#Valheim Legends Feedback

20 messages · Page 1 of 1 (latest)

glossy sigil
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This review reflects my subjective opinions on the Legend abilities, tested on local world, based on my initial impressions, and still a work in progress.

It's important to note that my experience with some Legends surpasses others in terms of playtime, and there are instances where I may not favor a particular playstyle or the associated weapon.

I welcome any thoughts you may have or if there's an aspect I might have overlooked.

The review format is Legend name, quick TLDR of my thoughts, and review of each ability.

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Rogue

This is almost as bad as Monk, backstab doesn’t really seem great with exception of using it as a low damage ranged attack. Fade was just weird to use or didn’t work at all. Poison bomb was awful. This entire Legend is outclassed by Troll gear and Ooze Bombs.

  • Backstab is ok, seems to work from any distance. Don’t think it receives the benefit from backstab weapons (x6). only noticed ~70 damage when fighting troll using blackmetal knife.
  • Fade is very inconsistent and primarily only works when on the ground.
  • Poison Bomb is bad.
  • Passive is bad, move speed while crouched.

Priest

Is pretty good. Sanctify I believe does three different types of damage i.e. Fire, Spirit, and Lighting and goes where ever your crosshair is. Passive is extremely useful. Lagged out once against Bounty Troll, got punched, and walked away because of it.

  • Sanctify is great for mobs and works from any distance.
  • Heal is ok. casting is kind of weird and consumes a crap ton of stamina.
  • Purge is a quick cast, heals a bit and burns enemies.
  • Passive is great, takes you to 1 hp instead of dying. Chance to come in clutch and/or proc Health Critical bonuses.

Monk

Every ability is bad because it only works when unarmed and Flesh Rippers don't count. Literally anything else is better.

Metavoker

I was fairly disappointed in this class. Not sure if it was an update or something but Replica and Warp don’t seem to work or work well. Light is cute but easily replaced by Dverger circlet or Wisplight.

  • Light is light. can throw it but basically only useful for hunting and low level mobs.
  • Replica is bad, clones enemies but super low health. pretty much dies instantly.
  • Warp is bad. just spits some lightning and doesn’t actually warp you.
  • Passive is meh, basically featherfall but consumes stamina
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Enchanter

Started using this one in Mountains and not too bad. The debuff slows and makes them do less damage; charm is good for de-aggro or turn enemy to your side; biome buff is nice (when it works); and passive even thou its 30% procs quite often, even off Charm ability.

  • Weaken is nice, debuff the enemies a bit including bosses (based on crosshair location)
  • Charm converts the enemy to a pet for a short time. nice to calm the situation or turn a few into allys to help fight. does NOT work on bosses.
  • Biome Buff is based on the biome you are physically in. Nice little bonus but nothing groundbreaking and last roughly 10+ mins.
  • Passive is great, 30% chance to inflict a random element damage on attacks. If their immune you get stamina.

Duelist

Just didn’t feel great, Riposte has very short time for it to work.. at which point you could just use a shield and parry. Didn’t really look into passive but if you love 2h weapons, it might work for you.

  • Riposte is bad. seem to take the full damage of an attack and counter for a small amount of damage.
  • Seismic Slash is decent, but close range only.
  • Hip Shot is bad, throws a rock. I think this might actually be worse than Metavoker’s Light.
  • Passive is meh, only applies to holding 1 weapon and gives a small bonus to block/parry. Primarily for 2h weapons.

Shaman

Pretty great starting out up until Swamp. Looses effectiveness in Mountains due to enemies immune to Spirit and no water-skating. Picks back up in Plains and above.

  • Enrage gives move speed and regens stamina, great for traversing or fighting.
  • Shell reduces any element damage and allows you to attack w/ spirit, great against undead.
  • Spirit Shock does an AoE spirit attack from your position. ok damage and a bit of knockback.
  • Passive is great for traversing water areas. Also any nearby kill gives stamina.
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Druid

Eating seeds for healing is pretty much the only thing saving this Legend.

  • Regeneration is a heal.
  • Root Defender is ok, spawns roughly 3 roots and 2 deathsquitos at your position. Should be really strong but doesn’t seem to last long and has quite a long cooldown.
  • Vines is bad. you can aim it based on your crosshair, but has low damage, projectile based, and locks you in place with its animation.
  • Passive is great, you eat seeds (tree & ancient) and acts as a heal potion.

Mage

Locked casting animations and long cooldowns hurts this Legend and ultimately gets outclassed by Mistland weapons.

  • Fireball/Ice Shard - fireball shoots once, damage seems quite low. Ice shards were a bit better, could slow and shoot more than 1.
  • Frost Nova/Inferno - neither of these felt great and didn’t seem to last long. was just small AoE around you. slow or fire dot.
  • Meteor looks cool but ultimately was bad. casting animation, time it took to land, damage wasn’t great, and long cooldown.
  • No Passive, 🪦
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Berserker

Haven't fully tested but wasn't great. For something that relies on being a glass cannon, the cannon wasn't there. Could be worthwhile with Health Critical bonuses

Ranger

Haven't fully tested but wasn't great. Stealth breaks easily and wolf gets dunked on.

Valkyrie

Haven't fully tested but its good. Easy to use class.

zenith jacinth
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For Valkyrie I recommend playing with its passive ability, When you block a attack you gain a charge, if you melee while holding block while you have a charge you will throw an ice spear that deals ice damage and can stagger.

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The charges dont last forever (I think a few seconds) but I've yet to see a max on the number of charges you can have at once (I think highest ive gotten so far aganist a small group was 4)

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Its what made me decide to drop bucklers and go full shields (Why block at the right moment for a parry window when I can make my own?)

open zealot
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too add onto enchanter, The Biome buff is buggy, it doesnt work all the time, you have to relog to be able to use it again, ive had it sometimes that weaken doesnt work on bosses, which sucks cause theres no real use for it outside of that with the current state of the server, charm is great, fun ability to turn mobs against each other, and the passive elemental damage works great as i have yet to find something it wont trigger on

elfin trellis
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Valheim Legends Feedback

sullen dagger
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I've been absolutely loving playing as a Valkyrie combined with the demigod Freyja. The synergy is great and just loads of fun to play. It really ramps up your capabilities to handle the harder biomes.

winter shoal
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Biome buff for enchanter has only been having problems recently. Before tombstone was added I had no issues with it at all. On a map that's mostly water the +50% swim speed is great (ocean buff) swamp buff is great for +poison resist and the light it provides is far superior to the glow enchant. I had enchanter paired with Hel but I've since switched to freyja and it has been super nice.
I'm not saying tombstone is the issue but that is when the biome buff just stopped being triggerable for me. As in cannot be used at all after a few uses.

scenic bramble
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Mage animation locks can be canceled by dodging

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Also, Meteor lands near where your crosshair is pointed, point it at the ground and while not 100% accurate it will probably hit with its rather large aoe.

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Also, there is a secondary version of meteor where block + holding meteor summons as many meteors as your stam can handle, Good for large area devastation.

lavish pebble
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Berserker is a fun idea of a class and I'm probably gonna keep using it but so far
-Dash ability feels completely useless and I really never use it sadly.
-Execute is a perfectly fine ability, also helps mining for some reason lol
-Berserker currently is "activate, get constantly damaged, higher damage the higher your HP. But, get higher dmg output for a duration" you are also supposed to get % amount of HP back by doing damage but so far I pretty much never gotten that to work. I think for Berserk it should have a kind of life steal. If you do a ton of damage, you get HP back to sustain yourself for being in there with your melee weapons. If you don't, you'll only lose HP due to the dmg the ability itself deals to you. I think that's the way it should be

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I don't know where to put it but for Norse demigods, thor's restoration ability shouldn't get canceled if you take damage. I think you should still take damage but if you can outheal/take the damage and survive, it's satisfying to get the explosion at the end

elfin trellis
lavish pebble
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Oh okay