
And in real life if you're dual wielding you can attack with one and parry with the other at the same time so...
Same if you have a shield.
in real life i dont get stuck queueing 3 attacks after one swing because i clicked too many times during that first swing
I honestly wasnt sure if what was being explained wasnt being understood or it was disbelief in the goal. So i asked outright.
It would make sense that heavy attacks or 2h weapons require more of a commitment to an attack, for the tradeoff of higher damage and potential stuns/etc.
But a light weapon like 1h+shield or dual daggers should be able to block and parry during at least part of the attack animation, obviously not the very middle of it but sooner after an attack and be able to cancel it easier too.
I'll refrain from stating my opinion then. You probably don't want to hear it.
No but something similar, it’s called momentum. I want you to see interrupting your attack midswing in real life. Good luck with that
Disagreement is fine imho. Not expecting to convert anyone.
You can use your momentum to block or parry an attack in real life.
And again, this is a game.
This much we can agree on.
Given there isnt a Keen Games forum, is there a better place to share thoughts/feedback/whats fun etc.
im solely talking about clicking to attack, to stop clicking in preparation to switch weapons or to block, and my character attacks one or two extra times for no discernable reasons other than queued inputs
Enshrouded is meant to have immersive combat within its game world and mechanics, NOT realistic combat compared to real life, nor is it meant to be a soulslike game.
there is a feedback website you can go to actually
What is Feature Upvote?
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- Please search for your suggestion before submitting to avoid duplicates.
Suggestions may be open/closed at any time to review backlogs.
- Upvote suggestions you like to increase their chances of being implemented.
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Oh cool! Thank you
Don’t know his argument has any point validating your argument
Yup it queues up an attack pretty easily, but you can't cancel that attack to block nearly as easily.
So I just hope this is smoothed out so combat feels more responsive. It's NOT mean to make it easier but instead feel like you have more control (being able to cancel to block easier that is)
So you know what the devs want to implement and their vision?
im fine with queueing attacks, but if i try to swap weapons/block i do wish it would replace the queue
Nope turning that off...
Well yes, because they've given us updates and a road map and this is the way the game is designed so yeah?
If you think they want to make this a game with soulslike combat or a realistic fighting sim, please point out where they've said specifically that. Otherwise I assume they want more of a survival/RPG fighting style, which is what the game has right now and has had for all of early access so far. There's no indication they intend it to be anything else.
Yeah exactly. Basically being able to cancel the very start of an attack animation by blocking would really help I think.
That would let you cancel a queued attack and block/parry or change weapons.
yeahhhh, based on what others have stated in here, it seems to be a bigger issue if you have a slower computer/lower than maximum framerate? people with higher end computers dont seem to have such frustration with attacking extra times, but could just be anecdotal
I've never had two attacks queue, but it is really easy to queue up one extra attack (same goes for tool use too). I run at 75FPS.
I notice attacks queueing or buffering one after another, but I also have no issues interrupting that by blocking
i believe i run mostly at 55/45fps depending on where i am, and i do think i have a habit of expecting my weapon/item/tool to swap by then, so clicking more keeps queueing the original item
interesting! im not sure if blocks do interrupt it for me or not, its usually movement that i've been trying to do instead of attacking
Melee combat just needs to feel a little more responsive is all, really. Whatever that means from a technical standpoint I trust to the devs but I am hoping they do that.
Otherwise all the new attacks and such they've added this update and previously have been great additions to the game. It feels good to not just spam left click all the time.
wholeheartedly agree! on the subject of the update, is there any easier way to figure out where to find a skill by name
the upgradeable armor makes me search for the skills so often now, and im searching like 60 different nodes to figure out what it does, guessing location based on name
This I will 100% agree with, and I've already made it know that it's annoying as hell.
The very beginning in the very end of an attack animation needs to be cancelable with block or dodge.
Obviously, once you’ve committed to the swing, you’re stuck swinging. But what makes blocking and dodging feel responsive is being able to cancel out of the end or the beginning of an attack.
I mean, I could probably mod it.
oooo~
I always liked these daggers, they looked so clean... and they have backstab and health leech!
sadly no flat +damage..
Why do so many swords have mana leech when you can only cast using magic weapons?
Like this one!
made for BattleMages. you know, that class that no one wants or plays
I mean I play primarily mage and have points in the battlemage tree, but I only use Wand and Staff. Shouldn’t swords have life leech instead?
The whole point of mage is to take advantage of range since they will have low hp and defense, going into melee for mana would wreck me.
that's why no one plays it lol
I personally love that some swords have Mana Leech on them (though I do prefer the aesthetic of the Rune Master's Sword over Minor/Major Arcana).
However, I also run a hybrid mage/melee build rather than a pure mage build because I find wands to be boring weapons compared to melee, and enjoy being able to take a few hits when enemies inevitably get close.
does anyone know the total amount of skill points if you collected all Shroud Roots and are lvl 45?
184
I have inner fire 3/3 + 2 on items for a total of 10 minutes extra shroud time, my flame is level 9 which should grant 9 minutes, plus base, what is it ? 4-5 minutes ? should be near 20 but i only get 13 minutes
are there now some kind of diminishing returns ?
actually I am getting 13 minutes and 10 seconds. if base is 4 , flame level +9 = 13. so inner fire must be giving 10 seconds extra time instead of minutes
it's bugged. they know about it
its been awhile since i played this game again, i'm level 35 wtih the old bis two-hand gear what are the talents i take for a two - hand build?
If you have a blunt 2H weapon then take 3/3 Barbarian Path, 3/3 Brute, 1/3 Blood Rage, 1/3 Earth Aura.
If you use a Greatsword then 1/3 Barbarian Path (to connect), 3/3 Titan's Edge, 1/3 Blood Rage, 3/3 Slasher, 1/3 Soul Leach (to connect) 1/3 Earth Aura.
Rest is up to you but I like to take 3/3 Back Stab, 3/3 Counter Battery, 3/3 Fatal Precision, 3/3 Ranger, 3/3 Eagle's Bane, Dessert Stomach...
Is this a good place to give suggestions for the game to the team? If not, where?
Those pants are so good
they have a site you can post suggestions on
What is Feature Upvote?
- It is a site where players can make suggestions for the game and upvote other suggestions for a chance to get them implemented.
- Please search for your suggestion before submitting to avoid duplicates.
Suggestions may be open/closed at any time to review backlogs.
- Upvote suggestions you like to increase their chances of being implemented.
Enshrouded Feature Upvote: Click Here
Please keep suggestions to one per ticket, we will delete any tickets containing general feedback, multiple suggestions or duplicates (as that defeats the purpose of the site.)
The best pants ever. I hope they keep making them at higher lvls
Anyone know where there's a spot with a couple drak chieftain? I'm trying to get a gem of currents
Inner Fires is adding seconds instead of minutes, I have 10:00 mins of shroud time without skill, I add skill and I get 10:02 mins instead of 12:00 mins. I verified if I add another rank I get 10:04 mins, instead of 14:00 mins, this is a big problem!
I supposed if this was global it would have been fixed in the last hotfix? Anyone else having this problem?
It's known by the devs and due to be fixed at a later point
Stuff that breaks games for real take just priority for now though.
Some End game gear (very end game) has points of Terror that makes it a bit more viable like it was pre patch. I feel a lot better.
But for the rest of the game it feels bad. Not as fun.
My different leveled test characters have been spam opening chest at all levels and I don't see any more options.
I hope they also added Terror to mage armor from rare world drops at each level/area starting in the Blackmire. as it would let players who like Terror enough to go grind for it, to do so. As anyone found any?
If I had to guess, a lot of the new changes were probably balanced and weighted with the multi rank system in conjunction with the gear upgrades, to put it all together. I have some mixed feelings about that implementation
Time dilation, you may be near a space-time a anomaly
jk, it is bugged
Yea, right now it feels like I am only allowed to have pre patch terror once the (current) game is over.
I think if things are balanced around max ranks + gear ranks, youre inevitably going to end up in a place where things feel less like benefit or gain and more like a build requirement, similar to arpgs. And I'm not really a fan of that style.
I am find with it if more varied gear existed. But yes right now it is more restrictive that what feels good. Coloring inside the lines if fun. Color by number if fun. But This feel like someone colored it for me.
Back to the feed back thread i guess
I don't know that items interacting with the skill tree is ultimately a net gain or positive, is what I'm kind of getting at. I understand the development draw, and on the surface it's very neat, but there is a -wide- berth between many of the skills, their cost, and their benefit. Having to have a rank in them already to even gain a benefit does not help
Basically if the gear is factored into the balancing of skills,,then is it even really a gain at all when you hit back to where its max is to function how it needs to benefit you
Yea this is the 1st issue. Removing that ristriction, or lowering the cost of the 1st point to 1 for all muti ranked skills would help
In the end I'd rather get the benefit from the piece, not from the piece potentially influencing my skills. One of the worst parts of that is that many of these passive talents on gear are modifying things that could just as easily be added as a stat rather than a skill. It ends up feeling like bloat for the appearance of diversity
is it just me or is the rune cost INSANE now. Like how am i supposed to get like 500 legendary runes
Runes are being used to cover more and more now and I don't think the cost, especially late game, is keeping up well with production of salvaging weak pieces
Between a lot of the new stuff coming out with variable tiers and this,,the game is starting to feel...grindy
Particularly with multi-player- how do we outfit 5+ players with legendary gear from a limited number of chests? At this point, crafting the rare armor is almost required because by the time you get a full legendary outfit (if ever), you're ready to move to the next zone
And that's even with our loot settings turned up to 200%
And some armor still can't be crafted, and has to be found (e.g. fowler set in highlands), so good luck finding even a rare version of those sets now
Whats the point of crafting armor, if you get much better armor pieces in chests?
You gotta find it lol
The loot pools are quite large in chests now, so finding what you want is much more difficult than it was
Yeah and RNGesus hates me, so I'll never get what I want. When I played (during update 7) the Solo-Mage I got Ranger equipment in chests, but never the Wizards armor. When I played with a friend after that and created a new character the moment we got to Revelwood I got the Wizard armor in chests, and magic staff and wands in chests, but my Solo-Mage during that time was beyond Revelwood already. I still haven't gotten that Warrior armor...
I think crafted fits into a nice niche area of acting as a backup or placeholder for gear you're having a hard time finding. So I think it has a purpose. The problem is that now that you have to invest runes into armor, and it's worse than it was without investment, you get stuck playing a game of not being able to invest in things youre using if you'll just find something better. I think that worked okay when it was largely just weapons but not that it's -all- gear, the current rune acquisition rate just won't keep up
I wish we could use the regular crafting materials along with runes to upgrade armor.
If you have a warriors armor why not using metal plates to "upgrade" it? Why is it runes for everything? What even are runes? Are they some sort of magic, that make armor thicker and stronger by being thrown at our armor?
im looking through the skill tree, is there not a staff specialisation( with skill move)? or am i blind?
no, but you know, it just mage players after all. they don't mind,
so bow gets one but not staff
even when they are both range weapons that use consumable ammo
shame
Pickaxes and woodcutting axes have one too
hey, chin up, here is acid bite, shroud meteor, and light burst. enjoy
Sarcasm in text is tricky
i noticed, do they give more resources or just destroy the tree/vein quicker?
I think it jus chops one down instantly or carves out a bigger chunk
I guess technically u get more from the pickaxe since ur mining faster?
for mining, bigger chunks = more voxels = more stuff
For now, there is not one, no.
Best mages have atm in that regard is Wand Specialization. All attacks build up the special gauge regardless of what weapon specials you have unlocked.
I've built a pretty strong case in feedback threads showing how gear rarity variants and gem slot availability actively worsen the experience while providing no benefits. Hopefully the devs listen
I feel like there is a growing trend toward options rather than balance, and I think both the skill tree and equipment have been suffering from a lot of concocted ideas that sound neat with poorly or imbalanced implementation
I loathe knowing I am going to now try to find legendary gear and how I'll have it plan for that in my process.
how do people like the changes to greatsword? does it feel better? Is it faster then it was? It was so slow thats why I dont play it.
Still super slow, but it has some AoE cleave on initial attacks now which is a big improvement
nice, I'm usually not a sword and board guy but the speed is just to nice so thats what I play.
The new "ultimate" for GS is pretty sick too - the classic "Spin to Win"
Did anyone notice some new weapons were added?
Link? You always seem to hav same conclusions i come too, but ur way more articulate than me..

It was in one of the explorers feedback threads. I'll try to dig it back up here in a sec
What level did you guys clear hallow halls.
I am getting... really annoyed... that heavy attacks can only hit ONE target and no more
they keep hitting the thing I don't want them to hit, then don't hit the thing that I am trying to hit that is about to kill me
bro I've hit trees and bushes on accident and it'll eat the hit for an enemy I was aiming at
absurd
I am in Cromville, and I have a bee trying to sting me, so... heavy attack! a heavy attack 1-shots them
but nope, I hit a chair and now the bee stings me and I am heavily poisoned cause you can't interupt a heavy attack with a block, and I was supposed to kill it before it finished it's sting
heavy attack leaving us open for a long time no matter the weapon you use is kind of a bummer too
that is fair balance... if it hit all the targets it should hit
I would say it was balanced if heavy attack did more damage but honestly I think it gets out-DPS'd by regular attacks
Which kinda sucks. It’s totally changed the flow of our three man run. I understand the thinking but in reality it just means more back and forth to safe non-shroud areas - which feels like time wasting.
and why doesn't heavy do more damage to props?? I want to SMASH my way through broken doors in one hit
I just use the felling ax.
Yeah. 30 sec was definitely way too much, but 9 sec feels so low that you kinda have to deliberately abuse Shroud wands to feel its benefit.
I'd rather they have dropped it to like 15-20 seconds and then prevented it proccing if you did 0 damage.
I lost all patience, went to depo world and took several tens of thousands of runes. Now I don't have to deal with this nonsense.
Funny thing, it's definitely enough for weapons for 2 chars, but I'm not sure it will be enough for all equip for 2 chars. Well, more depo raids it is.
Also took 50 lvl legendary staff with mana leech. Using a staff without it still impossible.
Using a staff without it still impossible.
Technically, you can now get by on Mana Regen alone. However, you have to spec into it really hard to do so, unlike Mana Leech.
why does mining skill(the one with focus) feels weak?
Probably because it's extremely new.
I see, it's like- only mining rocks and not the minerals, most probably will be buffed then
lol im sitting here scumming respawners to get legendary runes
yes, I wanted to add that maybe staffs with +20x2 mana regen could be close to enough, but I haven't tested this and not sure. But still when you return close to 50% of mana costs each cast it's hard to beat
I'd suggest scumming depo worlds. More time effective 
i mean... true
but that feels extra scum. At least this way im farming them myself
If you have time and patience, go at it 🙂 Would you last enough to farm all you want? 
tbd hahaha
When is the new "deposit all" unlocked, and through which NPC?
you can just build infinitely wooden shield for some fibre or so and salvage them for 12 runes, and then convert them at the smithy
big brain ty
eh getting string might actually take longer lol
Big Shrub farm says otherwise
So it it really confirmed Ranger took about a 35% loss of damage hit overall?
That's certainly not what we said, did someone do their own math or something?
Somebody in this channel. Can't remember heh.
A lot of things changed at once with this update, so only looking at one thing (like the skill tree) won't give the whole picture
Could y'all look into guard breaking not stunning mobs?
Parrying works, but whittling their block down by filling the bar just seems to do nothing.
I haven't tested, but looking at some videos. It looks bad
Definitely the one on the right. 
well, my friend says it's about 40-50% loss. So 35-50% range I guess. Maybe he hasn't made completely optimal choices and we certainly haven't updated our equip because of rune costs, but this is how it looks. 42 level
and it's not looking at skill tree, it's looking at damage numbers in game
For damage output/enemy health to be balanced to about where it was pre v0.8, adjust enemy health to 75% and boss health to 80%
In server/world settings.
it doesn't change the absolute numbers. Also we already play at 50% enemy HP. And it feels NORMAL. Or even a bit sturdy. This game for some reason trends to be very tedious and extremely grindy lately and I don't understand why the devs think it's a good thing.
this one, right here, I want this comment framed @smoky lagoon
no cheap stuff from amazon either, fine oak frame, maybe some boreal
I've been complaining about the grindiness on this game, and I keep being told "just change the drops to 200%" and even 200% drops isn't enough
x2 drops doesn't help enough, when the game is 5x grindier than it needs to be 
revelwood dirt, last I checked, is so much harder to dig than springlands dirt is... but why? make all the dirts the same softness so we can dig them easily... Silver, dear god silver is a nightmare to mine, it's so insanely tough
grinding for spells components, arrow costs, armor- dear god armor drives me up a wall. lemme grab pictures
Yeah there's a lot of oddities like that tbqh
(Don't look too closely at the size of crops)
for coffee roasting you need ONLY the last type of sand from Veilwater. Which is MUCH harder to dig than fine sand from the desert. Why only it? You use it as a base for a 'pan'! Why like 10 times slower rates?
The Blacksmith is being abused 👍 shame on you 😡
no, he forgets to close doors, so he lost his human rights
#spoilers-ahead message
Is the difficulty setting slider for Enemy Damage broken, or changed?
last patch 150% would dunk off 30-40% of my HP and now it is like 15% (build is a mage)
see, the thing that is wrong with this recipe is pretty obvious to the devs/game designers... it doesn't have
FIFTY ENSHROUDED ICE TACKED ON
or is armor / damage calculations altered?
My guy, that was a huge part of Patch 8. Like the first thing they announced.
armor calculations got changed... I... have no opinion on it yet but I am kinda avoiding combat at the moment until I have the best armor in the game
Oh, I was too upset about Terror to notice
I am end-game, but like... now I am farming chests for the best armor, cause... cause
Terror wasn't even talked about by the devs lmfao
I did not watch the vids.
So, 150% damage is meh, what is everyone playing at for a fair challange?
I haven't seen much difference at 150% enemy damage. Maybe some enemies changed? This parameter looks close to me.
Sounds like a very solvable problem tbqh
Yeap, and you solved it when to you told me!
Only partially lmfao
Not gonna lie, spending hours pissed at the changes to a single skill but not bothering to watch < 15 minutes of video explaining the entire patch contents is crazy work
I am in the end game Elder / Paladin armor at max upgrades. Just now noticed the damage changes.
I did not want to be spoiled
hm, maybe at max everything the defence is really better
maybe some. is the current damage and armor mitigations formulas public?
if they are I don't know where 🙂
@glass ferry I gusess @cunning mural wants you to see this comment? something about framing it?
less grind
more cheese! https://youtu.be/WGUu5vJXSao?t=11
I lowered enemy HP back down to 100% from where I was playing last patch and it feels good.
honestly, sometimes it feels like the game is being balanced around some internal "we need x amount of players playing for y amount of hours per day" metric that is usually reserved for FTP Battle pass shooters
I love Enshrouded, I love the world, the combat, the exploration. Why is there some persistent need to push something that adds more artificial playtime to my gameplay every update?
Yeah, honestly. I'd much rather spend that time making fancy builds n shit
I am trying 150% enemy/boss damage but with 75% player HP now and see how that feels. and 100% enemy/boss HP.
you need to make the fame fun
and we will play for like, 3652.7 hours or whatever just off the top of my head 
just a random number
but most of my time is being spent, not building or not doing the thing I want and instead doing prep time to do the thing I want! 
I want to build stuff... but instead I am farming weapons, cause I want weapons, not cause I enjoy farming weapons 
I am so sick of RNG loot
I am finally starting to share that sentiment after finding my 4th Uncommon Elder chest in Cromville
I mean, you can mod it so 5 items are in each chest instead of 1 or 2
idk how to mod 
With a patcher mod.
I'm the dumb!
I want the game to be enjoyable without mods. That's why I don't play Valheim
it's not even the problem of RNG. It's the problem of the genre: this game is not a diabloid where loot drops by hundreds and thousands. It doesn't even have some constant chest drops, chests are fixed in the world
well then, use a public mod, like one from Nexus, I see a patcher mod there that is upto date, I can talk you through it over a call, shoot me a DM
oh 100%.
Is the combat better or worse after this update?
to each their own, it seems.
I think it's miles better. Others think it's worse
Just don't get so caught up on absolutely needing the best piece of equipment in every slot at all times.
I gave up after 20 hours back in January because I hate the parry / block system but the notes do not seem to mention this. Does magic still have auto target that cannot be disabled?
Loot is always a pain point in games. Sometimes it's a case of a bad risk/effort reward ratio, sometimes it's having too many useless items. And sometimes it's a mismatch of player expectations. Or a combination.
People will always, always ask for more loot, better loot, less grind, easier progression, faster gameplay, etc, but often the issues have different solutions than that.
The loot never bothered me, the lack of combat systems to use said loot in does. It looks like there is now a heavy attack and a special attack but no mention of anything else so I'll probably give it a miss
two handed swords are a ton of fun now.
or more fun than before
it's no dark souls.
Ouch; yah that's a substantial nerf.
So for 2H - Greatsword or Blunt/Mace?
try zooming in a little more
did they get rid of the skill where meat gave extra health or am i blind?
The push to get us back into chest farming continues to baffle me, and its legitimately starting to feel like, yes, We need you playing this game and nothing else FTP monetization practice without the 'reason' that makes it necessary.
"We killed Chest Farming." to "We put even your ARMOR behind Chest Farming now :D"
I brought this up a while ago but -- this is a handcrafted world, why isn't the loot handplaced?
Crafting in a Survival-Building Game being RNG protection is baffling. Why aren't we hunting down and exploring for recipes?
Why do we have quality tiers in the first place?
There's no PvP, there's no competition, there's no extremely challenging content, there's no gear-fear without it being enabled. The only player pressure on this is completionistic (Metagame).
So again, Why? I'm left with two answers:
The Devs associate these things with the genre of games they want Enshrouded to be, without fully understanding the reasons for these systems...
Or
Stipulations of the studio's investment are tied to engagement metrics rather than sales. Which again, there's no player income to leverage for it.
Mana leech may not be as hard of a requirement leveling now. On a alt at level 15 and I have enough MP5 to keep up with "spirited" fireball use.
the largest contribution is the rings of mana's upgrades that give more MP5.
Granted I think mana leech staffs are still stronger when leveling when you have them, but (while leveling) we can take a none mana leech staff as a upgrade without filling neutered.
Also, I think they buffed at least the low level gliders
The funny thing is, removing armor from chests in the first place was done to make the weapon RNG grind more tolerable. So naturally the first thought I had when I read the patch note about armor being put back into the chest loot pools was that it was going to make getting good weapons a nightmare again.
There desperately needs to be more ways (and more reliable ways) of obtaining high quality weapons and armor besides loot chests. Being able to craft them, even at higher cost, would be the obvious solution, but they seem adverse to providing anything higher than rare quality through crafting for some reason.
RNG sucks. RNG on top of RNG even moreso. RNG being the only source for the best gear is honestly one of the very few things I actively loathe in this game.
Again Anyone who wants, I can show you how to mod that.
I also like that a lot of the buildings are less destroyed. I don't like building when doing a test run and there is a ton of settlement options now.
terror still suck tho 😠
I'll save the modding for after 1.0. For now I prefer to focus on giving feedback for things I feel aren't quite polished enough for 1.0.
It can be easer to test things that you have. rather than not found
And yeah. Was playing around with my attempt at fixing my build, and Terror barely felt like it was proccing at all.
I'd rather start and finish a new save of every OwlCat game, Morrowind, and Vintage Story before I bother touching backend in this game to be completely fair.
the soaked build with the End game versions of the Elder set helps.
As far as loot goes. I'll just pick stuff up from shroud depot if RNG decides to not respect my playtime.
Which is honestly what I'll do. I dont' wanna spend 100 hours farming for rings, and quality armor
Honestly, the soaked mechanic doesn't really mesh well with my playstyle.
Do they have it in stock yet?
They don't have the quality spread on gear yet, and they'd need to remake those aisles to accomodate it
If we'd gotten an actual water spell to go with the shock mechanic then maybe, but messing with the mechanic right now interrupts the flow of how I do combat too much.
The Water Pump and Currents Gem is just how you do Soaked. Kinda period
And yeah -- it feels back.
I haven't checked the Depot yet because I read just yesterday they're still trying to collect the new items.
Meh, I used the gem of currents most of last patch, and keep my self wet.
Running into melee with the heal-boom build will save my sanity and my inventory slots
And I'll still get utterly creamed despite healing half my total HP every half second.
So....
I maxed Harsh weather condition too, made it easyer to be wet with out haveing to reapply it.
the biggest ick is the - soaked time stat on all the end game gear.
I'm more of a nuke from afar, light burst and slash up close type mage. Way too much movement and stamina use to really make use of any form of existing soak mechanic access.
For Me:
The only way to enjoy the game is to not play right now and remember the olden days of Daisy Chaining when mage was worth all of the negatives to play.
Building tides me over when being a mage feels too unfun. Which unfortunately has been a lot of the last year and a half at this point.
Anyone noticed most of the quest are to show up to some community, still there stuff and kill them when they defend their homes?
are we the bad guy?
no hold on... these are not "Their communities"
we're showing up to give Karma
the scavengers themselves showed up to communities and destroyed them, quite often
minus on Albaneve summits, we're definitely the "bad guys" in that situation
albaneve summits scavengers are a different class of scavenger
There are surly some Scavengers that joined tho's communities later
And they are not the only intelligent beings we attack
most Scavengers that we see, with Matrons and all that, are "Rob, Pillage, Destroy" situations, at least until albaneve summits
Yeah, scavengers are high on elixir and murder and pillage in every settlement they run across, wild animals are wild animals, fell are mushroom infested zombies, vukah pretty much do the same thing as scavengers but without the elixir madness, and the lizardmen are jealous that the ancients chose humanity over them and want to wipe us out in retribution.
the only exception is the Albaneve Summits people
cause although they "are scavengers" you'll actually notice that most of those are Vorgoth's kingdom and are basically just... soldiers keeping those places safe
even though they do kinda fall into disrepair, most of the albaneve summits things are in less-disrepair until shroud shows up
surly they are not a monolith, there must be innocents
I could've sworn I read a lore piece at some point that they were moving to invade the lands to the south, but got distracted by the dragon.
But my friend and I kind of rushed through the summits too so we definitely missed lore bits there.
prior to this update, Balthazar literally warned us not to drink it, in fear we would also go mad, and if we drank it he commented "oh... there's madness in your eyes but it's not as bad"
propaganda, I have been drinking that stuff for 2 years now
and the only thing I am mad at is the Terror changes.
flameborn are resistant to it, because we are resistant to shroud-related-stuff
I counterract the elixir with flame scrolls.
and Elixir is made with active mycelium
you would think we would craft up some ink and copy the dam things
ie. it doesn't make us as crazed because our ancient biology purges the mycelium like it does the airborne spores.
Man, I would craft so many flame scrolls if I could.
seems like they should have done that when folks first starding drinking the elixer,
Pretty sure they barely managed to create us before the apocalypse reached the point of no return.
I bet the ancients are in on it.
the ancients are... half in on it? they basically knew it was going to happen but didn't have time to warn us until it was too late
in fact it all started because the "mysterious wanderer" enticed Vorgoth saying "hey, this elixir stuff... the ancients don't want you to have it" and he was like "REAL SHIT??? I'LL DOWN THAT RIGHT NOW IN FRONT OF EVERYONE"
and it made him float and feel powerful, and then he said "alright, elixir wells everywhere"
and... that's basically the intro to the game, lol
Vorgoth and his kingdom were very racist against the ancients, lol
Just posting these for people interested in armour perks. I'll post more when I get em.
TFW 3/5 of the legendary ward traits do nothing for your build.
Scratch that 4/5. I don't use wands and shroud resistance is a later purchase in order to get to other skills.
That makes me even less interested in playing -- my shield is in the loot pool now too 🤣
I want to craft my loot. I don't care if it costs more materials than the current rare-only options. Crafting a legendary piece of equipment would be so much more satisfying than (eventually) finding one at random in a chest.
Because by the time RNG decides to give up the item I want I've already gotten sick of chasing it.
I am save-scumming to farm chests for loot...
I have looted like 100 chests now 
maybe 150...
I was done with RNG chest loot after spending an entire weekend trying to get a specific staff to drop back when Kindlewastes was the top biome.
they did change it so chests sometimes give you two items
did they stop skulls from spawning more skulls?
That, or progressed beyond when you need it.
There is currently a bug with Necromancer where if you use a staff to cast a spell that one-shots an enemy, Necromancer will not proc.
Shoot, even with the occasional double chest drop I still don't have the staff I want at the current progression level.
I have looted... 5 entire backpacks worth of chests?
hum I just did it 2 seconds ago, 1 shot staff and the litte guy is flying over my head right now
The lore is pretty clear that the Scavengers have gone mad from Elixir overuse.
If there were any other damage procs that happen, that can circumvent the bug.
Ah so we are robing the mently ill
The murderous mentally ill, yeah
Nothing here this is my low level alt,
Then maybe it was fixed in a recent minor patch. Pretty easy to test it.
I do like necromancer, Only stoped using it do to the old heal bug. (soaked build)
hum near saline springs, heading to the flame srine there is a unmared scav camp that has empty loot tables for the enemies and chest.
now that I am looking for it, there is a much lower rate when they get 1 shot. or it seem so.
Have you been able to get any more to spawn now that you're intentionally testing for it?
When I originally found and reported the bug, most other people thought I was wrong. Until they tried it themselves, anyway
yes 3, I moved over to a lower level area where I can 1 shot anything,
But it is off
There may be some other factor, then. When I originally uncovered it, I was on my endgame character. The bug was still around in Patch 8 as well.
I have 2 point in the skill, and no proc able effects yet
I also have not seen a skull make another skull spawn like before, last patch they would daisy chain hard on a pack of bats, rats, or beetles.
oh... fun...
upgrading a level 45 sunpiercer shield... bugs it... and it goes down to 41...
Hey guys, there are some videos about ranger shoot multi shot but the arrows look like shuriken which looks pretty cool. How can I do that?
I believe that is the gem of acrobatics
Thank you!
Some more for the perks.
Did they somehow buff dogs/wolfs in this update? I'm wearing full on melee armor, and the damn things bite of like 1/3rd of my HP, this is on standard difficulty btw. My friend with mage armor gets like 85% of his HP chewed off in 1 bite. Even by dogs who are a level or two lower than us.
A fair bit of copy pasta for the item set bonuses. Like all mage damage boots are ice damage.
Quite sure it's each armor has 1 elemental perk, shock, fire and ice are on different pieces.
And you can get the extra 2 from Rings to get to 3/3+3
It should be on the same set as the ice damage ones, but on the headpiece and gloves if I remember right.
Might be wrong, I'm talking from memory
Oh i might not have been clear. I was saying the sets were copy pasted for set bonuses. Ie boots all same, gloves same, head same etc. So i'm confused if you were agreeing with me?
So if for boots the options are Iceman on dps sets or whatever is on the healer Waveborn Ritualist Boots 5 slot (not sure what that is yet).
I was about to say the healer one is different but I can't remember from the top of my head.
The Elder sets are a copy of the DPS set, with some minor changes
Yep which is a shame.
guys does armor cap still exist after after update 8?
Finger crossed for next update
they changed the max mitigation to 80% if that is your question
okayy thanks
Elder has both Cold and Wet time buffs...
I did say with minor changes, it also has more defense and slightly less %s, but gives more cutting/etc defense per lvl up
Did the daggers got better/worse with the patch ? The missing warp kinda feels clunky to me
I am curious about opinions on this as well. Not sure if it is a matter of getting used to manually moving while attacking or if it is actually harder to get close enough to land hits.
The giant Lizardman (mini?) bosses seem especially hard to hit. There is so much space between their legs and tail that it is easy to be next to them and still miss them...like the hit box is so small you have to hit the leg or tail directly and belly/back melee attacks miss.
Heya. I'm hoping I can get some build advice. For context, I'm playing solo and am currently level 20, have just finished exploring the Blackmire area, and am now doing a bit of building before heading to what I believe to be Pikemead's Reach.
I'm currently running around with whatever 2H weapons I can find, running dual Gemini rings, and just hoping that things die before I do. I tried a bit of magic, daggers, and archery with various skill setups, but none of them seem very exciting or, in the case of magic at least, simply not viable at this point.
My main questions are:
- Does magic get better later on? I enjoy magic in any game that has it, but it just doesn't seem like it'd be very fun in this game (at least solo).
- Are there any ways I can improve my current build to be better?
- Is there a way to find specific items (2H axes, for example) of a higher level than my current one, or is it down to RNG chest farming?
It took me a few moments to adjust, but it doesn't feel the same. It is a bit confusing to me, as before i leaned toward a feeling of "warp attack is kinda cheesing it, doesn't feel like i'm doing efforts to hit". But now, it feels awkwardly clunky like "i want to, but it is hard to connect my hits sometimes because of the target (or the camera) are going places.
Wish we could just move while attacking with daggers. Makes sense big baddy weapons need a good foothold to be swung about, but daggers should be about agility.
I'm fairly new but I have a similar build (level 12 atm) on one character and a level 12 mage on another char. The mage I spec'd out to be glass cannon, it seems strong but difficult to play (everything even 2 levels below me one shots me). Already cleared the pike with it. Anyways, a few comments: Barbarian for 5 skill points I can't imagine is worth it at that level of flame yet. Not sure what weapon or armor you're using but a life-steel weapon (I find a lot of 2h maces with life steal) seems incredibly strong
here's my current build and it seems overpowered fighting things 5 levels above me (I'm planning on going straight to battle heal for even more healing)
Wondering if I can make Keybinds function a specific way? Can you make the 'ready ranged weapon' key bind exclusively to the weapon in that slot? The goal is to be able to have the shortbow in hand, and use 'ready ranged weapon' keybind to fire the longbow without having it occupy a hotbar slot. (currently with shortbow in hand, Q just readies the same shortbow..I have to swap to another item or hotbar for Q to engage the longbow)
What's the point of taking a tank skill tree and then having the "taunt" towards the end of the skill tree. I mean congrats on improving the skill tree but this is one of the dumbest things ever. Especially when I'm the FIRST person at the enemy but the enemy just straight up runs to the person that's the farthest in the back. And I have no way of pulling his aggro 🤦♂️
Don't think you can do that, Q aim will just automatically use the ranged you have currently in use
I don't think so either SideTrack..which seems odd since they clearly have two bow types with intended functionality. Does the item in the "Range" slot matter as far as providing passive bonuses?
I seem to get the shroud timer orbs even if I kill mobs with bows, and the only thing I know of that provides that 'on' me is the gem in my daggers. So what logic in the game is allowing gems to function from 'non' equipped items?
I am with you. I find the dagger heavy attack (jumping backwards) to be counter productive!
Yeah 100% is spawns the shroud timer orbs weather I kill with the daggers or not (where that gem is socketed) - There is no 'melee weapon' slot. Is ANYTHING on the hotbar considered equipped?? Can I put other socketed weapons on there to get the effects? (sprinting adds damage bonus buff, bleed on slashing crit, etc)
(I also get the poison damage application if I back attack something with the shortbow; and that gem is on the longbow currently - but that has some logic since it's 'equipped' in the ranged slot)
Me and my friends getting our a##es kicked :
- ok let's go to "moderate" mission areas (everyone outlevels us by like 3-5 leevels
- ok nevermind, let's do the skill-point trees... (there's lower level enemies but there's like 60 of them
- ok nevermind let's just stay at home and do nothing and then quit the game
👍
Not to mention, it doens't help that my 2 friends literally never parry, block or roll 😄 👍
Parrying/Blocking exists? Shoot more arrows, run for life.. that is all I know~
Oh yeah not doing anything to mitigate incoming damage will do it lol. Properly blocking, parrying, and dodging will let you beat over leveled enemies (sometimes)
This shortbow action got me questioning my life right now...the arrow economy is no bueno. LOL
since update I've been parry/block training like crazy
this is why I use Frost Arrow
Just wish we got it earlier in the game.
What is Frost Arrow? (I'm still in the first starter area, waiting for my buddy to get on so we can 'progress' so I just keep exploring more of the first area..I'm level 20)
Arrow economy is even worse now with the enemies dodging and the "auto targeting" being garbage
It's good that dodge now has i-frames
Yeah, no lie target lock in this game is...somethin'~ no thanks. (at least for ranged character)
There's a higher level one you can craft too. But it costs more to use.
it's only since update its bad.....It used to be ok
(Endless quiver from Everquest~ basically)
It uses Mana
al long as yuou nave mana, you good
if there was eternal arrow variety thatd be nice
I need that Eternal arrow tech in my life for real. That's ok, we get mana replenishment from skills.
I want a fire one\
you can spec into mana regen easily
since the patch it felt like i had enough crit to spam the arrow but now not so much
But yeah I'm getting tired of the runs over to harvest flintstone all the time..and having to grow bushes to harvest twigs.
Game is really good though, too bad Icarus's combat and building isn't as good...mostly the combat though.
yeah, it's definatly no where near as good as it used to be. Rangers got shafted with this last update...
How so? We got the new big special attack as well..what else changed?
Hello good people!
Two questions if I may:
- do you need a skill to be unlocked to be granted its item bonus (some skills show the shirt icon when they're unlocked, some doesn't)?
- is the wrong time alocation from the Inner Fires skill a known issue (it adds seconds instead of minutes for us)?
Thank you for your time. 🙂
Yes and yes.
(But still, report the bug, it doesn't hurt 😉 )
They nurfed crit rate and damage overall. the Special attack is good, but it doesn't make up for it.
Thank you!
What would you say is the best way to farm legendary runes in the first biome?
I have NO idea lmao. I havn't been back there in forever
until they fix it probably just cutting wood, gather fibre, making strings and crafting wooden shields. then salvage them and convert the runes to legendary at the smithy
That seems logical but also very boring LOL
the best best way is to go to a ressource server and just get them there
the intended way is to exploring , loot everything and hoping for the best to get enough loot
choose your weapon
yea, if youre not into grinding hitr the Depot.... but be careful what you pick up
Damage baseline -35%
oh holy cow..I never got deep enough into the game to really see that. So at least from my current perspective things will get better.
Was that bow damage specifically or all player damage?
Probably go back into the elixer wells you already cleared and re-kill the boss mobs again. Should be able to do every 30min as long as your elsewhere on the map exploring (wont respawn if too close to their area or your just sitting afk off somewhere else, need to be actively doing stuff for 30min)
Yeah I'm trying to remember the places that had a couple of the flying wizard mobs/etc..
Ring of Rot has one or two of those i think
that was fast, good shot.
Is that some kind of advirtisement for a Mr. Beast thing? wtf..
It's a 'hacked' account being use to spam it, yea.
baseline rule is don't pick anything you didn't pick in your world first
yea.
What happened to gliding.... where am I ??? 😛
did they not fix stealth this patch? i'm literally sneaking fully naked behind a lone enemy without anyone alive around him, and his suspicion bar still rises as i'm sneaking behind him
the suspicion bar only raises when you're moving or if you're too close I think, if you can hide in a bush and stay still it should go down, although it takes like a second or two before it starts to go down
so if there's no bushes (which is +70% of the game), you don't sneak as melee at all?
you can hide behind things, or try to stay still and hope they don't see you. but sneaking isn't that effective yet
i guess i should build around merciless attacks with daggers instead
full parry and ripost
seems way more effective than having stealth never work
daggers and ranger class tend to be the stealthy class, cause you can still stealth but
once you're found, you gotta deal with everything again anyways
I have... no idea how this shield works
they all started as 40-45
the level 42-45 one, just bugged down to level 38-41
Does anyone have official information on whether strength bonuses to melee damage apply to dagger damage?
Never has, always has been dexterity.
Thats not true, because before update 8 all sources could boost the over all dmg example fire, cut, slash, even the strength flat melee dmg bonuses aswell. It might be a bug or something. I dont know, cuz of it i would like to get an offical answer.
I couldn't even upgrade mine, seems the item is just bugged. But at least you answered the question: if I craft enough of them, I will get a legendary at some point, right?
no no no!
that isn't crafted, it will never be a legendary from crafting!
I was looting chests for it, the shield can be found in chests too
this is... really easy to test
on low level items I guess.
strength never boosted daggers
I tried it on a training dummy, strength didn't change the damage I delt with daggers
So at least we know there is a bigger problem with upgrading this shield. A crafted one simply wouldn't upgrade at all.
the crafted shield would upgrade to Rare at most I believe
and likely it'd still upgrade... once... then the "max level" of it would randomly switch until the max level was 41 
shield is definitely bugged
the update has a very undercooked vibe.... the game feels off.
I used to wear mixed armor, mixing and matching for different specific skills they had...
now I am just wearing full Radiant Paladin... there isn't a reason to use anything else
at least not for a sword and board warrior
I can't decide on what shield to use...
let me dye my shield
if it wasn't blue then it wouldn't be so bad!
if it was white and gold teeth/eyes, it'd be great, if I could make it Red, sure, if I had a cosmetic shield slot to put any other shield on, great!
they both have the same parry stat, weirdly...
I think I will stick with the magic one, since it looks better and gives me mana-regen for my ice arrows
cool outfit
thank you 
just checking there's no bonus for having set match of armor right? I'm looking to upgrade armor to iron tier and wanted to do Warden set with the Soldier's helmet for that extra crit power
Why is it that the dagger doesn't use the melee dmg bonus from the strength attribute points, but it does from the fried rice?
adding on to that, does the skills granted by armor allow you to go beyond the limit in the skill tree? Like if I already have Shiny Plates maxed does adding armor that gives it crank it up to 4 levels of that skill?
Yes
thanks.
Fun fact - I can't even recycle the crafted sunpiercer shield 😄
Top right glows in the dark. you can use it as a light...
Are you sure about that ? Afaik, i thought Melee damage applied to dagger.
Me too.
But i tested it and only the food buff worked as the descripton says it.
Look where all the dagger perks are, green skill trees, so dexterity, been there before newest update, still there since newest update.
Devs probably messed up with applying a melee bonus to a dex based weapon, typically melee in this game is relying on strength and is it's own category seperate from dual weild (daggers) that rely on dex.
If its true, after they patch this strength attributes should boost the dagger damages aswel, right?
I don't agree with that line of thinking, despite melee not applying to dagger indeed.
Blue tree give all fire damage that applies to elemental weapons.. one might genuinely think that melee damage should apply to any kind of melee damage.
That's kinda messed up that going for a wildly large "melee damage" do not boost.. a melee weapon
They should have went for a more semanticly clear wording.
Like martial weapons / finesse weapons or something 😂
Especially when "MELEE piercing damage does boost dagger"
lmao
Has anyone tried or uses the Kick skill since the update?
Piercing is a secondary type of damage not the primary damage, daggers are something like a finesse weapon, rely on speed and accuracy so dex is a fitting attribute.
yup, felt way less efficient than before
Melee Piercing though
Why would melee piercing work with dagger, but not melee
what is melee piercing damage? i thought there is either melee or piercing, the latter works because it's a damage type, the former not because it is a weapon type
Whilst looking flashy, are the specializations really effective?
Exactly it's a damage type, it has it's own calculation as it's a secondary damage. The primary damage is going to be the weapon damage factored with dexterity.
Then again, why would they state "melee"
I understand what you're saying, and i'm not arguing about facts, atm melee doesn't apply and i understand the weapon vs type damage
bows do piercing damage
That's for the devs to answer then, which has never been answered in the existence of daggers and the half baked skill/ perk tree.
Ik, but why would melee apply to dagger in one case, and not the other ^^
has anyone figured out a way to turn off the soft lock system? especially for melee? I love valheim's combat and hate any soft lock system, was hoping for a mod or something
Perhaps it is an attempt not to make Bows OP.
Why is my mana bugged? says my max is only 618 when this adds up to over 800?
Hoping to gain some insights on the 'soaked' mechanic. For me it looks like the gearing from end game both boosts the damage whilst reducing the window of said damage?
Ignore me 'soaked' =/= 'wet'
I'm wondering if the food combination isnt calculating correctly. Maybe try adding one at a time to see if the end result matches what you ate? Spirit seems ok.
I've got it fixed i think. showing 878 now. Not sure what fixed it
Pickaxes do pricing damage and some swords do as well.
Man, leveling a new character as Ranger is much more rough now; especially with enemy count on Many.
A lot of the gearing at the endgame right now is utilizing gem of currents, and either the portable water pump/water balloons to give yourself the on demand wet status to trigger the gem
The Soaked condition gives a -30% resistance to frost and shock damage
Combined with stacking that damage bonus on your gear
The big call outs are Eternal frost arrow 2 for bows, and the shock spells for mages
But any weapon that’s a 50/50 split can seriously boost their damage, especially with the bonus damage procs from the Gem of Currents
And another big piece is the Circlet of Storms
Since it gives a massive 21% bonus crit chance against wet or soaked enemies
For this update I made a new character and a new world. I want to play as archer, but chests are giving me anything but bows, daggers.
If I want something RNG never gives me that stuff but the exact opposite. In a few hours of repeatedly farming chests in the Springlands I got a couple 2h-Hammers, Greatswords, Magic Staff, some rare and epic warrior armor pieces.
Like I've been walking in circles for like 2,5 hours and even put an altar in front of a chest to repeatedly open it and I never got a bow or dagger out of it. The weapons you can craft suck, and I dislike how the craftsmen are limited to rare quality.
There should be a way to upgrade weapon & armor quality levels, usually later in the game you have tons of resources, so why not sacrifice 20× [insert material here] at the Smithy to upgrade your warrior/ranger/mage armor to legendary status?
I think I just put Enshrouded to the side and wait for the full release or mods to fix this. I'm severely annoyed by this RNG.
I always feel this way when I start a new char. The key is to move on with what you have, and better gear will come across your path.
The game always seems to start strong with melee seeing you only have the Smith, but the bow you can craft is good for Springlands if you invest in bow skills early in the game.
I'm curious. Do we have any eternal bone spells yet? Was thinking bout trying to do a necromancer playthrough or something and was wondering the best way to keep it thematic and farm up summon items.
It's probably not worth it to spend 2.5 hours opening random chests, especially in the early game. That's a choice you made.
In that amount of time you could have probably gotten to revelwood and found much higher level gear anyway.
Getting Necromancer spells like the bone spell will require you to go back to the Hollows to farm for the required materials you need for your spells. Keep this in mind.
So there's no eternal spell for it yet huh? Alright, thanks
hey ! do someone have a great mage build for me ?
The whole system just got a revamp, so there has not been a guide put out yet.
I've walked all the way to Revelwood, I just can't go very far into there, because enemies on survival will oneshot me... I've got all kinds of equipment, just nothing that I would want as Ranger. I've found a single (uncommon) bow, while running in circles and not one set of daggers.
Still at least 2 more halls to come, hopefully gets added there
If really hard up for a good springlands level bow, could create a new world, go grab the gold chest under the 3rd pillar of the bridge, delete world and repeat till you get an epic or legendary bow to upgrade and use
You can guarantee obtaining Talion's Bow, found near the Revelwood Ancient Bridge, by killing the Fell Commander.
Reporting in post update, friends are somewhat happy with the changes but as a tank it kinds sucks for me. The change to nemesis has made it impossible to really tank for a group of 4. I really wish they would revert it to how it functioned before.
Yeah, it is what it is. I think your best shot at Tanking would be the first to hit the group of enemies. Perhaps with an AOE spell. Then to play aggressively.
yea that works for initial aggro but as soon as they start hitting stuff you just lose everything
but yea I guess I just cant play that way anymore
unfortunate
I feel your pain. I guess it is a system they have not profected. DPS is king when it comes to aggro.
Yeah, while the building aspect of the game keeps me from setting it aside, RNG being the only way to get anything above rare just pushes me towards using the shroud depot instead, and will probably remain that way until they add an actual reliable way to get above rare quality items.
Something like Shroud Depot shouldn't be necessary to get high quality items...
I don't care if upgrading items to epic or legendary status is expensive, I wish we would just get the option to sacrifice all our materials just to craft armor, weapons etc. in higher than rare quality.
in addition to this the build is often setup to give you back mana which is confusing in my eyes unless you are building with multiple trees in mind
I will gladly put in the effort to make legendary gear if it means I am guaranteed to get what I want in the end. RNG, especially pure RNG, is easily one of my least favorite methods of gear aquisition.
I would be very careful asking or allowing them to set 'expensive' prices on anything. Upgrades' costs in runes are already intolerable. I absolutely see them setting such high prices that the grind would take the same or longer time as getting the items in RNG now. I don't think I trust them to be reasonable anymore
the idea of upgrading items is good of course
Personally I'd rather spend a weekend farming runes or materials to craft a piece of legendary gear than spend that weekend mindlessly looting chests. Especially after the chest reset fix.
Ok I have enough... I just found the 10th greatsword now. No daggers only one bow.
I think I just switch the few skillpoints I have and play as warrior.
Its not even funny but I chose to be a ranger and RNG gives me the exact opposite.
Its as if all ranger related stuff just vanishes out of the loot table the moment I put skill points into the green skills.
I wish you better RNG in the future!
What is the chest reset fix?
You can still open chests repeatedly by making copy of world file > main menu > paste and overwrite files > going back into the game and open the chest.
The fix was when they recently made it so you couldn't reset chests just by exiting and reentering the world. What you're describing sounds like basically the same thing with an extra step.
I was done with RNG chest looting after spending said weekend trying to get a Blackened Staff back when Kindlewastes was the final biome and I could just quick reset the chests.
It's the main reason why I keep pushing for legendary gear crafting as an alternative, but for whatever reason they have an aversion to allowing anything past rare quality craftable gear or making any kind of alternative to chest looting RNG for legendary gear.
Upgrading or crafting legendary gear should be expensive and time consuming, but it would be nice to be able to do.
I will gladly work towards guaranteed quality loot. Having RNG as the only means of acquisition just pushes me to disengage from chasing that loot.
I am always a big fan of allowing alternative (not better) ways of progressing gear.
I love those dopamine hits from looting a good piece of gear, but I also don't want to be fully reliant on RNG so a slow but steady grind would be nice as an option.
The dopamine hit only works if the randomness is respectful of playtime. If it takes too long, especially if the method is mind numbing, then the result is less "woo! finally!" and more "ugh... finally..."
it's all about the mindset really
Ohhh... thanks for this. Started a new char/world for this patch as I havnt played in a while and this will help the early gearing not be as annoying
Yeah I agree with that too. I just don't want to see the solution to become "just mod it".
What's the purpose of the Guardian Nemesis node in single player?
anyone have a link to a good updated skill planner/calculator?
Is it me or is the game a lot more difficult now than before?
it is a bit more difficult yes, combat was made better, but they want players to actually use the new combat changes..
they tweaked armor and how it works
aaand they added a drinking animation to potions
I... have mixed feelings about the potion drinking animation, I wish it was faster
Shroud Filter tip, Carry a low level wand with muti shot, spam attack an enemy with the low level wand to fill up. takes abut 2 mins.
If skill triggering kills you battery early, take of your crit gear.
Haven't noticed the animation myself yet, but I can kind of understand them adding an actual animation to potion drinking. Up until now they were effectively instant and basically trivialized any other form of healing.
Granted even with an animation they'll still be better than the healing spells. If only because the spells are just that bad.
Yah I play the game on "Many" enemies and it's destroying me like never before. Even trying a tank 1H+SH build = death. 2H with leech appears to be the best so far. Forget about Ranger and bow.
Ranger got shafted. sword and board is still good tho, if you set up up right
What are your thoughts on 2H vs 1H+Shield? Which ultimately performs better overall?
I'm not a fan of 2H weapons. too slow for my liking, but I know they got good buffs with the last update and I've seen plenty of people having fun with it.... good thing about this game is it's easy to try it out for yourself. respecing is easily done.
I haven't put too many points into either yet beyond evade and crashdown attacks, since I haven't decided which one I want to use on my melee mage yet, but my first impressions are leaning towards sword and ward over two handed sword.
I like the new swing animations for the two handed swords better than the old animations, but they seem to lack the enemy stagger they had before the patch. Which is leading to me taking more hits with the two handed sword.
I find it a lot easier to control S&B, especially blocking/parrying.
Yah I'm doing 2H right now but want to try 1H however have no good 1H weapons. Game is just dropping 2H LOL
RnG do be fickle
if you don't find something soonish you could always hit up the Depot.
RNG for weapons unfortunately got worse with the patch too with the reintroduction of armor to the loot pools.
I'm still running my mana leech swords from the summit because I haven't had higher level ones drop yet.
oh, I got one!
I at least got a mana leech staff in the basin, but it's ugly AF and not the staff I actually want for my build.
it's the "lesser" version, but it goes up to legendary so... it's literally the same, lol
the 5th upgrade is also mana leech btw
I never found a point in Mana leech on a sword. On a bow I could make use of it, but sword?? nah, stamina
Rune Apprentice's and Rune Master's swords are basically the Daniel and Cooler Daniel meme.
The Depot?
I blast out a lot of Light Bursts and Chain Lightning in close combat. So mana leech on a sword actually helps a lot.
Especially now with Terror having gotten massacred.
There's a few servers that have.....pretty much everything you need or want in the game. you can just join and grab whatever you want
Need items for your new build, or resources to craft or fight that boss? Look no further than The Shroud Depot, a community run server that resets every hour on the hour.
Shroud Depot Resource World
In-game server IP: enshrouded.gv80.me:15639
I would caution tho. don't pick up materials that you havn't already found, it can screw up quests
I play on a custom setting the highest enemy density and more damage. I’m loving my 2h spellblade setup. My build is much stronger then before with the tree changes, and the ability to overcap skills
Definitely tempted to poke around Shroud Depot and see if there's a max level Undergrowth Staff in the inventory now. Since RNG refuses to give one to me.
Also how I play, but not with spells. Basic melee S&B or Ranger. (Poor Ranger😕 )
especially Well Blocks
Ya, but I'd say don't get ANY. why risk it? unless of course you don't care and only want to build.
yes, I just know well blocks are definitely a problem
Have you tried starting a new character with the same settings? It's definitely tougher than before.
Oh, I definitely agree it’s tougher then before
I was actually going to make an arcane archer next
I do like this game, but I do wish they put some of the things closer to eachother... like for instance, why is Dagger related skills so far away from the Melee related skills?
Because it’s more of a weapon to pair with a bow. It scales with dexterity and not strength
It does benefit from universal melee buffs like veteran and battle heal
no I know that, but I mean... why not have 1H or 2H skills... next to the Daggers on the tree
right now the skills near it are like... running and dessert stomach or whatever
which I think would make more sense to put the dessert stomach and those skills, near the mage tree
like, they're still in the ranger section, cause they're rangers skills, but they're next to the mage
so the mage gets access to another food slot to help their survivability
Mages already go up that tree for desert stomach
And especially now that it’s easier to get
these two need to be swapped positions..... for the life of me WHY are they like this?
IMO every build should be getting desert stomach
the point though is that, a mage has to go all the way up the tree for dessert stomach
unless you're invested in "Athlete"... then you can just kinda... grab it fairly cheaply
Yeah Good Metabolism
kinda useful but also 3 skill points...
I can get desert stomach with 6 skill points,
but a mage would need 8-10 skill points
Bloodletting is the best thing mages have for infinite sustainability
And making them three times stronger is huge
but if they swapped the "Assassin" and "survivor" trees, then mages would have easier and faster access to the dessert stomach buff, and as a melee user, I could have easier access to the Backstab damages
There’s 184 points in game currently, you can afford dips
and then also, because "Survivor" is a lot of "things take less stamina or work better" buffs...
Airborne wouldn't be on the "Assassin" tree to get to Updraft, instead you'd have access to Airborne and Runner on the same tree, since they seem to fit thematically
Arachnoid, Runner, and Airborne are all "stamina reductions while doing certain moves"
That’s the funny thing. Dessert Stomach got cheaper
Granted: Food also got worse in the intervening time
Because Attributes are worth more than derived stats, which they changed them to.
Do you have an insight about that 2h spellblade of yours ? maybe a tree to share ? 😄
I feel they should go ahead and throw bows in with Beast master or remove beast master all together And make it a bow Class and leave the Assassin Nodes to daggers/sneaking and add throwables like grenades , a flash bomb to build stun meter in mobs, and maybe poison in the game I'm sure they can add an option to throw while your jumping
As soon as I can post a screenshot I will 
anyone know if magic weapon damage applies to aerostriker
what weapons are generally considered better early game? i want to do a bow build but heard its kinda meh untill mid to late game
1H sword + shield is always strong
Seconded. Even without skill investment in them my Sword and Ward put in work whenever enemies got too close for spells.
Evasion and Crashdown Attacks alone were enough to give my sword some oomph until I finished filing out my mage trees and started having the points to actually invest in melee too.
The Fire-Wand-Setup, supported with a Fireball-Build, is ridiculous. For the first time, I felt like back in D4, when the incapable designers there throw out a new class dishing 6 quitillion damages, while the others peak at 1 trillion. I've now tried specialized archer and specialized 1H/Shield Cutting, it is nothing compared to a wand build. The Fire-Wand-Build kills a Shroud stalker with only two attacks. For other builds it's a farce. You can basically walk thought the world just spamming fire wand and done. I don't understand why such balancing differences are even possible.
You're forced to play wand to not get steamrolled the whole time being a casual player.
I really dont like the updraft changes 😔
Fell weakness to fire likely helps a bit too.
They could add that if you're gliding along a cliff, updraft will refresh for it to be usable while gliding more than just 1 time. Like: Fly a longer way, but use it more often in a row.
i just hate the "charging" mechanic they added to it.
so ive got some of the elder set pieces with different levels, apart from the armor values every piece of has the same stats, level 30 hat gives the same crit. values as a level 50 one
wait until you grab the frost gauntlets for another 28% crit damage against soaked. Lightning with soaked is even better
I expected it to be, but running around with the squierter, not my thing..
I guess i should try the fire one bc i cant for the life of me get a gem of current to drop lol
You can pry beastmaster from my cold dead hands
anyone know why when i upgrade a gem, it does not upgrade to what it says it will? am I doing something wrong?
I noticed this too after the last update (no idea why tho, i expected a buff but apparently it is not)
oh ok. ty for info, just wanted to make sure I wasn't wasting essence or anything. must just be a bug^^
The fact beastmaster doesnt let you tame a pet is insane
Beastmaster feels worthless. On higher difficulties the Vukah that you take with you dies in 2-3 hits.
If you ever hit your ally accidentaly he's hostile immediatly.
They shoulda make ranger and beast master a class of its own that's sits beside each other
In my head it's beast master then ranger sets next to it, then assassin next to ranger. Incase you want nodes to tie into sneaking
I am ecstatic that now I can get the dragon vultures to guard me. Before they'd just sit there.
really hope we see beastmaster capstone allow you to perma tame a beast that scales off your stats (probably at a reduced ratio)
Yah I have to admit, I'm not finding the game very fun now with the new system. It's more tedious than "balanced" at normal difficulty. OFC I could lower all the settings to turn mobs into wet toilet paper, but there's just something "off" during the leveling process relative to difficulty vs. feeling like you're actually strong and capable (when you have good gear). Perhaps my oversight is the process is now much more focused on enhancing all of your gear during the leveling process. I admit I've only focused on weapons and rings... but perhaps the armor enhancements make that big of a difference at early-mid game relative to surviving damage?
They do, you need to upgrade your defense
I played on hard 2 years ago and started a playthrough on hard after the recent patch, and don't notice much difference in terms of difficulty. The skill tree is a major disappointment though. 5% dmg with one specific weapon for 1 point, 10% dmg with another weapon for 2 points. That's all worse than +1 strength for 1 point. The whole skill tree probably has around 10 nodes that actually do something better than a basic +1 strength and they are all buried in the trash
Are weapon damage nodes additive or multiplicative with your base stat? I am not sure on that but it would make a difference.
Also consider that is still additional damage on top of your str/dex/int, damage you otherwise wouldn't have.
Everything is additive. I did consider that. Yeah it's better than nothing but that's not a great thing to say about a skill tree
Do skills like iceman apply to the eternal frost arrows?
Inner flame count seconds not minutes in passive skill tree
Yes
how do we feel about new updraft?
Still not able to send you that. But in terms of gear there’s
Circlet of Storms
Sun-piercer Chestplate
Sun-piercer Gloves/Greatsword Gauntlets (but I prefer the Sun-piercer upgrade bonuses)
Tidecaller Pants
Waveborne Ritualist Boots
Two rings of Thundersnow (you could also run 1 Ultimate Ring of Health and one Thundersnow)
Megaladon Greatsword/Guard of the North Sword with Gem of Currents
Violet Storm with a Gem of Currents
I’ll get you my skill tree later

General consensus leans towards negative from what I've seen.
the change seems very minor but I feel like its completely useless now
its just long enough you cant really use it to get out of bad situations
not good for climbing anymore
get very minimal extra distance vs just gliding regularly
and its 4 skill points
more if youre a non-archer class
Maybe those specific weapon skills should be multiplicative? Would give them a little more oomph right?
Many things in the skill tree should probably be multiplicative tbh.
They might need to reduce the skill point cost, the mana cost, and uncap how many times you can use it in one glide
im thinkin 2 skill points 25 mana
All at once might be a bit much, but either the cost reductions or uncapping the uses might make the initial delay more worth it.
It would make the math a bit more interesting but there would still be a deterministic break point where one is better than the other. i.e. slightly better but not really.
I think if you have a skill tree you need to put a lot of interesting things in that tree so progression is a series of interesting choices where everyone feels their build is different. That said the game can absolutely be successful even if they get rid of the skill tree and just give you a + button on level up to put in one of your stats with unlocks of a special move every x levels. The current presentation just sets the bar high and then disappoints
Is there a bug with radiant aura rn? I have it maxed so the range should be 6 meters, but it only works at what looks like 2 meters.
This is how close I need to be with level 3 radiant aura.
EDIT 5/3/26 not sure if it got patched but I no longer have this issue.
Well yeah there will always be min-maxing, but the average player doesn't care about min-maxing, they just want to play and have fun while still being effective enough.
Yeah, I agree. But even the average player can tell +5% dmg with a specific weapon is worse than +1 strength that gives +5% dmg. Just leaves a bad taste in an otherwise beautifully detailed game. Ideally the tree is a lot more interesting for all kinds of players with basic stat nodes serving as connections
I don't think it's worse, because you can get +15% or +30% damage from a single node, whereas trying to pick up str/dex/int nodes they are often spread out and you typically have to go past/through those damage nodes anyway.
So while you could spread out and pick up all the main stat nodes first, that may not be the best thing to do. Yes they may cost more points per damage, but that's offset by having them typically right next to or on the way to other skills you'd want to pick up anyway, including main stat nodes.
Does anyone know how wand targeting works without target lock?
I’m trying to aim manually, but it often feels like the wand doesn’t pick the enemy closest to my crosshair. Sometimes it seems to snap to a different target than the one I’m clearly aiming at.
Is there a trick to making wand targeting more consistent, or is target lock basically required for reliable aiming?
Wand projectiles have built-in homing even without target lock, and unfortunately it is just as janky as it is when you're locked onto an enemy.
I'm also curious on this. I'm testing out the 'One Axis' vs Two target locking in settings > Keyboard&Mouse > Target Lock. Two appears to be mouse movement instead of keybound.
Yeah you kind of have to use target lock for wands. Everything else is fine without it
The aura range could be a bit lower than its supposed to be. That enemy looks to be ~4ish meters from you.
I tried it with level 1 also and the range doesn't feel different
For reference: 1 meter = 2 blocks. So six meters would be around 12 blocks away.
But given how extensive the skill tree revamp was the range increase could be bugged. Could be something to report as a potential bug.
you need it for both lightning spells. They barely work without it. And have about 2 times range with it.
Wait, what? 1 block is supposed to be one meter? That can't be right, the blocks are thinner than our characters, and no healthy human being is 1 meter wide.
Is that really how the game engine calculates distance?
2 Blocks = 1 Meter*
But I'm assuming it's the big 4-4 ones, maybe?
Oh, I read it again, NVM, it's late and I'm tired 😆
Related fun fact: our characters are 2 meters tall.
Wow, ok, that I didn't know.
Yeah, something I noticed when placing door frames. My character is four blocks tall, and four blocks = two meters.
Huh, maybe they shrunk the character model since I checked. Though those are also some of the more blobby blocks.
anyone else is feeling weak after the last update? I am wearing fully upgraded melee armor, dogs my level chew off like 40% of my HP with one bite. I'm having serious trouble with the first sicklescythe as well, I even outleveled her, she destroys me in seconds, and never stops attacking. I never had so much trouble before, did they nerf our abilities so hard? Or buff the enemies so hard? Or am I somehow misremembering? Sicklescythe esoecially, I remember I beat her so easily, now I try to block her attacks, she depltes like 270% of my stamina and still keeps throwing them and kills me with like 5 of them scythes.
enemy damage setting?
at 100%. I changed nothing
i noticed wolves were SLAMMING in this update lol
Wolves? Mate, the armadillos 1 hit me from full health+meat buff, the dogs 3-4 hit me, while the sabertooths? saberteeth? whatever the fantasy lion thingies do the equivalent damage of dogs
I haven't noticed much change in this. at 150% dmg, full tank tree and tank chest with others magical, drak spears still deal about 80% hp with jump attack. drak light sphere about the same
ah, though none armor was upgraded. So with upgrades should be even better
Also there seems to be no stunning potential to the 2 handed weapons. I'm attacking the enemies, and they just facetank my hits, and then start attacking through them which stunlocks me.... I do play with max amount of enemies possible so I guess thats on me, but I don't remember them doing that much damage,
And I could actually stun them before, now they don't even care about my greatsword or greataxe or greatmace
well, damage did decrease, for archers a lot (let's say 40%) for mages too (I suspect mostly because turning off backstab for aoe), but not that much. Magical stunning reduced a lot
@vital depot Ok, yeah we aren't quite 2m after all, and 175cm was actually a good guess too when compared with flatter blocks.
Loss of backstab, loss of up to 9% critical chance depending on talents, 5% slower cast speed, and 5 meter range nerf to Mass Destruction.
And yeah, Terror stun got butchered which means massive reduction in crowd control.
weird, they said in one of their videos that they are planning to improve crowd control for mage builds, I wonder what happened. My friend who plays as mage though deals like 400+ damage per hit. I'm lucky if I hit 270 with my greatsword. I don't use any spells or ranged, I only use heavy weapons.
I last played 2h build maybe 2 years ago and when I just got back to the game I noticed how bad 2h feels. Doesn't stagger enemies and the recovery animation after hits is also longer. Just doing 1h this time
In a future update, not this latest one.
More dedicated mage changes are slated for a later update because they're not ready yet.
But yeah, it does kind of suck that they took away our only good crowd control before giving us something else to make up for it.
Makes me glad I built my character as a melee mage instead of pure mage. I can at least hold my own in close combat since I can no longer reliably control which ones can and can't get close anymore.
Between the loss of critical chance, and the gutting of Terror I'm lucky if I stun even one enemy in a crowd.
I think the general "weaker" feeling every build seems to have right now has more to do with skills costing more points cumulatively to make the same builds.
You don't notice the increased costs on a skill by skill basis because they don't look any more expensive at first glance, but additively trying to make the same build as before the update can cost a good 20+ more skill points than it did before.
It wouldn't be so bad if rank 2 skill levels were roughly the same strength as they were before the update, but for a lot of skills you have to invest in all three ranks to get the same effects. Which is where the extra point here and there adds up.
I wonder if anyone ever put 2 skill points into this hot garbage
I hope they read these comments and take what we said into consideration and drop som pre update 3 months before launch or so
If combat stays this way alot of people that are new are gonna be underwhelmed
BTW how's the 1H+Shield DPS compare to 2H DPS at endgame with proper skillpoint assignment? Is 1H 50% the damage?
I see Merciless Strike is still as underwhelming as ever. 3 attacks worth of damage after an animation that takes just as long to play as it would take to just swing my weapon 3 times...
I suppose technically 5 attacks worth of damage, but with crits regular attacks kind of make up the difference with faster speed.
Does someone even get to use Merciless Strikes? I think they all look pretty cool, but most of the time the fight is over before you can actually use it against an enemy. (That even happens on the highest difficulty)
I was messing around with the lizardmen in Veilwater and it took ~4 parries with a ward to stun the beefy ones that leap at you. So I think they might've buffed the base parry rate a little.
Still probably not worth the points though. Especially since I was testing it in controlled 1v1s.
Yah I'm liking 1H+Shield a lot more than 2H.
Although the 2H whirlwind special is pretty nice.
https://hacktheminotaur.com/enshrouded/ultimate-enshrouded-bow-build/ is this guys builds any good? i read that his ESO builds aren't great on the ESO discord
So I’m new to enshrouded and am still kinda trying to figure out combat, I’ve noticed either there’s input lag with blocking or I can’t spam attack then try to parry, figured you guys would know what I’m doing wrong so plz assist 😂
Nah nothing wrong. Blocking is just kind of clunky still.
It’s really confusing kz outside of combat you can swing then block but inside combat I try to do it and my character just kinda stands there very confusing, so is it just better to slow cadence a swing or two then wait for the block?
Learn an enemy's specific attack patterns then you can know when to stop attacking so you can time a parry or block an attack, then you can attack back after.
Like I said it's clunky.
^this
Typically most enemies kind of have 2 attack styles. Wolves for example will first lunge at you from a ways away, this attack is hard to time a parry on. Their next attack will typically be a shorter range double bite, then they repeat that attack pattern. Knowing that, you know you need to block before the wolf gets to you, wait for them to lunge, then you can attack them a few times. Then you can back off or sidestep them and they'll do 2 short bites that can miss, giving you a chance to get more attacks on them. Then be ready for their long range lunge attack next.
Sounds like Valheim.
Honestly, Valheim's enemy attacks are better telegraphed in the actual animations themselves. Here the telegraph is some kind of flash on the enemy or their weapon, and even with that timing the block properly can still be janky. So it's definitely an area that needs polish.
Yup Valheim seems more polished in that regard.
Probably because if you swing and "miss" you can cancel the end of the attack animation.
But if you connect you can't.
Might be a way to punish over swinging to learn attack patterns better.
Parrying is a bit easier compared to a game like Elden Ring - as soon as you see the enemies weapon light up, parry, and then merciless attack for mega damage.
Mega damage is debatable. It may do 5-6 times normal weapon damage depending on skills, but the animation is so slow I could get 3-4 regular hits in the same amount of time.
Is Max Level still 45?
Yeah I normally just do a charge attack now, it's faster and does good enough damage with Breach.
I keep looking at the skill tree and honestly no idea what the devs are thinking. I'm really hoping this is placeholder and they'll think this through.
Take this garbadge skill. It costs 4 points. If you take 4 Dex you'll do +20% damage. For this skill to match it, you need to shoot explosive arrows 100% of the time, and hit more than 20 enemies with each and every arrow you let loose
With 1H that might be true. With 2H merciless isn't much slower than a regular attack (definitely is not slower than more than 1) and the damage multiplier is generally larger due to the higher base damage of 2H weapons
Yeah that's a really, really weak skill. There'd be no reason to ever take it unless you're literally out of other useful skills to take.
Ya. Rangers got shafted.
sadly this update was not received too warmly 
a lot of people still like it... but I did notice the review score went down slightly 
Honestly I don't know what is part of this update or other. Last I played was 2 years ago. My primary problem is with how bad the skill tree is. I think they should either make it more interesting or scrap it completely. The game is still fun in terms of lore and exploration
skill tree got changed this update specifically, it was different several days ago
I do think this skill tree is better
but I still think it could be tweaked and polished a lot
...and I wish certain skills weren't nerfed to uselessness 
I’m still very confused why it’s ok for mages to lay down insane AoE while stunning healing and summoning skulls but a ranger has to struggle and can’t get a second eternal arrow.
Don’t get me wrong. Mages are fine. But rangers need to be brought up to par.
Stand alone they’re the weakest. But they also done the least synergy with other trees which is a big issue. I haven’t deep dove the new skill tree but it sounds like not much has changed.
This is such a fun game to play a ranger. Running around exploring sniping with your bow. But the class just lacks and I almost always spec out of it back to mage whenever I try it.
What's better in the new skill tree? I don't remember the old tree. I vaguely remember that it was boring but I don't remember there being so many useless nodes
it's mostly how the new tree works that I like.
being able to spend 1 point and then "not invest" in a skill, just using it as a stepping stone to get to better more important skills
cause before, you just had to waste the skill points regardless to get to the next one
When I play ranger I tend to stand on top of buildings and snipe enemies, I rarely try to face tank enemies like I do with warrior.
More of a stealthy approach
yeah that's good as a mechanic. I thought you meant something about the skills themselves
most skills are fine, the new "specialization skills" are neat, double jump is a classic even if I don't use it, backstab and crit chance bonuses are nice, ect
90% of them are worse than +1 primary stat. I don't think that's fine but I guess if you change your mentality and think of +1 primary stat as the best nodes that you are trying to get to, then it can be ok
I think i should not be stunlocked as tank/berserker with GS by some common fodder enemies in revelwood. I cant even finish heavy attack sometimes..
Is there still a bug where an enemy with a rune might be stuck inside a wall? This is the first Hallowed Halls
have you tried looking up?
I've never encounted enemies being stuck inside wall in HH. It's one of the few places I haven't seen that actually. that being said, it could be. I usually listen for "hidden" enemies that I can't find.
wtf. It respawned the enemy with the rune on it's own after a while but when I killed him, it didn't count. The barrier is still locked
Damn. It keeps respawning him and it never unlocks the barrier. I'm done
I refuse to reinstall this game until they add poise. I don't understand how they think it's fun gameplay when you get stunned by random buglets 20 levels below you while wearing full plate.
The devs team is clearly technically brilliant, but can't seem to put good combat mechanics together.
The skill tree itself has so many weird choices. Eg the beastmaster tree is basically pointless. Someone clearly had some interesting idea that could be super fun to play if being a beastmaster wasn't an ankle deep mechanic.
If you refer to poise mechanics of Souls games, poise doesn’t scale with level, and even low level enemies can interrupt you. Especially when you get swarmed, but you still have hyperarmor on attacks.
I think is good imo, there should be no point in the game where getting hit by something doesn’t matter.
I think in any system where we have access to near full heal potions, % based life leach and massive healing per second. That you shouldn’t be able to just hyperarmor through attacks
You should have to dodge/jump or reposition to a threat
Even on the highest enemy density, unless you’ve also adjusted enemy attack intervals to their highest
You have time between getting hit even multiple times back to back to respond
And technically we do have hyper armor on attacks, provided the animations are at a certain stage
This works if combat with each enemy was meaningful.
However, the game often throws dozens of enemies at you, particularly in the HH.
The actual combat then feels silly. You are in full plate and have to dodge and prance as if wearing cloth.
And you only have hyper armor on special attacks to my knowledge
Getting hit should matter, who said it shouldn't?
But getting staggered by one beetle is just ass
You could also parry, fly away to kite and peel the enemy
Or just use one of the new ultimate attacks to mow them down in droves
Or just take the .5 second stagger on the chin and then just atomize the critter
Yes, flying away is a power fantasy of mine while wearing plate armor
Ok then clearly the combat is perfect, there's nothing to do here
Let's just work around the fact that a level 5 critter can stagger you in endgame gear in one hit
I'm mot looking for workarounds, I'd like combat to feel punchy and responsive.
A mage in cloth should get absolutely staggered, no arguments there.
What you’re asking for is the ability to ignore stagger if you’re wearing “full plate” which is by itself a funny statement. There’s a huge incentive to mix and match different armor pieces for the bonuses they offer. And I’m sorry you feel that way. But with enough mitigation and healing, you can already turn your brain off and just heal through an onslaught of damage
Having poise doesn't mean you never get staggered. It means you can shrug off some amount of certain hits.
But yes let's talk in absolutes.
You’re also bringing up poise, but even that as a mechanic changed from DS1-ER
Yes it had, eg it was nonexistent in ds3 when it came out and it meant heavy armor was borderline useless.
Because dodging was always strictly better
And DS1 poise allowed you to basically ignore any stagger from weapon groups below a certain threshold
I am aware, does that mean it has to be ass in enshrouded?
Let's be constructive and assume it's implemented intelligently. Wearing heavy armor has drawbacks but it also allows you to shrug off some amount if hits.
Maybe from smaller enemies
There, a new mechanic to engage with and to make the tank playstyle nicer.
There’s nothing a can offer you in terms of advice or anything. You’re fundamentally opposed to the way armor and stagger works in this game. You have a plethora of ways to overcome challenges. And again you mentioned a “tank” if you’re referring to a sword and board play style. Blocking is basically omnidirectional, and you can black near instantly. If you’re really concerned about incoming attacks. Just hold the block button
Yes I am fundamentally opposed to the way stagger works in the game - that's my point 😂
I'm not looking for advice, I'd like the game to have a poise like mechanic. Not infinite hyper armor, but the ability to not get staggered by a few small hits. Eventually of course the poise should be exhausted and then you do get staggered. I'm not asking for the ability to stand still and shrug off boss hits.
Yeah, I can definitely see it being much stronger for 2H weapons, though I haven't used 2H weapons enough to know whether it's easier or harder to build the stun meter compared to S&B.
any attack has hyperarmor, but after some certain frames
I'd really like to be able to block banshee projectiles. Enemies can block spells, but we can't.
Shield/ward line when
Not sure if any devs are watching right now, but I have some post-Patch 8 feedback I've organized now that I've had some time to play around with things for a few days, and this is the only place besides reddit where I can fit everything without a character limit.
Disclaimer: I realize there are more dedicated mage changes coming in a future patch, but I wanted to give some feedback on mage gameplay following Patch 8 in addition to more general feedback. Either in the hope that these things are being addressed, or by bringing attention to things that may have gotten missed that I hope can be added to the upcoming mage changes.
Overall I like the layout changes to the skill tree. There are a few nodes that I'm not thrilled about their placement, but overall the layout feels better, and there are less areas that feel like they are tacked on. I do like the ability to partially skip less desirable skills by investing only one point in them, and being able to completely skip most major skills that might not be necessary for a build.
The one big complaint I do have is that creating a build costs more skill points accumulatively than it did before Patch 8. It's not noticeable node by node, but an extra point cost here and there really adds up by the time you're done setting up a build. Especially since most skills require investing in all three ranks just to maintain the same or similar bonus they had prior the Patch 8.
The change to Updraft has not been fun at all, and I can't help but wonder how much more of a nightmare the dragon boss in Albaneve Summits has become to fight after the change.
- Critical strike chance seems to have been reduced across the board. While this affects all three playstyles in some way it heavily affects many mage skills which rely on critical chance. Resulting in noticeably reduced performance in mage builds.
- Intelligence vs. Spirit - Naturally Intelligence is a highly valuable stat for mages due to the direct impact it has on magic damage. Spirit on the other hand is completely expendable as an attribute for mages. You could get rid of every Spirit node in the skill tree and I likely wouldn't even notice. Because the reality is, a bigger mana bar is pointless if there's no percent-based mana regen to actually fill the increased mana pool. On a related note: the new Mana Currents skill for mana regen would both fix this issue and be a much more appealing skill overall if it gave 3% of your total Mana as regen per level instead of a flat 3 points.
- The "gain 1 point of X Attribute for every 2 levels of the Flame" skills honestly won't be worth the point costs until we reach Flame level 10+. While this makes them true endgame skills it also makes them feel like a bit of a skill point tax to get to any skills that might still be behind them in the meantime.
- Related to the two above points: The new Spellslinger skill granting bonus staff damage being placed after both Arcane Concentration and a Spirit node is an absolutely awful skill tax given the borderline uselessness of the Spirit attribute.
- Life Essences, and by extension Athlete and Veiled Vigor which function similarly, need either a point cost reduction or their effectiveness doubled. As they are right now you're spending 6 points to gain the same amount of Health you would gain by just spending two points in pure Constitution nodes. They're flat out just not worth the point cost.
- Elemental damage nodes costing an extra point at rank 3 just for the same bonus from before the patch falls under the above annoyance about little skill cost increases adding up to cost significantly more accumulatively over a build.
- Fire Aura is still easily the worst Aura. A slight damage increase does little to make it appealing as long as it continues to only affect Fell enemies.
- Same goes for Righteous Fire. While I'm happy it's no longer locked behind Martyr, the Fell enemies only restriction kills much of its appeal.
Naturally saved the worst for last:
- Bloodletting having its cost doubled is honestly absurd. Especially when combined with the critical strike chance nerfs.
- Terror was absolutely gutted by Patch 8. Between the massive nerf the skill itself ate, and the general critical strike chance nerfs this skill barely triggers at all anymore. It's frankly so bad I've removed it from my build entirely. If this nerf was done with the intent of one of the upcoming mage changes taking its place as a crowd control effect, then this nerf should have waited until that update came along before being implemented. As it is right now mages have almost no crowd control to keep enemies away which is just going to push people back into terrain cheesing for spellcasting again.
- There needs to be alternative ways to obtain Epic and Legendary weapons and armor besides RNG chest runs. I don't know what the aversion to allowing gear crafting beyond Rare quality is (I will gladly grind more materials to do so), but the reintroduction of armor to the chest loot pools has made finding specific items an absolute nightmare and there needs to be an alternative.
lol, just realized writing up bullet point feedback posts after a big patch is becoming a tradition for me, but hey, feedback is the whole point of Early Access after all.
Not as extensive as previous ones though, which is probably a good sign, but that might change with the promised upcoming mage changes.
Agree, the limitation to fell enemies makes it really stupid, the amount of skill points you have to spend on those skills to make them any worth is really high and then they won't work against all enemies
We are watching, thank you for such a detailed writeup
I will share it with the team
As I said, I wrote it up in hopes of either things already being addressed, or so things don't get missed. So knowing it's getting passed on is appreciated. 🙂
NOOO
Also a quick addition that I forgot, but wands are still the least interesting weapon. No special attacks like melee and daggers, and no alternate firing options like bows and staffs. Just slow walk and click with the new occasional big burst every once in a while.
so basically the gif I sent said 'ok I understand' which i did not understand but I said it cuz its funny
You should've seen some of the feedback posts I put up last year. They were easily twice as long. XD
bruh
The last point has an alternative, just not at high levels yet...
There was a dedicated mage feedback megathread last year, and I went through everything related to mages for it.
Been playing a mostly wand user character this go around and it's..kinda boring, you're right. Using almost exclusively wands, there's a tree for it (battlemage) but it doesn't interact in any with the merciless or backstab mechanic and the mana regen seems useless if you don't use a staff, so i guess they're supposed to be off hands for when you're out of MP?
The wand specialization nuke though is pretty good and great for crowd clear, especially when the wand is upgraded, though I'm still very, very early in the game.
Kind of wish they had a heavy attack mechanic or some sort of alternative attack that would give more variety. Use the wands and make them tie in with summoning in some capacity by having wands with built in neecromancer chance or something?
That would be cool to see some unique wands able to summon elemental minions for MP that way you can summon minions or something.
Honestly, the absolute coolest thing they could do with the crafting system would be to let us choose item quality and perks, and have the resource costs adjust accordingly. Especially now with all equipment having perk sets like weapons. It would easily become one of my favorite gear crafting systems in a game this way.
I say this because I want to give huge props to new hall ends
Yeah, the most interesting thing the skill tree does for wands is add a chance to spawn an extra projectile. Otherwise it's just flat buffs to what they already do.
No flashy attacks, no ways to circumvent the movement penalty of using one, no built-in AoE beyond the occasional focus attack, not even a heavy attack like every other weapon got. Just repeated clicking until the target dies.
Summoning wands could be interesting. Personally I'm surprised we haven't gotten summoning spells for the staffs. Considering the skull summoning vessels are functionally the same thing, just without requiring the staff.
Yeah, that was initially my goal with this run. I was going to make a necromancer themed character using the summon vessels and a ton of farming.
I mostly just chuck those things at the bosses in Hollow Halls to distract them.
Chuckle every time too because it's basically the mage equivalent of "pocket sand."
I just like pet classes. I originally grew up plaiyng Magician in Everquest back in the early 2000's and no other game has really done pets quite like it. That class was a jack of all trades, master of none with nukes and pets that could fill various roles like thief, tank, wizard etc. It was just a fun class overall
Hey do any of you use WEMOD for enshrouded
To add my 1,5 cent (damn you inflation)
The benefit of a bigger mana pool is you can burst damage longer without chugging pots or focus on mana leech, but overall it is useless compared to anything else you can skill, yes
The thing with wands is, I have wards which scream "use me as a offhand with wand" and they have a high parry, but then there is zero benefit of using them, even less so to parry, if you can just blink away and don't have a mercy attack
Also as a mage you don't really need the elemental resistance because you have the highest magic res anyway and access to elemental res to skill
I like wards for flavor and the idea, but mechanically, why would i use them as a mage?
And a tower shield (or any physical shield) with wands looks silly, sorry
A bigger mana pool only really helps if you're only doing quick fights with big breaks between to regen. Any sustained fights (tough enemies, bosses, Hollow Halls) and the bigger pool doesn't matter if you can't fill it fast enough.
Wards are actually really good for parrying (and I do so a lot), with the best one being tied for parry power with the second best metal shield. That said, the extra delay before you can block after using a wand definitely makes using the two together less appealing than compared to normal sword and board where the blocking reaction is noticeably faster.
I was talking about elemental damage nodes in my post, but yeah elemental resistance is relatively skippable as a mage.
Metal shields with wands definitely looks goofy I agree.
Some shields look cool with wands tho.
I kinda wish both wands and Staffs had an auto attack and casting, using the same ammo for different spell effects, Staffs can be a slower bigger projectile.
I like the Staff + round shield look from other RPGs
"Sword and bord" meet "bord and squiggly stick",
Regen is vastly more important than total pool.
In games where total pool matters, they often have regent as a % of total mana pool. Thus raising the mana pool also provides you with regen.
in this game, only one wand skill provides % based mana regen and it is to weak of a skill to move the needle on the value of a larger mana pool
My favorite caster aesthetic is sword and staff (Gandalf style), but I've never really seen any game lean into that mage fantasy despite it being one of the oldest and most famous.
I have some feedback regarding the stun and parry mechanics:
While the stun mechanic already feels quite good against normal enemies, it seems largely ineffective against bosses. Currently, only heavy attacks contribute to building the stun bar on bosses, and even then the impact feels too small to matter. In most cases, the boss is defeated before being stunned even once. Additionally, the stun bar appears to reset too quickly, making it impossible to stun a boss.
My suggestion is to rework the system as following. The damage should only be affected by skills, not by weapon level/upgrade.
Stun Damage:
20 -- 1h light attack
40 -- 1h third light chain attack
80 -- 1h heavy
30 -- 2h light attack
60 -- 2h third light chain attack
60 -- 2h fourth light chain attack (whirlwind)
120 -- 2h heavy
10 -- Dagger light
20 -- Dagger third light chain attack
40 -- Dagger heavy
10 -- Wand light
120 -- Weapon parry
240 -- Shield parry
Enemy Stun Thresholds:
100 -- Fell Footsoldier
300 -- Fell Berserker
40 -- Fell Critter
1000 (+500 for each player attacking the boss) -- Fell Thunderbrute (boss)
The stun bar should only reset if the enemy does not take damage for 15 seconds.
Those are only examples, the numbers would of course need some fine tuning.
This system would be similar to Elden Ring and make the stun mechanic way more relevant, especially in boss fights.
https://enshrouded.featureupvote.com/suggestions/709125/rework-the-stun-and-parry-mechanics
this patch is Blink > bunny hop spell cast at your feet is the stronger defensive move . I don't parry much, It feels nice to land it, but gets you in trouble when 2 or 3 enemies are charging in with staggered attacks, you can parry the 1st and get chunked by the other 2 in your recovery animation.
also parry has no extra damage reward for casters.
https://enshrouded.featureupvote.com/
Also, I get mobbed by a subset of the player base when I talk about the other "E" game. They seem to feel adding depth to the combat will inhabit accessibility for people who enjoy casual play styles, Which is True - if implemented poorly. so I recommend you also state how it will not effect them.
Parry is definitely less useful against crowds. At that point I just switch to blasting away with Light Burst to give myself breathing room as I switch to my melee weapons. This strategy used to come with some nice crowd control via Terror too, but that skill barely stuns anything anymore.
The time it takes to fill parry stun meters is definitely something I think should be improved. As said, many enemies often die before you can fill their meters making the system dubiously useful beyond just negating attacks.
I actually like it against crowds, the merciless attack gives you i-frames same like in souls games. Getting rid of a few enemies seems definitely useful and feels satisfying. But parry is sadly entirely useless against bosses :/
you are the only one I know who has light burst in their inventory. maybe now that spell selection is better, I will give it a try. But last I used it, i had to let enemies get closer than I wanted. the spacing is discomforting to staying alive.
We where talking about Wards and casters. Wards are stated to parry but casters have no follow up.
Second. Light burst is actually my primary spell. 
Parry and blocking as mechanics absolutely need skill support in order to feel genuinely functional in this game. Parry gets some (not enough and not in the right ways) perk benefit, but it also means that a group of things won't care about parry timing anymore, since block has no perk benefit
You parried the first thing. Great job. His 7 buddies are swinging now. Good luck on that timing
I see, true. Merciless attacks should work with wands too, as long as you are in melee range
I am more of a melee mage so I'm probably more durable than the average mage. That said Light Burst has been a powerful utility spell in my inventory. The damage it deals is mostly irrelevant beyond dealing with bugs and rats, but it has built-in pushback, synergizes extremely well with Bloodletting which helps with close combat survivability, and up until Patch 8 wrecked Terror it served as a strong crowd control spell.
Terror is still good on soaked builds, with the elder set.
which is my build
It's still a strong utility spell even without Terror, but I definitely feel the difference.
I am still working on modding terror back, But finding the right ID for the % chance is a pain so far.
I agree with this write up, especially as someone playing a spellsword. I’d definitely echo the gear changes. I love the idea behind it, but with the massive loot pool dilution, targeting specific gear is a nightmare
I’d like to throw my own idea into the ring.
In regard to the upcoming magic update, we really need to expand the design space for spells. Right now they are basically all some sort of elemental projectile with different elemental flavors. The magic shield spell was a nice step in the right direction, but I feel we can go further. I would love to see elemental themed weapon buffs that last for maybe 20-30 seconds and have a flat amount of bonus damage based on intelligence? But then also add the magical weapon tag to the current weapon. Allowing for some very fun combinations to flourish. I would also love to see an expansion to the under utilized themes like Shroud damage or necromancy
Soaked builds honestly sound like too much of a hassle for my playstyle. You either have to fiddle with being soaked yourself and transferring it to enemies, or carry around an inventory of water balloons to throw at them between casting spells.
If there was a water spell I could cast from my staff to prime them for lightning I might interact with the mechanic, but until then it's not a mechanic I have an interest in using.
Meh, I don't need the stamin regen when I don't need to move, nothing moves, Everything is stunned.
In contrast I almost never stop moving on my mage except when I'm bombarding from afar. XD
One of the teasers for the patch did say there were more mage changes coming in a future update. Including new utility spells. Edit: Kind of why I suspect the Terror nerf was done, but also say if it is related it should have waited.
Also, having melee weapons that funciton as magic weapons for skill tree interactions woud be amazing.
I like the idea of weapon buffs. Maybe a poison weapon buff too. Also with the magic shield animation, i think the way to some rune casts isn't that far anymore. As in place some runes before the fight which trigger on proximity .
I'm also hoping healing spells get an overhaul in that update. Because they are still awful.
I just wish there were a targetless selfheal. Healing with the heal channel spell sucks, and to heal others literally anything else is easier and better
Yeah, that’s why I liked the idea of being able to add the magical weapon ID tag to weapons with a buff spell
The irony is there’s so much better healing options then the actual heal spells
Life burst alone could heal you to full after simply atomizing a a group of critters
Even healing others is janky because Chain Heal chooses which targets it wants to heal regardless of how injured they are.
And yeah, if any other friendlies are near you Heal Channel will absolutely refuse to heal you, and that's not even considering the fact that the orbs can be out walked.
I still think the best thing they could do for the healing spells is make one an AoE burst that's centered on the caster, and the other into a lobbed spell that creates a heal over time patch on the ground for a few seconds.
<@&1059853133188169910>
Oh we have sooo many that you guys never see because our filters catch them, discord has a huge bot problem
Scams that I've seen 6+ months ago still aren't being automatically filtered out by Discord
Discord The Internet has a huge bot problem.
For sure, discord is just uniquely bad at doing anything about it lol
at least the bots are more subtle on other social media platforms
I’m glad that most the old links are auto filtered now. And that the Mr beast images can’t run a script if you enhance the image, you’ve actually got to go to the obviously sus website
But yeah, I’d love to see discord crack down more
Honesty about healing : there are already so many healing routes both actively (potions, bandages, etc) that the game throws at you in conjunction with passives (water aura, crit on healing, life orbs) that having a full tree dedicated to it feels like significant overkill. It doesn't have nearly enough going on to feel like a rewarding playstyle, so it feels incredibly strange to me that it has its own set of heal estate (haha) in the skill tree to indicate that it is a playstyle
A lot of that really is just because the healing spells themselves are bad. Improve those and I'd wager the gap between the spells and other healing options would close significantly.
If there were some kind of overheal -> shield mechanic, i would consider it, but it is so easy to heal, the perks literally don't do anything
One thing I really wish to see in the skill tree eventually is a Mirror Image skill that creates duplicates of you when blocking with a ward and providing temporary health padding to the health bar.
With a bonus of the images exploding and stunning enemies if damage taken thresholds are reached when the images are active.
Hey at least I don't get romance scammers from THIS Discord 🤣
Would be a perfect addition to either Trickster or Battlemage trees theme-wise.
Overheal would definitely help but I think the trouble is more that healing spells are so one dimensional right now, that the only option is - heal or no heal. You need it or you don't, and typically there is enough self sufficiency that someone can manage what they need on their own
Now, that said, adding in benefits or bonuses to healing either the spells themselves or passives in healer? Absolutely
Gimme a channeled damage return shield. An overheal shield mechanic. A reraise effect. Radiant damage with the aoe heal etc etc
Oh they're there but they're very easy to filter out so their spam never sees the light of day on here lol
I've had a couple via DMs and the only shared server was this one. So they are here.
Well, I guess there's no escaping once you're a woman of a certain age lol. Mostly they come from my "over-30" server.
lol, well I'm a dude so they're more the "singles in your area" type.
But yeah. Easily one of the more common bots regardless.
Why don't you want to buy my art
Back on topic, Martyr would be an amazing skill if it was a once per X minutes death preventer instead of requiring the user to die to trigger an effect for everyone but them.
Though simply moving it from the Healer tree to the Tank tree was an improvement.
More thematically appropriate if nothing else.
I do agree it fits better into tank, but I still think it's one of the most avoided skills in the game lol
Yeah, to be fair, if there were NO heal perks, my first question as a ff14 astro main probably would be: healer class perks when 😮
But in it's current state it is: i click , it shows 100% health, i stop clicking, and perks doesn't change anything about it 🙁
Mmmmm astro. The best flavor
Or make the spells extra pretty and shiny, I don't care, but give me some reason to exist pls 🙁
Having to have the setup for healing feels very uncoordinated with the setup of going to mage. And if you try to do a little of all of it, your scroll wheel will hate you. Healing just isn't responsive enough to be active in this game
Yeah, even in a more appropriate spot its still an underwhelming skill.
I still feel the issues with the healing tree begins and ends with the state of the spells themselves. Improve those to be more snappy and consistent and magical healing overall should improve.
Idk, it would need to do a lot more than it does to be worth sincere investment. And I mean a lot. It's the one style/tree in the game with no real offensive output
I think with as many options that already exist, passive healing genuinely feels fine. Just have it heal nearby people when you nuke, swing,,etc. problem solved
if the righteous fire thing triggered on all enemies instead of fell it would be a quite nice "stall"type tactic that's somewhat a common used archetype in games
Make one an AoE burst, and another a lobbed heal over time, and yeah Righteous Fire suffers the same issue Radiant Aura does with the Fell enemies only restriction.
Yeah, there's a lot of stuff that falls into the thematic trap of "this sounds cool" but ends up being to narrow or specific to really build into outside things for, say, a HH run
More healing output just doesn't help if the only criteria is reaching 100% health fast without any other effects or benefit because for that i don't need perks
More healing output means healing spells can be on par with bandages and potions. Not as a replacement, but as an actual viable alternative.
The problem the spells have is that they're unreliable and inconsistent compared to using any other method of healing. Fix their unreliability and they become an alternative that can be used in place of other options.
The desire of a healing tree is, overall to me, something intended to focus on in combat. So if it can't do something offensive on its own, with its own setup, it is just stalling the damage being done without anything done back to prevent it (damage, cc, etc)
Surviving longer does improve offense though... It means you aren't dead.
But I can do that just fine without the tree
im a big "no resource used" (ie no pots/food) kind of player and i use that eternal spell that shoots the little heal wisps out frequently, but it's really just a stall tactic to get a vertical position to rain down fireballs lmao
kind of clunky/annoying to be swapping spells in battle otherwise
That's the issue. It isn't offering an alternative. It's offering a route to do what I already can do
And that's because the things that the tree affects are bad which makes the tree bad by extension. Improve the things the tree is built for and the tree's value improves as well.
It's an active play style with no offensive output. Without changing that,,it'll remain dead in the water
The whole point is making it viable as alternatives to other options. Do potions increase your offensive output at all besides keeping you alive? Do bandages?
I pop them and go back to what I'm doing for offensive output. What offensive output do I gain for the entire tree or healing line?
It's active, that's the issue. If it weren't active, I would agree much more
Pop a potion and go back to fighting. Pop a healing spell and go back to fighting.
it's like you said, just stall, but that could mean repositioning for cheesy offense spam
I don't need a spec, nor a spell, to fight 🙂 I don't have to swap to a wheel or invest pojts in it. There is a mountain of difference between pushing the 8 button on my keyboard to heal and swapping to a healing staff/spell
It's a dedicated path that serves the same function with no tangible benefit. All the other lines have offensive upgrades. Without that being addressed it will remain a poor choice
altho it doesn't really have any skill point investment does it?
like i get the healing+% stuff anyway for water aura
The healing line? Not a lot outside the aura, yeah
i skip righteous fire >.> lol




don't you like RNG loot???