#suggestions
1 messages · Page 3 of 1
💡 Back pack item, increased inventory space.
💡 Reduce the mob spam in ashlands and make the mobs harder instead, or at least reduce the aggro range. fighting non-stop makes both exploration and combat a chore
💡 Being able to dive underwater to retrieve boat items or whatever else you may drop.
💡 heavy/secondary attack for the weapon type that stagbreaker is in where your characther spin 540 degrees and slam down really hard staggering enemies for a longer time than usual. stamina cost: atleast 50
💡 secondary attacks for staffs. Doesn't need to be more powerful just different. As an example the staff of protection could make a bigger, stationary shield bubble in the location the secondary attack is used on
💡 Letting carts hook up to saddled lox. Maybe a larger/sturdier cart for this.
💡 You can tame fulings by throwing 500 coins at them. They then get a little backpack and hat depending on their role. You can pick them up and carry them around through portals and assign jobs to them. There's a baker fuling with a little chef's hat who will tend to the ovens, you put the dough into his backpack and he'll bake the cakes and bread and put them in his backpack for you to grab. Other jobs like cutting trees, farming and fishing could be assigned aswell.
💡 Javelins. It's a pity they aren't represented well in game, as they were quite common Viking weapons. The way I see them is this: they work quite like spears but have no quality, are made is stacks of 5 and stack up to 10 in one slot. Each stack of 5 is about 3 times as expensive as stack of 20 arrows of same tech level. They have lower melee reach than spears, half the damage of the spear of same level upgraded to tier 3, but 2x damage multiplier for throw and higher projectile speed than spears, but not as high as crude bow.
💡Asksvins too
💡 lava really should be a ramping damage instead of the instagib it is. especially with random patches that don't visually present as lava the same way the giant lakes do. If the terrain gen was perfect it might be ok but because you can have what looks like safe ground behaving as lava there needs to be some time to react to that
💡is it possible to hire Warduna just for ending. I love their songs and I think it would fit perfectly as a ending song.
💡 Give the Lox cape pierce resistance.
It would make it more viable in the Plains and make it not the same as the Wolf Cape.
💡 Update the loading screen. It's a classic so maybe make it cycle between a few things?
💡 Reorganize the skill section into groupings such as: Movement, Combat, and Resources. Currently the random and not even alphabetical order is a bit chaotic. Or even have the different skills draggable so you can organize them how you like.
💡 Upgrade station: Similar to the the other workbenches in game but these ones allow for items to be upgraded with new materials to change its attributes, Like take leather armor and make it studded with a copper or tin ingot, ads a little bit of extra protection, Could also use nails on a wooden club to add extra bleed damage
💡 Lightning visual effect for the storm weapons, same as Himmin Afl
💡 After devs are done with deep north, I think it would be great if we got a neutral dungeons you can loot if you're up for a challenge here's a few pitches:
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labirynth - appears in meadows, black forest, plains and mistlands - basically drops you into a labirynth you will need to actually beat to leave it, the area would be huge and monsters plentiful (depending on the biome the monster would vary) but the rewards would always be from a biome or two ahead (btw, vikings are no strangers to labirynths, just check out trojaborg labirynth on google)
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deep tomb - appears in black forest, swamp and Ashlands, those would be STACKED with spawners that must be shot at to destroy them because they'd be out of reach (basically above the player, there will be loot behind a wall you need to break, but it'd be from naturally tough material (basically no matter what pickaxe you use, it will always break at the same rate) and same story for monsters and loot like labirynth, biome dependant (dark forest - skellies, swamp - draugrs, Ashlands - ||twitchers and their variants||
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forgotten feast halls - mountains, mistlands - these would be mostly parkour sections with a few monsters here and there, rundown decorations working as things to jump off of and obstacles, for monsters and loot, you know the story
💡 The Drakkar's ladder needs to be longer..... So many instances where you simply cannot reach it while in the water
💡 Make "Cloud" saves be Cloud + Local. Having the world + backups actually only be stored on the cloud is a bit silly in my eyes, and looks like it's going cost me a lot of time because I deleted a save on my steamdeck that I assumed would still be there on my PC. The world sizes aren't large enough to worry about the sizes IMO and would rather have the redundancy of a local save.
💡Please display the save icon earlier, before the actual save so we have a warning, and can see the save icon when the game freezes during the save, to prevent that tiny panic when we think the game is crashing before we see the icon and realise it's just saving.
💡Trophies of rare versions of monsters
I searched for this and didn't find it suggested before so I at least hope I'm not repeating
💡give the hoe a slope option to blend different levels of terrain
💡 Storage pack for lox, like a saddle variant but cant ride.
💡Uses for objects used to summon bosses, just like ancient seeds, withered bones, dragon egg, etc. Dragon egg could be a special food with the right tool to open. Tool could use withered bone and other metal (ancient metal, former flametal). Potions with using some of the new powers could also use these resources that are rare and hard to transport or collect. Ancient seed could have Gluck which is hard to get lots of. Old things could have uses in the future to blend the game.💡
💡 A quick-stack to chests, similar to Terraria
💡 adding to the above suggestion, a button to empty your inventory into the chest ant a button to lock or unlock items from the inventory that you want to keep or not
💡I think the fishing rod and bait should be craftable. If you can make a bow you can make a fishing rod. Wood and hide. And use meat for bait. I also like the idea of making fish nets that can be left in the water to collect fish.
💡this should update by using the map table!
💡 flying and swimming mobs to tame in Deep North - so we could have even more fun while traveling in the end game
💡 Being allowed to make more stone creations before stone cutting.
I get that for "cut stone" you might need a stone cutter, but it doesn't make any sense for rough uncut things like Stone Paths, or having a Rough stone chimney or fireplace.
The Evidence for this is that you can make a Charcoal Kiln, and Smelter long before you get a stone cutter, and they are far more complex that a basic chimney or setting stones down on the ground in a pattern(stone pathing.)
Then if you want later, make it so the stone cutter can make better versions of the old buildings and paths so there is still a good reason for stone cutting.
💡 How about a fill all button for kilns and forges? hitting the e key 25 consecutive times 11 times in a row is burning out that key on my keyboard.
💡Now that we have mysterious locations in Ashlands where you can find fragments to Dyrnwyn, maybe we could have some other kind of mysterious places for earlier biomes where we can get materials to some unique weapons or add those materials to Hildir boss locations. Some crossbow or 2h sword before Mistlands would be great.
💡 mystic rune new shop item, single use on portal gate, opens way to a surprise location which could be a pit surrounded by enemies or a valuable treasure chest (like a daily challenge)
💡 Introduce a mechanic for the **ash-vine **crop where the size of the plant directly impacts the harvested amount. As the plant grows taller or larger, it should yield more resources upon harvest. Tick time of growth stays the same for a plant.
💡is there anyway of making snapping points on existing buildings to allow us to repair/modify buildings
💡 a cooking add on similar to the cauldron that would allow you to add in several ingredients to create a “feast” that would have 6-8 uses before the pot runs dry allowing you and your friends to eat a single meal lasting up to 40minutes before heading out a adventure or whatever else
💡 option to change the rotate button in building
💡allow for ships to have other players row as well, they will not have any control as they'd just sit down as usual but it adds rowing power and therefore speed to the ship which helps during headwinds, the pilot of the ship still have full fontrol of the ship
💡scale boss HP with the number of players in the fight
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Hare's Leap Brew: A potion that gives a temporary jump boost and reduced or no fall damage, ideal for traversing Mistlands' terrain early.
Ingredients:
Hare trophy 1x: A hare's foot in the game, here, it's for increased jump and agility
Cloudberries 4x: "Cloud" symbolizes lightness, also the highest non-cooked stamina food yet.
Dandelions 2x: Known for their airiness, they represent the ability to lift off the ground easily.
Resin 10x: Binder for this brew, replacing honey that's commonly used.
Rationale
Just as there's a potion for frost resistance before the armor, a jump boost potion would aid early exploration of the Mistlands. The feather cape, which grants this boost, requires a galdr table (needing black cores) and a significant amount of refined eitr, both of which are deep into the biome. I also suggest increasing the hare trophy drop rate to ensure players can obtain one early and discover the new potion crafting option.
💡autopilot on the ship basicly draw out on the map how you want it to go and then just sit back and watch my favorite strimer
💡 An overhaul on how raids occur:
Right now, raids are purely RNG based, on normal settings every 46 min there is a 20% chance that a raid might happen, this means that the game does not know when a raid will actually happen until it does. Only thing it's aware of is the timer reaching 0 and then throw a dice on whether to launch a raid or not.
My idea is that instead of the timer triggering a raid, it will trigger a warning, something like "Prepare for an attack..." And give you another timer in the form of days (real life hours), when this timer reaches 0 it will spawn whatever raid it's set to spawn.
There could be clues as to which type of raid might happen, could be based on the warning text and/or the number of days before it happens, 1-2 days could be one of the weakest raids (like bats), 3-5 days could be a medium raid (like greydwarves or fulings) but a 6-8 days of grace period means is one of the most dangerous ones such as gjalls or mini boss raids.
This will give the player a way to know when a raid might happen and prepare accordingly. The raid will also happen in the location the warning was triggered at. If a player is away when the second timer reaches 0, it will "pause", and the moment a player enters the area the raid will occur.
There is no way to prevent a raid from happening after the warning shows up (other than disabling raids completely via slider)
💡 First of all, I want to congratulate the team on the update, I'm loving playing it.
I wanted to give my suggestion to the team that I've been thinking about to make better use of siege weapons, I don't think they should let players build a platform to attack the fortresses from above, at least until they dominate the fortress completely, because if you managed attacking a fortress by building a platform to attack from above, I don't see the need to build siege weapons to destroy the entrance to the fortress.
💡 individual threads for each suggestion created by a bot, rather than having one common suggestion discussion channel. People can add things to the suggestion, propose changes etc.
💡 A shift to https://featureupvote.com/ this helps to moderate duplicate ideas and has easier search functionality. Automatically searches for similar ideas.
Several games use this platform and it is very effective and clean: an example https://featureupvote.com/customers/icarus/
it also lets devs mark whether things are in progress, not going to happen, etc.
💡 In Deep North, there could be a work station that is exclusively made for building.
It's not used to craft or repair anything, it only works as a replacement for any other work station but regarding build pieces. E. g. you can use it to build wooden/stone/black marble pieces, etc
It could need costly materials to build but has a big radius around it.
Possible name: Architect's work bench
💡 Please add ICE bombs 🙂
💡reduce the shield generator sound. Its so overpowering
💡 Fix the clipping issue with ashen cape. It looks great on its own but so many things clip through it
💡either a buildable aquarium with fish you’ve caught or the ability to make ponds and throw your fish in them. I’m sure the Vikings partook in some sort of aquaculture for how much fish they ate
💡 Inventory auto sort option, I really don't care how it's made, but preferably it does not affect your hot bar, and it sorts food, Armor building materials ect, in their own little space
💡can the bats just be banished to the frost caves solely and the bat raid replaced with one or more raids composed of literally any other flying mob or mobs please? the bats themselves don't pose any danger to players typically, just annoyance at the fact that they threaten any free-roaming tames or base structures, and their only drop is not that useful (compared to how easy it is to accumulate otherwise) and they're especially tedious to clean out, even though you have to because despite them not threatening you they do threaten things you probably care about as described above, because of their small size, erratic fast movement, and staying out of melee reach most of the time; I think any other flying mob would provide the same sort of "pressure from the air" that bats provide (making raid-proofing bases impossible or at least a little more complicated than the simple "dig a big moat around the whole base" traditional strategy), whilst also be more engaging to fight, more of a legit actual threat to the player themselves, and providing more useful drops
💡 Considering the "scarf" surrounding the head when using ashen cape, it would make sense if it gave you immunity to smoke as a justification.
💡 sorry if you can't do this here but I don't rly know how this channel works lol. but I think if this gets added to the game then there should be an option to "favorite" certain items in your inventory so they're immune to getting sorted, kind of like how terraria does it.
💡 New siege engine: A smaller and mobile version of the ballista that the player can actually use manually but it deals drastically less dmg than the static ballista. Additionally, it could also have slower attack speed as the character has to reload each projectile.
Considering the way siege engines can be moved, a mobile version of the ballista seems pretty feasible to do.
💡 A way to favourite items in your inventory so that they don't get sorted into chests with the "place stacks" button, like in Terraria
💡 PLANTABLE MUSHROOMS AND BERRY BUSHES PLEASE!!!!!
💡Ulv, Cultist, and Fenring raid at night time. (optional replace the bat raid)
💡 I am once again asking for drystone walls. Like the stone equivilent of the rail fences. Takes a ton of stamina to build, no snapping points, can't build on them, but they don't require a stonecutter. These would be good for early game base building for animal pens, for any point in the game as garden walls, etc. They also make a lot of sense in terms of something a Viking could have the knowledge of creating.
💡 Each biome boss could drop a guaranteed unique (uncraftable) weapon, themed after the boss. Eikthyr for example could drop stagbreaker, but the other bosses should drop entirely new weapons.
💡 New enemy for the plains: Cobras. They drop snake leather and venom, which can be used to poison weapons.
💡 Be honest, who go fishing constantly? I think there could be more food with fish, for example a fish stew or a food called "tasty fish" wich could be crafted with honey, carrots or something like that, I think that would be fabulous to have more reasons to go fishing
💡 It would be great if staves had a secondary attack as well. It is easy to come up with ideas for elemental ones, so here are my ideas for the blood ones:
-Dead raiser: Could be changed so left click spawns a skeleton with a sword and middle click spawns a skeleton with a bow. This lets you choose your minion based on the situation.
-Staff of protection: Currently left click on an active shield will reset the timer but not its health. Maybe a middle click on an active shield could reset the health but not the timer. This can help with asynchronization of shields in fights, if one person in the group has taken a lot of damage in a short period of time (e.g. a tank).
💡 Before making DN, I suggest making one large update in the middle of the Ashlands - Deep North roadmap, and that would be the Ocean. Sailing across oceans right now just feels underwhelming, once you get past swamps, serpents are realistically no threat and let's be honest, leviathans are no real thrill either. E.g. when sailing in multiplayer, we end up doing anything, but paying attention the game, just once in a while, we check the wind direction and that's about it.
💡 Please sort out the foods, its almost impossible to find the new recipes we got from Ashlands.
Eather sort it by:
1: Health, Stamina, Eitr, Balanced
2: Biomes
3: Tiers
💡I think it would be cool to add ladders to the game. I also think it would be a cool idea to drop the starred mob trophies. For example, if I killed a 2 star Soldier Seeker, I'd get a 2 star Soldier Seeker Trophy.
💡 Improving RPG system such us Villages, Quests and Market.
💡 A new ship, Snekkja. It would be a plains-tier sidegrade to longship. Almost as long as longship but narrower, with 10 cargo space, 4 seating and a small linen tent just in front of the rudder that would provide shelter to few people. It should be at least as maneuverable as karve but pushing 12 m/s in top wind conditions and nearly 5 m/s paddling. That would make it excellent scout and possibly a good ship to take to the north once it's released.
💡 1 and 2 star asksvin and necks should have 2 and 4 tails respectively seeing as they drop that many tails
💡 Change bloodstone effect to life steal pls rather than increase dmg per hp lost
💡more fist weapons
💡 rework how spear strong attack works, make two strong attacks, if you hold middle mouse you aim it and throw it, pressing it fast will make you dash forward for quite a distance (mostly for physics funsies where you can surf with it but also so it's not useless)
They are the worst weapon because the throw is just so useless because of existence of bows and considering how hard it is to track and find afterwards and also the fact you can't hit stuff on the ground such as spawners of draugrs/bone piles
💡 add a "craft x amount" button or slider for the cauldron.
💡 make the trolls from trollstav less scaled with your level of bloodmagic but instead at lvl 50 (or 75 if 50 is to "op") first troll became tamed/friendly and 2nd at lvl 100 making bloodmagic even more interesting to lvl up.
💡 I was talking with my friend and we realized that crystal is only needed for a construction piece and a battleaxe, crystal shoulb be more useful, for example a crystal knife would be amazing, and with a small nerf to silver weapons, crystal weapons would deal massive spirit damage
💡 can we get a new polearm for the ashlands? himmin afl is too weak against ashlands mobs. Maybe a blackmetal halbeard or atgeir?
💡probably just something forgotten, Lava Blobs should take damage in water
💡 As a suggestion for the Deep North, make the outer layer of the biome surrounded by extremely tall mountains, climbing up those mountains to get to the "deep north" you will have to fight new type of dragons or maybe earth worms.
💡world modifier that allows enemies within factions to hit each other, so it can be either exclusive to Ashlands, or in the rest of the world. Just like the Fire spread modifier.
💡 suggestion for pets: can we feed tamed askvins a tranquilizer for example rotten meat so that they dont go on a rampage to other mobs as soon as you unsaddle
💡 Asksvin riding is by far the best way to explore the ashlands, but they are too fragile and quick to aggro, often picking fights they have no chance of winning. Feeding them mid chaos is a bit unreliable and there's no guarantee they'll get a health chunk back to begin with. Could it be that we can also share some healing mead with them sort of in a "force feed" fashion so they last a little longer? I don't think a single one of my one stars have made it back to base alive in my travels so far.
💡 I totally agree with @ruby summit. Maybe a new craftable flametal askvin armour would be nice?
💡 I am once again asking for the Drakkar's embarrassingly short ladder to be extended to a length where you can actually access it while in the water. And address whatever mechanic in the Ashlands that prevents you from walking up stairs from the water or sloped surfaces.
💡 I'm aware of the "we move forwards, not backwards" policy but there should be some sort of overhaul for Yagluth's power. That elemental resistance only seemed good on paper (especially with the two last biomes being element-focused) but turns out, meads can do the exact same job and even better because the power gives you resistance to the element while meads give you very resistant, and that's without mentioning the double duration meads provide.
Maybe elemental immunity would be more fitting for those mere five minutes.
The other option is nerfing meads to just resistance and the power to very resistant but even then I really don't see it efficient to have five minutes of very resistant + power on cooldown (and unable to use any other) + meads still lasting more. Being immune to elemental dmg for a short period seems a lot better.
💡 Anything that doesn't belong to the demon faction shouldn't carelessly walk over lava (like dvergrs)
💡 Having to slow down to drink a mead is one of the most nonsense things in the game. When do I need mead the most? When I'm low health/stam and under attack. Slowing to a walk to drink it then gets me killed. Who can't run and drink anyway? You ever seen a marathon?
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Please add the option to hide/sort/etc the workbenches craftable items... So many to search through, too many.
💡 Necks should be immune to lava. It’s very unlikely anyone will ever bring a neck to ashlands, but it would be a nice easter egg to find because it appears to be likely that necks evolved from asksvins.
💡 gems on weapons should be interchangeable and removable we shouldn’t be crafting a weapon with a gem stone it should be fitted into the weapon and be able to be removed.
💡 In a no-map run, when clicking on a boss stone, why not vary the rate of rotation to match the distance to the boss. (If the boss is closer, it is slightly faster)
It does not need to be too extreme.
In (mostly) Mistlands the queen would sometimes be on the other side of the world, and with Mistlands this is unnecessarily tedious.
Also it would help if Hildir table click rotated to a different location each time clicked?
💡 The "Breastplate of Ask" Looking a bit too manly for female characters. A little tight around the chest.
💡 Morgens rolling around in water that is deeper than they are tall is as broken as it appears an unfinished mechanic. Which is very.
💡Be able to pin recipes, whether it can only be done once or multiple recipes. On top of this since it'll be a UI overhaul, please add a 'search' feature as well. And when there's the time and budget, perhaps a sorting filter too? but top would be pinning and the search feature.
💡 Add ward in fortresses since players can build stairs easy to access and making siege equipment useless and inept
💡 Buff wooden sharp stake durability to make them a more viable base defence.
💡Asksvin should take less damage from the chunks that fly out of the lava.
💡 Various buildings/objects such as trees take way too much damage in the ashlands, throwing a lot of items on the ground and potentially causing lag, buff these buildings health against non-player sources to reduce some lag or generally make the fallen items less annoying
💡resin pile? since theres bone piles now the resin piles would be nice, i end up with like 4 bm chests of the stuff by the end
💡 Need more human-made buildings or some sort of ancient ruins that we could explore
💡Make ashwood beams as affordable as wood beams.
- 1 ashwood for 1m pillar and 1m beam
- 2 ashwood for 2m pillar and 2m beam
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Signs in the game allow for a plethora of characters and images, you can even use ancient Greek.... seems like the only thing you can't use is Norse Runes... Can we get Norse Runes added?
💡Hello guys! Please add Steam Cards and Achievements for Valheim! This is what the Game really needs! 🙏
💡 a door for the floor would be nice
💡 Smaller boats after you've reached the Ashlands. The Drakkar is nice and all, but for more careful coastal exploration I'd honestly rather have the Karve
💡 Add "Tar Bomb" which cover enemy/place by tar, little slow and when fire them burn or increase burn damage.
💡 wisplight should disperse normal mist
💡 Make the miniboss in Ashlands immune to knockback.
💡 taming speed slider under world settings with taming disabled as lowest and instant as highest
💡 "Hare-ing About".
Add a misthare invasion where they try to eat your crops but have no attack damage against anything but plants. A good fence will stop them and deliver misthare meat to your base while an undefended field is easy pickings for the menacing hoppers.
💡 Ashland's spoiler ||make the stone portal not use grey dwarf eyes or give us a new way to get eyes. It's annoying that even after beating most of the game I have to go back to the 2nd biome just to one shot 10 grey dwarfs to make a portal||
💡Increase Ashvine growth rate and amount from each vine. Current rate is extremely low compared to how much can be found exploring Ashlands. (Eg. 150 Ashvines exploring vs 16 over 3-4 days planted 😦 )
💡 Tamed Animal excrements as fertilizer 😭 ?
💡Ashwood roof pieces
💡 Introduce a late game "fertilizer" that lets cultivated soil grow any kind of crop, so we can build a late game, all-in-one base that isnt limited to the plains if we want to have a farm on the base that can grow barley
💡Add the dark stone material the Fortresses are made from as resources. Seems like a great late game resource to have almost indestructible walls 😄
💡 I'd really like a thinner sign, like maybe half the height of the current one
💡Make jade and iolite enchantments increase in probability to proc as you hit depending on the speed of the weapon. Axes and spears swing fast and would only increase a tiny amount. Swords, maces, and bows can be faster so theyd increase a decent amount. Crossbows and slayers would increase a lot to make up for how slow they are.
Theyd maintain low initial rate, but each hit that doesnt proc adds a temporary boost to chance, and resets when it procs. This would help the weapons act more reliably and make slower weapons more worthwhile
💡 Stone/Ashwood/Other materials for signs.
💡 spirit-based weapons from Mistlands are too strong for Ashlands (Mistwalker and Spinesnap), due to the fact that theres a lot of undead monsters ... no point crafting any new melee weapons with Ashlands materials sadly, maybe a little rework of new Ashlands melee weapons ?
💡 Hi Fellows, first i wanna thank you a lot for bringin' this Game to Life!! 💚
Maybe it makes sense to add some "special Gear" made out of Chitin from the Leviathan's Back?
I would appreciate this because its an rare Material you have to gather by Boat, in my oppinion this circumstance will motivate the Players to Explore the World by Boat even more.
This will also raise the Value of this nice Material:
examples kinda like Arrows, maybe Recipes for Cooking, Bolts, Bombs ... etc. something like that.
💡 Return the high elemental skill exp gain for fracturing staff.
While the last buffs were good, it still feels overshadowed by ember staff. If you could use it to level up the skill fast then players would be encouraged to use it even if it's only to level up the skill for other weapons to be more powerful
💡 Make Bonfires render in at the same distance as pine trees.
This would make them more useful in lighthouses and as markers/beacons
💡 Improved and faster attack animations for 1 handed axes.
Dual wielded axes are really good and fast new melee type (feels like meta gameplay now), but unfortunately using 1 handed axes in earlier biomes is more clunky and slow compared to something like swords and clubs, while they also suffer from short range and multi target penalty.
1h axes would feel overall much better option as a weapon with faster attacks and improved animations.
💡 ||Let the moder power make you run at max speed with the asksvin cloak. This would give the moder power (which is already not used often) a buff and give the cloak more consistency.||
💡 Gables. It'd just be nice to not have the gaps between rooves and walls.
💡 pls make an updated roadmap
💡Make Gjall Ticks despawn after time
💡 Possibility of enslaving goblins and being able to order them to store items in chests (like putting an item stand in front of or above the chest that indicates the kind of item to store) and repair structures.
💡 Make staff descriptions show Eitr use based on current skill level
💡Add sail customization for the ship. Or allow drawing pictures on the sail.
💡 Outside corners for Grausten roof?
💡 Bone walls/structures, right now we could do it with Bone stacks but would need an insane amout of bones
💡 we should be able to mount trophies on the shield generators like we can on ballista's
to make it so that creature type can't enter/exist the barrier like a ward
and maybe every shield generator that is connected adds to the potential ward
would be nice as creature leashes for our tames as well and could become a farm feature
💡 Make Ward's protect buildings from player owner damage, when you accidentaly shot a Fire ball in your home, is sad
💡 Fortresses are all pretty samey, they're not too diverse and feel pretty underwhelming. But what if they were just the first step in the siege stage of the game?
First you get flametal to be able to crack open the inner tower, and get your hands on the loot. Then you wreck the skuggs to get the wheels. Now you can make the catapult. But the catapult, doesnt do much and is mostly just for fun. its hard to aim and youre better off using other things. So what if a new ammo type got added that didnt do damage, but instead was intended for a specific new fort variant. it would be taller, maybe a touch larger around, but would have a shield generator that keeps you out but doesnt stop them from raining arrows on you. The shield would be big and round, easy to hit with the inaccurate catapult. So youd set it up, lob the new bombs at the shield to disable it, than ram down the doors and raid it.
This new variant could have some special reward, maybe the gems would only spawn in these but more abundantly than before, making getting the upgraded weapons and staves a little more involved, and actually give some diversity and planning to the siege in order to get the best rewards. It could have a ward to stop you from building nearby, and the height and a proper floor would prevent digging around the inner areas. The current forts would remain untouched, so they serve as a peek of what is to come, while the tougher ones provide more challenge to reward you with the proper progression point
💡give catapult a aiming arc like a grenade toss in most modern war/combat games. It would basically be a vertical version of the circle the workbench shows when building around one.
💡 Asksvin omelette?? I mean come on askin egg with a volture egg topped with some vine berries!
💡 Catapults should not take your weapons!
💡 Grausten arch pieces seem to only let one arch snap to a pillar piece. Allow snapping of more than one arch piece so we can have adjacent and opposite curves coming out of the same central pillar.
💡 Shield generators should also dispel mist from the mistlands
💡 secret fishing miniboss
💡 darkwood gates without doors or wood arches(would look like the upper part of the darkwood gate without the doors)
💡 26 and 45 degree beams(every type) its rotated in another way than the already existing ones (z axis)
💡An elemental support staff, made from iolite and of course celestial feathers, that would have a hefty eitr cost of 70-80 but would emit a warm glow that could heal yourself and allies. It could act like a mead, with a cooldown after a rapid heal, or like the resting buff, greatly boosting regens, though once again with a cooldown. Any form of healthy buff for a high price and decent cooldown time.
Skill and level could act like protection, with skill upping potency and staff level upping active duration or decreasing cooldown time
Itd be a cool counterpart to staff of protection and would be an awesome addition to the minuscule niche of support staves
💡 As the "Hold E" functionality is already implemented, please consider adding it to the cooking racks as:
Hold E: Remove all meat.
Cooking the wrong kind of meat, e.g. Lox meat when cooking a lot of things at once can be... disheartening.
💡 I'm writing to support the players who are calling for another balance pass on Ashlands spawns.
I've noticed that even players who insist that the Ashlands are fine, often report or recommend kiting for several minutes, slowly whittling down spawners from safety, building campfires everywhere to suppress spawns, and using enemy attacks to farm rocks/trees in order to avoid making sounds that would draw enemy aggro. These strategies feel tedious and/or cheesy to me.
Strategies like building campfires everywhere also represent involved, immersion-breaking metagaming. Maybe the way such metagaming is currently emphasized by players is a sign that the devs took the spawns in Ashlands a little too far. My impression is that the team wants to make an immersive game where some gimmicky metagaming or cheese is permitted, but not one where players feel that such strategies are doggedly important.
Also, more periods of silence and suspense would help maintain excitement and engagement with the biome, just as they're essential parts of a good action movie. Ashlands doesn't have to be continuously hectic or evenly populous in order to sell players on the idea that they're waging war; enemy fortifications could be larger and better guarded, while players could still be allowed the occasional quiet place to build.
💡 A knockback immune potion, armor piece or clothing. Since it's only really relevant in ashlands, it (or the potion ingredients) could drop in mistlands or ashlands.
💡 Rather than nerfing spawn rates, a way to ease the overwhelming enemy numbers could be with some mobs being openly hostile to each other. Like morgen and asksvin.
The asksvin skeletons all over the biome and especially in the putrid holes heavily implied that they're in the bottom of the food chain, and even more, that morgen actively hunt asksvin for food.
The biome is hard to rush into so if you're there then you shouldn't really be that far from reaching it progression-wise in the first place, so getting drops without much fighting shouldn't be that much of a balance issue
Alternatively, voltures could attack asksvin as well, but the fact that they tend to fly might make asksvin have a small disadvantage (despite voltures not being smart enough as to NOT rush attack at melee range continuously as they often do). Although voltures are more common than wild morgens
💡Smoke bomb buff: Using a smoke bomb between an enemy's line of sight to you de-aggros it. However, the enemies would still notice you if their line of sight is reentered. Melee enemies will slowly move through the smoke to the other side to investigate. The enemies would still notice you if they are attacked again
Alternative buff: using a smoke bomb makes the player invisible to enemies for a few seconds
💡 prevent dvergr from attacking taming animals
💡All crypt enemies respawn (Like infested mines) but harder each time. More starred enemies.
💡 Make it so grausten column and arch pieces have the same strength/hp as the grausten walls.
The flametal gate nestles perfectly into an arch of grausten and looks great as part of an exterior base wall, except every time a lava blob explodes on your wall all the column & arch pieces break and you have to rebuild, vs the walls can take a hit and be repaired.
💡A trader on the high seas
💡 Herbalism skill. Xp gain from harvesting crops, berries, and mushrooms, maybe as your level gets higher, give a chance to obtain x2 harvest? or maybe get a stronger/longer buff from raw fruits & vegetables?
💡 A controller glyphs option that shows correct glyphs for steam deck. It should be identical to xbox, but with numbered shoulder buttons and triggers.
💡 make a small GUI or so for server admin to kick / ban someone on the server. And some sort of response about whether it worked or not.
💡 Improve ballista targeting. I'm not sure why the ballista is so bad between targeting UX and actual usefulness in hitting targets but when 1/5 shots hit a stationary target it makes you wonder what its point is.
💡 Assuming this is for bosses in general. Instead, make it so only bosses that already spawn mobs disable wild spawns
💡 Give Tamed creatures more behavior options like Stay/ Passive/ Attack when attacked. Right now your freshly tamed Askvin just charges to it's death the moment you dismount it. Does not make much sense for a travel mound. ARK: Survival Evolved has Those mechanics which makes companions much more reliable.
💡 Update to deep north, I want giants and more flatten land.
💡 A system for paint, a new workbench = Flower cutter. You can plant the different flowers and can get more flowers from them, then you can turn the flowers into paint by the flower cutter. The paint can be applied directly to the wood.
💡add resin to wood to make rain resistance or make a option in the world settings to turn off rain damage.
💡new way of transport, I’m tired of running everywhere, I want something smaller then a lox that can carry a carriage behind it. Something that can be breed and is weak, it just supposed to get you from A to B.
💡More flatten islands, bigger islands and some islands are just one or two biomes. I want to build winterfell but the land is too ^^^^^^^
💡swim down in water and also build.
💡barrels, less space then iron chest but more space then wooden chest.
💡dwarf squads, they travel in groups of 4/5, they can be found out in the ocean on their on karve and can sell less important stuff, or wandering by your base.
💡a dwarf village. A harbour with dwarf ships, blacksmiths, traders and more. You can buy stuff, sell stuff trade stuff and can accept quests. They can be found randomly, only 2 or 3 per world.
💡 Ashlands: ||Some way of reducing the size of the shield projected from the Shield Generator so it can be used to defend livestock or smaller structures effectively||
💡 shift + E (or similar) to fill with ore/coal to furnace/smelter, to add barley to windmill, or flax to spinning wheel etc... with one press.
**Reason: **Adding one at a time physically hurts my fingers when doing a lot of production, games shouldn't physically hurt when there's a solution. I know I can just hold E, but it's way too slow.
Edit: Been suggested before, but the reason to why this is suggested was not the same. This is part quality of life improvement, part accessibility
💡definitely been said before, but armor slots, at just the iron stage your inv is already half full.
💡 Allow the player to swap between equipped items in the hotbar while sprinting.
During combat you try to avoid taking damage altogether; dodge rolling, jumping, and sprinting. So many times have i tried to swap from a (cross)bow/staff to melee or another staff while evading whatever i am currently fighting, only to realize it didn't swap and i now need to slow down and open myself up for taking damage.
I thought this used to be a thing, so correct me if i am wrong and was thinking of another game, or it was removed (in which case, why?).
💡a quiver, and a new animation for firing a bow, that takes a arrow from the quiver and places it on the bow. With the quiver it’s faster to fire and normal without.
💡Troll carpet. I mean why isn’t this a thing already?
💡 Friendly "raid" where a Dverger caravan spawns near your base for a short time and you can trade with them.
💡 For every new weapon in Ashlands, add a Frost and Fire variant.
💡 Basalt bomb platforms should lift items up from the lava instead of having them clip through the ground, like they do with tombstones
💡 Make the build height limit a bit taller for people that would like to build massive castles and such
💡 Buff heavy armor's armor value, its basically useless. You end up like 10-20% slower for maybe 10-15 more armor AND no setbonus
💡Maybe being wet quickly reduced in Ashelands?
💡 more hammer upgrades that increases the durabilty
💡Green jute in various ashlands locations (drop from pots, certain loot chests, etc)
Used for more curtains and a carpet and the like, typical jute things
💡💡Work Bench upgrades also increase the crafting distance
💡 Make it so you can use honey on wood to prevent it from being damaged by rain
💡 There isnt any ingame tips on stuff, like throw bomb on lava for platform, and mechanics like that from the helper Ravens, and it just makes me google almost everything about Ashlands.
I specificly didnt want to do that. Otherwise i wouldnt have found this stuff out.
Would be nice to have had some more help from Ravens.
💡 While devs are on break and are taking time to ponder things, I'd like to support the notion of focusing mostly in the ocean next update, instead of it being deep north. The fact that people tend to play a video or a livestream while sailing while barely paying attention tells me everything I need to know about it. The fundamentals are great but there's so much more potential to make the trips actually entertaining after the first one, when it loses its initial charm. It is also a necessary mechanic for progression, and a very frequent one considering you can't TP metal early on. Most of the time you should expect waiting a huuuge while as your ship gently traverses the gargantuan map, with nothing in the way but leviathans, or a rare encounter with the serpent. Maybe karves or longships could get a speed buff, maybe underground dungeons could be added that can be stumbled upon across small islands, with new sea-inspired enemies, new interesting mechanics and unique useful loot. We could get more unique sea encounters and more underwater creatures, and other cool stuff to make the trips more fun. Maybe we could even get some craftable instruments to play at the ocean like in sea of thieves while reaching your destination. Whatever suits the game, consider it.
💡 More NPCs, Villages, Traders, Quests, Mini Bosses, Unique items etc.
Fill up the world with aesthetics, random encounters, and generally more things to do after finishing the game.
Here's a few more specific example ideas I wanna throw at you:
- more and bigger ruined structures (community created? build competition?)
- lighthouses could spawn at the coasts, being occupied by units of the biome and a loot crate.
- witch huts in the swamp, soldier's corpse in the plains (random lvl 1 iron weapon or armor piece)
- random encounters and weather events like ghost ship, kraken, hurricane at sea
- random encounters on land: dverger caravan raided by fulings, greydwarf drum circle ceremony
- turn the world spawn into a village with traders, NPCs handing out quests
- traders could be a butcher, buying & selling meat, a herbalist, buying & selling plants etc.
💡 half roof Pisces.
so cut the roof in half both horizontal and vertical.
this will make it easier to make a overhang.
💡 make smoke go through iron grates
💡 Add poison and other status effects the character had, like rested, when logging back in. Solo and multiplayer.
💡 add graphics settings to xbox
💡 Add a little checkbox to save the password in the password window. The password is there to keep unwanted people out, not to annoy my friends every time they want to join my server.
💡A button to only see the deaths not marked with an x (they are not removed, they are just not visible on the map)
That would be a button to see/unsee the deaths marked with an x
💡 ✨ 🍞 ✨
💡add the ninth inventory slot
💡 Update the appearance of Grausten build pieces to be slightly more rugged with imperfections. At the moment they are very smooth and straight-edged, making them appear flat/plasticky compared to regular stone or black marble pieces.
💡The feather cape - I understand that you made it flammable for the Ashlands but now it is really crappy when I’m using it in the Mistlands and encountering Gjall. I either a) take off the cape and risk falling to my death or b) keep it and burn to death. My suggestion is to just change the Gjalls napalm attack to poison/acid instead of it setting you on fire. The cape was suppose to make the mistlands a bit easier to traverse not worse 😦
💡 Some kind of ''Bonemaw Broth'' to craft as a new high tier health option. Lets say Bonemaw meat, Royal Jelly & Jotunpuffs? Makes a stack of 10, unlocked with level 5 or 6 cauldron.
💡 wolf fangs should be usable in the shield generator
💡a fist type weapon that you can infuse with elemental damage through upgrade like the other weapons in the ashlands. I was thinking of at least fire, thunder, ice and poison. The special attack could be based on the version you have, the fire one could be a dragon punch for example
💡 GREENHOUSES. I would love to be able to grow things in any biome... but for a price. We can already use crystal for "windows", so why not give them this little bonus too?
💡 Another thing I was thinking about is that some biomes lacks certain equipment type (daggers, bucklers, fist, rogue type armor) and I think it would be nice to make some. For example there is no blackmetal buckler so I had to switch for a sword and board playstyle for a while
💡 Jump attack. (I haven't seen anything like this suggested before At least from a simple search with the keywords above.)
I think it would be cool if there was a combat mechanic where if you attacked during the arc of your jump, it would unleash a third attack animation apart from the primary combo and secondary attack. It could be something like an overhead crushing mace slam, or a slashing summersault for the flesh rippers, or perhaps an iconic jump slash from Zelda.
The jump attack would use more stamina than the primary attack, with jump included (and possibly secondary attack: could depend on the weapon) and deal more damage with some possible drawbacks to keep it balanced. like if you missed with say a jump stab from a spear, you would need to wrest the weapon free from the ground which would take a second and open you up to counter attack. But if the strike is true, then you would still need like half a second to get up off the ground to be ready to go again.
And I know the knife secondary works like this.
You could make that the jump attack instead, while opting for a short dash reverse gripped thrust for the secondary.
💡Add sail customization for the ship. Or allow drawing pictures on the sail.
💡 I suggest that the sailing navigation wheel icon is hidden when pressing CTRL+F3 like all other UI is. (So we can sail in peace, and take beautiful screenshots without having the icon in the middle of the image).
💡 Ashlands cape: Can the new cape get a redesign? Specifically the top scarf part…the flametal armor looks incredible but with the cape my player looks like a clown and I can’t unsee it, please make it cover up less and not have a big white ring around the players head, thanks for your consideration
💡Increase the time slightly before the Flametal sinks into the lava.
💡Change the spear animation from a stab to a thrust.
💡 Charred Arrows should require less ashwood, regular wood, or no wood to craft. Currently the recipe is 4 charred bones, 2 feathers, and 8 ashwood. As is, the arrows are a waste of a non-replenishable although common resource. Requiring just the charred bones and feathers would make the recipe very similar to the needle arrows.
💡 Increase the cost of charred bones in this case. Which is extremely more plentiful as well
💡instead of just removing it, make it a style option. High and low, high keeps it as-is, low drops the mouth cover down and lowers the shoulders as well. It looks incredible on flametal armor as-is but too bulky on others, the shoulders hover above your shoulders and the mask clips with hoods
So instead of just removing it, make it a style choice
💡 Bears would make a great addition to the game. They are very relevant in Nordic culture and would add an interesting flair to otherwise boring areas like the meadows and black forest. Most importantly they could offer a great food source between fighting the elder and bonemass. An area where I feel like being able to acquire adequate food is difficult
💡 I think the update is pretty good overall but there is one thing i would change regarding enemy spawners. Right now they just keep spawning over and over and its not the best and kind of takes away from the experience after a little while. I see the point of the danger and pressure, i just think it could be implemented a little better. I would tie the world spawn timers, just for the undead to the headstones. This way you can clear an area and if you find and destroy all the headstones you'll get a break from at least the charred enemies. I think that is all that's necessary. While there's a headstone in the area spawns occur as they do now. When the headstones are all destroyed the spawn timer for charred is much longer.
💡Bonemaw meat stew 110 HP (not sure why it exist as just meat, its way too heavy to use and the lowest HP food in Ashlands)
💡 Enable Haldor to buy/sell player's discovered items for a price according item's rarity/crafting level
💡 Enable further upgrades for some of the lower biomes weapons/armor (those weapons/armor from 'irom age' onwards, maybe), to be able to make them just slightly inferior than your latest equipment available (which depends on your crafting station's level).
That would make most weapons and armor viable in any biome, opening up a wide range of interesting combinations between different pieces of equipment. Allowing different mixes of bonusses or simply 'fashion', and increasing replayability of older biomes.
💡A customization interface for customizable banners, cloaks, shields, and sails.
If you look at how customization has been handled in other games, it feels like it would work well for these items in Valheim.
Allow us to choose from a variety of options. We could choose the shape, the size, the color, type/placement of sigils or crests. Even have a way to set those options as a loadout for easy access the next time we want to make similar banners.
This would be such a HUGE plus for builders, as well as make identifying individual ships or bases on community servers. Imagine having a community port with several different ships docked, but being able to tell who is docked there based on their sails. Or having a big banquet hall laid out with each vikings banner hanging above their seat. Or even just being able to create small outposts and easily mark your territory!
Perhaps different banner customization recipes get unlocked when gathering new materials just like with building pieces. Perhaps also adding new options when achieving certain things on a character like killing a boss or killing a certain number of specific enemies, or growing a certain number of crops, etc.
It adds another layer of collecting and customization that I feel is missing at the moment. Don't get me wrong, there are so many ways to customize one's builds, but at the end of the day, every build is still essentially the same brown/grey/black structure with the same few pops of color here and there as everyone elses. We could really use something that makes it feel like OURS.
💡 Include birnir and hvalr (bears and whales)
💡 Create more greatswords for earlygame tiers like iron or bronze
💡 Give saddles armor rating and make them upgradeable. E.g. : Rank1: 10 armor rank 2: 20 armor,....
Askvin saddles are made from flametal, and are face covering. That has to count as some protection. Ashland mobs chunk away their health bar, they need to had some battle readyness.
💡 More inventory space. Possibly craftable bags to increase slots in inventory. An extra Taskbar slot would be useful. Maybe a secondary Taskbar solely for food items to unclutter primary Taskbar
💡Steeper roof pieces and angled beams. (64°)
Not only would this allow for more authentic-looking viking structures, but would also allow for creating slightly more regular looking vertical "circular" shapes (16 sides) by adding a compliment to the 26° beams we already have.
💡"Canvas" roof build pieces to allow us to create things like awnings or even tented structures.
It's possible to already do this somewhat with rugs and carpets, but to have pieces of angled canvas, similar to what we see already at Haldor and Hildir's campsites, that keeps out the rain and looks a bit like draped hides or canvas would lend a lot of options to smaller outdoor builds.
💡 These are my biggest suggestions.
#1 - Please add traditional ladders to the game. It’s fine if you can’t climb them while encumbered.
#2 - Please update the sailing mechanics or add better ways to combat the wind. Ship Crafting Table? Sea 🌊 Patch?
#3 - Finally, please add dedicated severs. PTP is cool and appreciated. But 100 player capability would add a lot more value to hosting unique custom maps. As it is, we’re capped at 10 x 10 servers. Difficult, obviously, but amazing if possible.
I have over 300 hours and many memories with friends both old and new.
Thank you for this beautiful game. 
💡make sailing a skill. At the beginning make it long to turn and slower acceleration, as you level up it becomes faster turn and acceleration. The max should be around the the same acceleration and turn as it is now.
💡 Bring out a deco item you can hang the bell on, for decoing ... which hangs from the ceiling and one that stands on the ground
💡more classic stone building items, for example doorways
💡 Add a method of carting lots of materials thru the ashlands.
Regular carts break when sneezed at from anything in the ashlands, but I want to gather all that grausten! A couple potential implementations for example:
Add a new tougher cart (could maybe have a secondary benefit like being fueled like the battering ram to increase speed/carry weight or something)
Askvin saddlebags - would need to also give them a proper follow/leash so they don't race off.
💡 Give Askvin follow/stay commands or a leash - anything to keep them from racing off as soon as you dismount.
Currently they are very impractical mounts cause you can't get off them without them running away.
💡 make it easier to get out of the water, feels like glue sometimes
💡add photo mode for single player cause this game is beautiful
💡 Make the entrance to the final boss's dungeon/castle the Iron Gate from the Studio Logo
💡 Ride skill should have thresholds that allow for more control over your tamed animals: at 30 when you dismount you can whistle to have them return to you, at 50 you can have them walk beside you in a formation style by your side fighting what you fight. Doesnt have to be exactly that but Something like that. Just reduced stam and more speed doesnt seem very worth to ever practice that skill.
💡 During the time you spend In the mistlands and onwards, the dwarves found outside of towers should be able to be payed gold, treasure or mead to follow the players around like mercenaries to help fight off tougher enemies like the gjall. Also, If given a certain amount of currency, or perhaps a new Item like a dwarven crown found rarely In the biomes dungeons, they become loyal like tames would and can be brought back to bases to be stationed at guard towers. Maybe even have them able to use players old gear, that way the junk stuff can be put to use Instead of thrown to the Incinerator.
💡 I know it's still in development but, can Deep North be one whole continent above, and instead of lava, there are thin sheets of ice instead which can easily break and turn into cold water?
💡 Ship for the Deep North: The Icebreaker (or Eisbreykyr lmao)
Made from some material from the ashlands (charred wood, cores, flametal...)
Enables you to travel through the frozen sea
💡Would be nice to get some more Eitr regen from upgrading the mage armor, now we only get some measly +3 armor or something.
Since we already pump more Refined Eitr into it, its not even a big thing to ask. Maybe a +5% regen / level would be good.
💡Snapping for roundpole fence
💡 Make it so different star'd entities drop their own trophies, like a 2 star Trolls drops a brownish trophy or a 1 Star Greydwarf drops a red trophy. I don't know but seems pretty cool if you've defeated a 2 Star Troll and you get the brownish trophy for it.
💡 make the himmin afl lightling work the same way as the lightning from the ashlands, maybe you can upgrade it with the gem or something since there is no new atgeir in the ashlands.
💡 Building Pieces Patchwork
I feel like we sometimes have to do a patchwork of different buildingpieces, overlapping eachother in order to make doorways. windows and similar with the new small columns. Wish we could get Gausten Wall 1x1, Gausten Small Wall Arch (1x1, like Ashwood Arched Wall), and similar to make building easier.
💡 Reduce the weight of battle axes to 10%. Current 20% is way too heavy and greatly discourages its use vs any other two-handed weapon.
Reducing it to 10% would make it much more favourable while still remaining twice as heavy as other two-handers
💡 more uses for goooold
💡armor stands that can pose and emote? think it would be kinda funny to get greeted by your old stuff every time you go back to base
💡Recipes that use food types (like 'any meat', 'any vegetable', 'any berry', etc) to allow us to use up resources from previous biomes.
I've got a lot of deer meat in my mistlands base, but no way of using it. If there was a recipe that combined mistlands ingredient with any meat, I could use up deer meat and then hunt for hares for that same recipe.
💡 give armor stands a UI so we can select which item we want to remove from it
💡 Regarding this, it could be a mini boss raid with Lord Reto being the mini boss. Considering the exclusive enemy on itself it's dangerous and mini boss raids are supposed to be dangerous, it seems fitting
Name could be "The Lord lays siege on your hold!"
💡 wraith raid?
💡 Make two star trophy heads actually look different from the standard enemy trophy heads so that we have an expanded palette of decorations for around base
💡 If there are ever more early-game ruins to find: take inspiration from that bug that plugs dungeon pieces into some meadows locations--it actually looks really cool, like a burial chamber was partially uncovered, then overgrown.
💡I understand if we've moved way past this conversation, but I still think ballistas are kinda useless. Enemy variety in this game is so large that fitting them with one trophy only makes them worth building in very specific scenarios. It's a far better alternative to breed a metric ton of wolves to surround your base than build the actual tower defense structure for dealing with raids or trash mobs. They even directly clash with this strategy, because they'll shoot your wolves too if no trophy is used. This game puts a lot of importance in your base, and raids should be dangerous but not devastating. Late game, you need all the help you can get, particularly as a solo player, because some mobs are quite destructive. I think either the ballista should be made a player faction entity, or if not, it should at least get a much higher trophy pool to pick targets.
💡 make so the butcher knife can also do damage to other players
💡 Button on map to zoom out all the way so the whole world is in view. Also make it so that markers can't cover the ping.
💡 Add avalanches to mountains and deep north.
💡 ONLY for Deep North...
💡 Increase the carry weight limit ashlands boss power provides from 300 to 3000.
It's pretty much intended to give you a buff on transporting materials so getting a drastic increase would make it even more useful on top of the increased movement speed.
Metals are very heavy so even with those 3000 extra weight limit, reaching it isn't that difficult (but it'd still be much better than how it is currently)
💡 I need a way to destroy my summons when I don't need them
💡 secondary attack for minion staves: Destroy a friendly minion to recover a small amount of Eitr and HP
💡 a idea in addition to this is ingredient search results (So search up, lets say flint on the workbench, it'll show you the results that use flint directly)
💡make it so that fog doesn't settle inside structures
💡 a setting that scales the difficulty of the invasion events based on the average skill rating of the targeted player, or some other modifyer. I want new players to join my world, but I'm worried the Fuling attacks will mess with their progression if they want to develop solo.
💡 Make Asksvin friendly to Necks 
💡 Give the two-handed maces a secondary attack that is a hammer toss. Upon secondary attacking (with aim, like a spear), your viking will spin around in a circle up to three times; the first spin deals 1x damage with a full splash radius; the second spin deals 2x damage with half the normal splash radius; the third spin deals 3x damage but with a quarter of the splash radius; failing to toss after the third rotation staggers you (you get tired and dizzy). Clicking during a rotation, which lasts a full second, allows you to choose which effect you want after you throw the hammer. Similarly to the spear, you are required to pick your mace back up after you toss it.
💡 Add two more type of chest for early game:
leather chest : made up of wood leather and resin (4 storage space)
Bronze chest : Made up of bronze which is the same as the current in game chest.
As of now the chest is the best pick for storage even for the late game.
The only reason you would choose the reinforced chest and blackmetal chest over the normal chest is for aesthetics or for more space(which is irrelevant considering the size of the world).
The chest should need much harder to find materials than it currently has in the game to make it balanced.
💡 I feel spirit damage should be an instant type of damage, similar to frost. Anything that can make contact into the spirit realm should have an immediate effect on undead creatures, not slowly whittle away at their health. It is bad enough most creatures are completely immune to spirit damage, while those who are affected by spirit damage only take a small amount of damage over a few seconds, which, in the large scale of battles, will not matter if the creature dies before the damage over time effect dissipates. Undead creatures are much more dangerous than normal creatures, so we need a more effective way to kill them. Silver swords and crystal battleaxes would be much more viable if that were the case.
💡 Considering gems are an important material but still limited in sources, make warlocks drop them.
They're only found in the charred fortresses anyway.
Optionally, new types of warlocks that have a chance to spawn and each represent a different gem, each one having different abilities as well. These would have a guaranteed drop of their respective gem instead
💡 Following the point above, warlocks would start spawning in ashlands after killing the ashlands boss. This way the gems would become a renewable resource while danger is still tied to them. And it makes sense balance-wise that it happens after the boss considering by that point you should worry less about being undergeared and see it as an opportunity to craft the gear you didn't want to "waste" gems on before.
Additionally/optionally, make the warlocks a night-only spawn in ashlands, to increase the risk-reward factor (but chances of gem drops could increase as compensation)
💡 this is a pretty simple thing, but i would appreciate if motion blur was OFF by default
💡 New weapon: Supersoaker
💡 Blood Magic skill experience should be acquired by the caster of the shield not the receiver when using staff of protection. Also maybe add some more incremental skillups from blood magic due to there not being much of an advantage without having 100, (primarily reduced mana cost of summons / shield health and duration)
💡 A Rope leash for tamed creatures, or a passive/follow setting. Nothing worse than having Asksvins abandon you in the lava fields because they're chasing a charred twitcher
💡Plantable Yggdrasil shoots. As once you chop them they are gone permanently that can ruin the aesthetic. Plus the beautiful and could work in quite nice for builds! It would also allow renewable ygg wood acces and I would love to see potential build pieces with it maybe later down the line!
💡and like above, ashwood, expensive and limited. let us plant beech, fir, pine, and oak in ashlands and have them turn into charred trees when grown, with the skinny ones being from beech and them and oak turning into the big wide trees. maybe planting beech in a swamp could do the same for ancient bark?
💡 The Monday Known Issues sheet keeps getting shrunk, and is now so small that the descriptions are pretty much unusable. Since the cells don't provide hover-over expansion, and without rights on the sheet there is no way to drill in, it would be nice if this were reformatted so that public non-privileged viewing is made useful again.
💡 increase base shield on staff of protection but reduce the max so skill levels are less essential, it should be a 100% increase not 500%, same with bow firing speed. Should be faster at lvl 0 but slower at lvl 100, inline with other weapons. Don't like feeling forced to bow lox and golems with wood arrows firing at 20% power just to get levels to have an adequate speed or afking for hours with summon skeletons so my bubble can be way stronger..
💡Please consider reworking 2 handed axe secondary attacks. Its a stab rightnow. Who stabs with a big ol' axe?
I know its animations, and its hard, so it probably wont change, but still its kinda bad.
💡 save food and rest when logging out
💡 Would some numbers in the skills page be possible? Currently when hovering over a skill's level, you will see some text like "damage with X" or "stamina drain when doing X". Seeing the amount of bonus a particular skill's level is giving would be nice. For example instead of just seeing the current description "damage with knives", you would see "damage with knives (base, +141%)" or something like that.
💡 lava is not "too cold" and can dry you faster
💡 Some balancing to the costs of new eitr foods in Ashlands, currently they require quite amount of ingredients compared to hp and stamina foods in Ashlands.
For example: Shroomshake requires 4 different ingredients total amount of 10 per 1 food item, while compared to Mashed Meat and Scourging Medley they both require 3 different ingredients each per 1 food item.
💡 Lord Reto trophy
💡 Implement more "weak spot" mechanics from mistlands to other biomes enemies.
💡 Stop making most of common enemies resistant to PIERCE damage in biomes from Mislands UP to over NERF bows, crossbows and spears. Projectile weapons are already hard because you have to care about ammunition and precision. Consider making "weak spot" when enemy type is created with resistant to (PIERCE|SLASH|BLUNT). This way you create more depth to combat.
💡 Adding Varangian armor as final armor in Deep North
💡 Okay so me and some friends were playing and using the cart and we thought about a new cart but for the lox it would be able to be attached to the lox if there is a saddle on it and it would obviously act like the normal cart except more storage and could carry more before it would slow down and make travel harder.
💡 a way to plant and farm raspberries and blueberries like vegetables, foraging for potions is a pain when trying to get a stockpile of heals
💡 XP gain for wild root attacks and not just the initial summon
💡 It would be really nice if one of the next big updates released a ship that you could build on
💡 before devs approach deep north, early game needs more content, ashlands alone has more content from meadows up to mountains (perhaps even up to plains), if we want a 1.0 that actually sells, early game must have more because its boring, its mostly because its not worth exploring biomes from meadows to plains since theres nothing interesting to find, it's mostly "go somewhere and get that thing" than exploration
💡 Add A Slot for the boat were u can put different sails , just like banners with different colors and different patterns
💡 Let the smoke bomb break line of sight or something like that with enemies so it could also be utilized as an stealth option
💡some kind of rare but hard version of night and day, similar to terraria blood moon and solar eclipse
💡 raids every full moon night. This would help to anticipate raids and prepare accordingly.
💡 Wax Wood with honey , so that it doesnt get rotten that fast
💡 sharp stake pieces should give all their resources back.
Of all pieces in the game these are the ones that make the most sense to give you all materials back as they're very easily destroyed.
The fact that their dmg is mostly supportive (as they don't deal that much) and they break by themselves when dealing dmg, they last very little when actually defending you, and just to lose the materials when they are finally and inevitably destroyed? That doesn't feel right...
Think of it as the stakes "disarming" after a while and you have to put them back up again.
💡 To add on to the stakes suggestion. In light of the Dvergr stakes requiring more hardened materials, (one of them non-renewable that you might not get back if it breaks) I feel like they should do at least double damage on contact compared to the wooden ones to make them worthwhile building. The increased durability is not enough for me to consider using as a defensive option when I can make wooden ones with a renewable resource that does the same damage.
💡 Considering the lack of weak points in Ashlands enemies, a way of compensation is by giving lava blobs a special weakness to frost instead: If the lava blob dies while having frost effect, it would NOT trigger the explosion
While this seems like a way to make magic even stronger (especially frost staff and even frost arrows), think at the fact that the explosion does friendly fire to nearby enemies. This means that there are situations where you would not want it to explode (Inside/nearby your structures) and others where you would want to (lure it into nearby enemies). So it won't always be the case where you would like to neutralize the danger of the explosion.
💡 New defensive build piece: Explosive mine
Similar to traps, they would be triggered when something (including you and friendlies) stand on it, producing an explosion that deals fire and lightning damage as well as a demolisher-like knockback. The explosion also deals damage to nearby structures. The idea is that they're a powerful but also dangerous defensive option.
Possible materials to build it is proustite powder, sulphur and thunder stone (from haldor). They are destroyed on trigger but all materials are renewable and fairly easy to gather.
💡 fallen deathsquito - would fly around the fallen valkyrie to support it
💡 A probably simple way of buffing charred fortresses ballistae could be by just increasing their attack speed greatly. Like 50-100% faster than the player's ballistae.
💡 Being able to pick up and move storage boxes as a whole. This is just a quality-of-life request from someone who is constantly base building and having to break/carry/rebuild and stock a storage box instead of being able to move it from one room to the other.
💡 More variety to bolt choices for crossbows, making them more interesting and viable option. Some suggestions as ones:
-
Explosive bolts: causes small explosion that could deal blunt and fire damage on impact. Good option against groups of enemies and wouldn't be overpowered since crossbows are slow. Could use Proustite powder and Sulfur as main ingredients.
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Lighting bolts: bolt that deals pierce and lightning damage. Could use Thunder stone from Haldor as main ingredient as gold is plentiful in Ashlands.
💡Troll rug - adds comfort to your house and can also deter trolls away from location within a small radius
💡 The Elder forsaken power tweak: Faster WoodCutting + No SkillDrain (does not stack with actual death's No Skilldrain)
💡Could we add a 'Life Leeching' ability to any weapons upgraded with the blood stone? It would make those weapons more interesting and help tanks stay in the fight longer. Could we also have one handed axes and battle axes added for ashlands? I main with axes and having an axe and shield option would be nice.
💡Please add an endgame knife. As a avid knife user, not having an ashlands knife or being able to imbue Skoll and Hati is a huge bummer.
💡 More emotes and an emote wheel lol
💡 With so many joke/pun names, why not call the Obliterator the ObliteraTHOR?
💡 More unique fish dishes (like the fish ‘n bread from Mistlands, requiring anglerfish;something unique requiring magmafish would be cool).
A dish requiring bonemaw meat, like the OG serpent stew. Bonemaw currently has nothing other than throwing it on the rack.
💡 Make it so warriors and marksmen can only spawn in the vicinity of the fortresses while the ashlands wilds are only populated by the rest of the mobs.
On top of this being a way to ease the spawn rates, it would be a way to simulate the charred having an army of their strongest soldiers guarding the fortresses while the twitchers are more like a wild, swarming enemy that are rarely found in fortresses or nearby areas.
The presence of warriors and marksmen would also be a way for players to know that there is a fortress in the vicinity (in case they haven't seen the green light). Alternatively, make the green light render at a much shorter distance
I remember reading this was more or less the plan in one of the dev blogs. That plan should be re-evaluated...
💡 going off the puns mentioned before, a post-Fader event that spawns in 2 morgens. The start message is "It's Morgen Time". The end message is "They'll Be Sinew Later"
💡 CTRL + Craft to craft 5x of an item instead of crafting one by one.
💡 greyling trophy
💡 Mage robes rebalance. Add additional elemental and blood magic level +10. (imo eitr regen isn't a good enough pay off for losing armor and hp or stamina)
💡 Make equipment from 'lower' tier crafting repairable at 'higher' tier crafting benches, like for example be able to repair the hammer at a forge. Having to go through all different tables to repair everything is a PITA.
💡 Maybe some armors from lower tiers, like the Root set, could be upgraded into higher tier so we can use it's unique set passives on higher tier biomes
💡Make sitting passengers in a boat passively help rowing when the driver is rowing.
For every passenger helping, is a 5%-10% speed increase while rowing.
As there are holes on the sides of the boat, this would be some nice qol, and would be logical.
💡 Foods in general: would be nice to have more jerky options, currently the highest tier is wolf...maybe have Lox jerky, Hare jerky and potentially even ashlands and higher tiered?
💡 Mistlands food: for balancing purposes either there should be a health/stamina (non-magic) food option that uses multiple seeker meats to craft OR make meat platter like a 3:1:1 ratio of meats or 2:1:1 (seeker meat the highest) since both health options use Hare meat i've ended up stockpiling wayyy too much seeker meat (which is needed less) and have to purposely go out to farm hares (which are needed for both options)
💡 Furniture that gives comfort should tell how much in the menu and be categorized by the groups that overlap with each others comfort level (fire, rugs, chairs, tables, etc..) so its more clear what is required for max level comfort without having to either test everything together and seeing what's a necessity or by googling it
💡 Add more Shield patterns, like Dragons, Serpents, tools ec.
💡 Add "follow" function to askvin so that as you are facing Ashlands hordes you can have your own horde to combat them
💡Add a second crafting recipe for dyrnwyn which allows it to be crafted into a two handed sword, also a medium or light armour set for the plains
💡Ghosts should drop something. Not sure what since they are similar to cultists in being limited to dungeons only, but are more rare.
They could either be like fenrings and drop only a trophy and a silver necklace. (Keepsake they held onto into the after after life?)
Or they can drop their own special drop like ectoplasm or something which could be used for weapon or armor crafting or building.
Ghost spawns in burial crypts would have to be tweaked if the latter option was used.
💡 Make it so you can plant berries and mushrooms
💡 I know its hard to make but maybe add raids where the enemy attacks from the coast or the sea
💡Hey all! Game designer from On. Canada here!! With 400+ hours into valheim I think I finally decided on what I feel like it's missing. I think what it needs is a sense of personal progression and select abilities. Things that my character is good at and isn't just linked to my equipment. Currently, I feel like the skills are rather obsolete and don't change the game very much. What I think would be a lot more interesting, as well as provide a sense of immersion and feeling of my character being specialized, is a perk system. So for example I might gain access to new abilities, attacks, increased attack speed, or range, decreased stamina cost, etc. etc. if I get a certain level in a skill and select or unlock a perk. Similar to the way that 7 days to die, or enshrouded does. Now as a game designer I know that this is very involved and can be difficult to balance/implement, but I genuinely think it would be a huge improvement to the game. It would set my character apart from my other friends and know that I have a chosen specialization that isn't just tied to my equipment
💡 It should definitely be ectoplasm for a ghost, and it seems like a natural ingredient for a new mead--maybe reducing stagger or maybe increasing stealth/reducing detection range?
💡 instead of black metal being dropped by goblins, have it be their weapons that you can then put in the blast furnace and smelt into blackmetal ingots. and ofc you can use their weapons cuz its goblin size.
💡 Needs Potatis.
💡 Have the thrust feint attack by the charred warriors do slash damage as opposed to pierce. I understand thrust doing pierce because it's thrusting the sword into the character but during it's feint counterpart, the thrust is the deception and the real attack has an upward swinging motion which fits slash damage better.
💡Spears should have underarm thrust not over arm and the last (3rd) strike should be overarm to the side not dagger stab like it is now. Looks so weird!
💡Vineberry + Bonemaw Meat + Honey = Bonamaw jerky 60 HP + 60 STA. Perfect mix for mages
💡 Add ghosts to the Black Forest as night time spawns. Give them a trophy they can drop.
💡 change the grausten wall models all have the same dimensions
💡 Suggestions for world modifiers. Fuel cost for torches and other light sources, have fuel last x10 / x5 / x2.5 / x1 (default) long, I do not like refueling torches, maybe even an unlimited option. This would work for all torches and light sources, but not fires. Alternatively, could just have a "unlimited torches" toggle similar to the no map toggle, maybe with the condition that "torches/light sources no longer need to be refilled with fuel, but cost x5 or x10 more to build resin/eyes/etc to build".
💡Give greylings small visual details that reflect the current state of the world.
It can be a subtle hint about what's to come, like mud-stained feet after killing The Elder or some snow on their shoulders after killing Bonemass.
💡 Greatly lower the hitboxes from traps.
I've come to realize that I need to go around a trap in order to hit a trapped enemy because not doing so just results in hitting the trap instead.
The immobilize effect only lasts a few short seconds so having to go around to hit properly is precious time wasted, especially on strong enemies
💡 Reduce the cost of stone building items.
💡 Give the poor dverger in the mistlands fires in their homes
💡 ability to clash one-handed weapons (maybe not knives) against shield to aggro unalerted enemies. Each type of shield has different ranges.
Buckler alerts enemies in a small radius, round shields in a medium radius, tower shields in a very large radius.
Additionally or alternatively, war horns would have a similar radius to tower shields but work as an alternative if the player doesn't want/have a tower shield.
Using it on an already alerted enemy rolls a dice for the enemy to either switch target to the player clashing the weapon or continue attacking original target (so as to not abuse it by making ALL enemies ignore other targets just for those targets to get easy hits).
💡 Now that we have a mini boss dungeon that's not related to Hildir despite the whole mechanic started with her, this opens the possibility of more of these types of dungeons.
In Deep North, there could be a dungeon (or several) where, instead of a mini boss fight, the dungeon itself could be an arena/colosseum structure where the player can fight waves of enemies after performing an offering/payment of some kind.
There could be a unique reward after completing the dungeon and is only given once, however, the player can still repeat the arena fight as many times as they have offerings available (but the rewards could be different and NOT the same as the first one).
Additionally (but optionally), the final wave could still be a mini boss
(Idea inspired by @reef sparrow )
💡 Remove knockback from lava damage so if you are standing on a basalt island, you won't get pushed off to your death if it clips below the ground.
💡 There are multiple creatures/enemies that are missing their corresponding trophies, including bats, greylings, seeker brood, chickens, Burial Chamber ghosts, and small birds, (which include seagulls, crows, and grey Ashland birds). I think it would be really good to be able to obtain trophies for all the different creatures in Valheim, because we see such a consistency of trophy drops with all other creatures, yet these few are missing their trophies. Even though they are small creatures, I think their trophies could be made in a way that still lives up to their appearance.
💡Flametal Chests could be new placeable objects that act as an upgrade to Black Metal Chests. They would require 2 Flametal, and 10 Ashwood. They would follow a similar theme as the rest of the Ashwood build pieces, with Flametal lining the edges and composing other parts of its texture, like hinges, nails, and a handle in the front.
💡 We need to be able to have a hairstyle like the female in the animated trailers! looks sick
💡 I think you guys have to fix the lava explosions. They have a WAY wider radius of knockback than they show. It's incredibly frustrating to be gathering your flametal and be hit off your platform when the little ball of fire doesn't even look like it was anywhere near you. It should be much clearer graphically what its hitbox is and how close it needs to be when it hits you. ALSO. Because of this massive hitbox, they can spawn underneath your platform and knock you off. If your goal is to just kill the player over and over I guess you've won 🤷♂️
💡 Agriculture and Animal Husbandry mechanics
Tamable animals could be bred for better stats providing metter mounts, attacks or resources when slaughtered, You could check these levels by holding a Sheperds crook, basically a club with a bonus that causes those attacked to flee. Or just looking with the butchers knife equipped
Plants have a star level, Higher level trees give more wood and resin, seed plants produce more seeds at higher level and those higher level seeds produce better produce, You can check the level of plants using a Cultivator
💡 The Queen needs to be tweaked, mainly for solo worlds the spawned mobs are extremely overwhelming (haven’t played it in a group but I imagine it helps a bit), I think having the boss’s scale more for amount of players in the world/fight area would help, as well as potentially changing how the queen spawns in enemies, instead of every 30 seconds (or so it seemed like) have it either take more time between spawns or so she spawns in enemies every certain amount of damage done to her
💡 I beg of you, give us an early game magic item! a shitty wand of sparks, and let us make a mushroom stew that gives like 20 Etir. second point, I feel the early game needs a little polishing, like finding a fishing rod in abandoned houses, a mini dungeon for meadows. I remember someone suggested a bear cave in the past.
💡change the lighting for stairs to take multiple stairs into account, right now it looks kind of ugly when multiple stairs are next to each other because theyre all lit individually.
💡 "I would like it to be possible to increase the star level of pets based on the level of intimacy or whatever criteria, or by the amount of time spent riding them. This would make riding animals more beneficial."
💡 Make all berry bushes respawn if destroyed and not in a player base zone, so they dont get destroyed by random mob fights, falling trees, etc while not growing in undesirable locations in bases. This would be a quality of life improvement and will not really affect gameplay, except that now players can care less about a bush being destroyed or not.
💡 it might have been said previously, tho i cant find it anywhere, but why cant we wield two knives at the same time
💡 New Workstation: Repair Bench
It would just be there to repair every piece of equipment from every workstation, given the required workstation is in the proximity of the repair bench. It still would be possible to repair equipment at it's required workstation.
💡perhaps make deep north really wind based, as in the winds are so strong here that they push you and blind you with snow
this would make moders forsaken power actually prove useful outside of sailing and that one single cape from ashlands
💡Given that players can simply build up a ladder outside of a Charred Fortress, Fire Bomb it from the outside, murder everything with very little resistance, making the Iconic Siege engines virtually obsolete as taking the fortress in the intended manner is much harder with no incentive to do so in the correct manner. SIMPLY add a Dverger Style ward inside of the inner tower of the Charred Fortress that prevents building and only allows Siege engine destruction. Boom. Fixed
💡adjustment for freezing and cold effects and how they are countered by gear.
there should be different temperatures ranges depending on which this effects apply (assuming no resistances):
- normal (e.g. meadows day)
- chilly (e.g. meadows night when sheltered, low mountains sunny day) -> cold x0.5 effect
- cold (e.g. meadows night, high mountains sunny day, mountains night when sheltered) -> cold effect
- freezing: (e.g. mountains night / snowstorm day) -> freezing effect
- deep frost: (e.g. snowstorm at night while not sheltered) -> freezing x2 effect
resistances would adjust the temperature. minor cold resistance (75%) would improve effective temperature by 1, normal resistance (50%) by 2 and so on. if capes offered only minor cold resistance, it would be entirely enough and even not all later capes would necessarily need it at all. resistances from different armor pieces should stack however making the cold resistance of the wolf armor actually relevant.
💡 wishbone update:
the wishbone should be updated to find also things in the later biomes. for example:
- haunted graves. when uncovered, a mini-boss spawns. loot contains metals.
- underground iron ore deposits in the plains (considering that plains-tier armor needs iron)
- underground silver deposits in mistlands (only the mistlands polearm needs it currently, but silver could use more uses anyway like furniture etc.)
- underground tar vein; spawns growth attack event when uncovered. once cleared, can be tapped for slow tar extraction.
- forgotten dungeon. buried entrance to a new dungeon (plains)
- burried meteor. its pieces would work similar to ashland gems in that it introduce new weapons variants of the old biome weapons we have.
💡 Due to the lack of additional armor and no black metal armor in the plains I propose a new armor type.
New plains armor: Black metal Chain mail
Helmet: Black Mail Helmet
Cost: 15 black metal 2 linen thread 5 chains and a fulling trophie.
22 armor no movement speed debuff
Cuirass: Black Mail Cuirass
Cost: 20 black metal 2 linen thread 10 chains
22 armor 2.5% movement delay
10% slash resistance
Greaves: Black Mail Greaves
Cost: 20 black metal 2 linen thread 10 chains.
22 armor 2.5% movement delay 5% slash resistance.
Set Bonus
Fullings rage: Killing an enemy in combat increases melee damage 10% for 10 seconds.
When active player can't be knocked back or stuned.
66 total armor.
Fits in well as both the black metal sheilds feature chains ⛓️.
💡 Being able to select a food item in the cauldron and favourite it so that it is at the top of the list of options, mabe with like a star picture next to the food pic or name? That way we wouldn't have to dig around to find the right food option in the list everytime we go in. (I struggle to remember which food item I use the most after a while so it would help with that too)
💡 New emote to complement flex emote: pushups
💡 loxes should not be able to climb on top of each other => they should not be able to overcome 8m high walls this way. since they do a lot of damage to everything around them when they fall off each other, this would reduce the massive structure damage they continuously cause.
💡 prayer (as a skill maybe?)
When players die you can bless grave stones, or even your own. This could decrease skill loss or anything death related. Maybe keep an item of choice on death if your prayer is high.
Another idea for prayer, could be type(s) of structures.... Rather than skill. There could be tiers, like workbench, and different alignments. Would be cool to be able to collect your items (for price) from these prayer locations. Thanks
💡 Due to lack of new daggers in Ashlands, maybe changing the attack animation for Skol & Hati to 4 hit combo or making 3rd attack deal damage with both hands at the same time would make it a bit more viable in Ashlands?
💡 Maybe an answer to improving the meadows is to add villages with interactive and passive npc’s such as gnomes. Trading and tasks such as dealing with neighboring draugr villages (which shouldnt just have chests with feathers and torches).
💡 Less frequent enemy spawns and less types mixed everywhere. I want to have fun fighting 1-2, maybe 3 things at at time. Not 14 things of every type all the time. It's not fun getting mobbed constantly and having every enemy type revealed all up front. I can't even play the game like this.
💡 Please add an Ashlands knife (and preferably an atgeir). I understand not wanting every biome to have every weapon type to encourage new play styles but with the Ashlands being the second to last biome and it being so different from the rest I feel it should have every weapon. Ashlands is the only biome without a knife and it seems silly that you put 3 different swords (7 if you count the enchants) but you can't give us a simple knife. It could be something like a Bonemaw dagger with its teeth. On top of all of this the Ashlands is such a huge step up of difficulty so i can't really just use a max level Mistlands knife.
(Also as a side note i just think the enchants would go very well with a fast hitting knife)
💡 I love finding chests in the swamp crypts with iron, and raiding fulings for black metal and finding chests in charred fortresses with flametal, I really don’t enjoy mining, can the dungeons in the Black Forest offer copper? And the mountains silver? Or add entirely new dungeons/fortresses that offer metals as a reward similar to the charred fortresses? It’s so much more fun to fight mobs and raid villages for loot than to click on a rock 1000 times…(if this was added, simply add a dungeon key to the bosses without them so you have to kill the previous biome to access the next)
💡 I want to reinforce a suggestion that players probably make all the time: Please change the "Take item using E" when on a Trophy stand. It should be "Hold E" to collect a trophy. This simple change would be a huge QOL. Trophies get accidently collected all the time around the base due to this
💡 I particularly love the special sets (Troll set, Root Set and Fenris Set) and the way they present unique ways of playing, but with progression they quickly become obsolete leaving the unique gameplay style they offer unviable. I wish there were ways to make this equipment more relevant in more advanced gameplay (whether with the genstone mechanic or a new mechanic) in addition to some more unique weapons that become more obsolete, losing a style of gameplay (Gloves and Battle Axes)
💡 give a melee attack to staffs, its can work like a charged attack with poor damage but some knock back and a decent cost in stamina, mage build have no resources when has low mp
💡 Askvin cart, new cart or a modification for the existing one.
💡 Add a search function and/or sorting options to the crafting tables. They're a mess to look through.
💡 This previous suggestion of mine doesn’t have to replace mining in the biomes it’s intended to be in, but instead would add a small amount of extra ore for dungeon runs…the chests in these dungeons could have a percentage chance of dropping say 1-2 pieces of copper(Black forest)/silver(mountains)? So if you grind many dungeons (for lots of cores/troll hide early game) and get lucky on chest spawns you get maybe 30-45 copper/silver? Enough for one or two weapons/tools/building items (not even fully upgraded), not replacing mining but making you spend 5-10% less time mining in these biomes that require it, I think it’d add a nice bonus for ores and I mainly suggest this because many of my friends got burnt out in the copper mining grind and I feel having a way to get a little bit of ore/metals elsewhere would be nice and may help with that (similar to how tin can be found in barrels in the black Forrest)
💡make asksvin forest faction so they fight other stuff. Everything (alive) around eats them, so idk why theyre chill with them all
💡Flametal ore could be tricky to mine. Equipment and bases can consume a lot of that important ressource. I would like to suggest to let these Leviathans respawn on there location after some ingame days. Maybe also with just the remaining ore on top at the time they sunk. I guess I had never mine all at once from them
💡 A raid that triggers when your base is on a beach. Kind of like a viking raid. A vessel full of mobs/skeletons makes a landing and releases them or maybe acts as a spawner.
💡 Better posture for character.
💡 By the time the game releases to v1.0, we should be able to reach 30 minutes of rested status (there are four pieces left for this)
💡Have less frequent enemy spawns in the Ashlands. I want to feel a sense of accomplishment when I clear a mob but constant mobbing completely removes that sense of accomplishment. It feels relentless and tiring.
💡 I would like to see more expansions. Keep it going!
💡 A rock icon and a leaf icon for the map would go a long way
💡 Move some of the Ask armor set bonuses to individual Ask armor pieces to encourage and support "hybrid" armor combinations.
💡 new “saddle” type to allow attach cards to lox/ ashvin
💡 Add the two missing roof pieces: In all the other roof piece build sets, we have an interior and an exterior corner. In the gaustone ones, we get interior corners, but no exterior corner pieces. They'd fit nicely around the arches, and would let us build domes easily.
💡 World modifiers for more specific Spawning mechanic
👨👦👦 Density/Pack multiplier = 1. Normal / 2. Chance to double spawn / 3. Chance to triple spawn (even troll)

*This govern How fast mobs fill hard cap 👇
🗺️ Total mob population multiplier = 1. x0.5 😈 / 2. Normal / 3. x1.5 / 4. x2
*This govern shrinking or expanding hard cap 👆
Spawner strength = 1. normal / 2. stronger = wider active radius + more mob upper limit / 3. Super stronge = much wider active radius + much more mob upper limit 
*Spawners will cause more

💡 world size modifier
💡 probably has been suggested already, but a system like palworld would be cool. by that i mean not having to have things in your inventory to build stuff, but just have them in chests in the workbench radius
💡 A Valheim cookbook would be a great addition to the merch store. Theres so many foods that could be so good irl...I personally would love to try a muckshake
💡 ||A food recipe that combines Sea Serpent meat, Bonemaw Serpent meat and Deep North Serpent meat.||
💡 Wisplight upgrade with silver to increase radius please please 🙂
💡 A quality of life suggestion: An item list in the settings menu where you can toggle certain items on and off to be ignored by auto pick-up. Right now in the ashlands, there's so much loot dropped from a just few minutes of wandering around. It becomes an inconvenience to have to constantly throw unwanted items out of your inventory and/or toggle auto pick-up on and off between battles with enemy creatures. I believe this would help players in the game overall, not just the ashlands.
💡 Remove molten cores from putrid holes and only allow them through inside fortresses.
The intended way of going to ashlands is by killing queen and unlocking the Drakkar and shield generator, but the ship can quickly become almost completely useless as you can build a much more efficient way of transportation that is also instant and with little inconveniences. What's more, one of the main "advantages" of stone portal is that it doesn't burn like wooden portal... Which is also irrelevant due to the shield generator.
By locking molten cores to fortresses, not only it would serve as an encouragement to attack them more even if the player has enough enchanted weapons, but would also make the two main early ashlands unlocks much more important and meaningful.
Fortresses chests could contain a lot more cores as compensation for being drastically more limited, with a probably guaranteed minimum of 2-4 per fortress
💡 Add World modifier with zero skill drain at death but permanent lose of all gear.
💡 Sacrificial alters for other Gods: A structure built for making a sacrifice to any of the Norse Gods, Each God would offer a boon for certain items Sacrificed - Any prepared food and a Tasty Mead could be offered to Thor to apply lightning damage to any weapon or Arrow at the cost of each attack costing double durability, and only last a set amount of time, the better the alter and/or offering the longer it lasts, but will permanently destroy the item if allowed to lose durability during this time frame
💡 Adda new material "dirt" that can be made into compact dirt for new roads. This dirt can be combined with any head to make fertilized soil for crops to grow faster with new cultivated soil. New Potted plants in the furniture category to put plants in. maybe 👉 👈
💡 QOL UPGRADE!
The background, border, or edge of each food item next to the health bar takes on the color of its buffed stat. Blue=Eitr, Red=Health, Yellow=Stamina, Silver=Balanced
💡 Make Proustite Powder look more visually distinct from the Morgen heart
💡 maybe a different secondary attack for the dyrnwyn? instead of a thrust it could be, for example, an AoE blast attack, for good damage and an epic look that makes it worthwhile gathering all the different pieces
💡 Molten core to make specifically Elemental Enchant table,
Now Black forge is pretty crowd and Idk If we will have to use black forge till the DN and will DN Item gonna have elemental varaint since elemental enhance are pretty useful.
Every single element will get their own table 😉 and can enchant infinitely
. the table requires consider amount of gem 10? 20? of specific type and need some fuel to operate during each enchanting process.
for example
🌲 Nature enchant table = 10 jade to build and sap as fuel
🩸 Blood enchant table = 10 blood to build and blood cog as fuel
⛈️ Storm enchant table = 10 iolite to build and thunderstone as fuel
or just All in 1 element table = 7 gems each to build and eitr as fuel 
💡More bigger Islands that only have black forest/meadows and mountai, They can be found farther out on the map.
💡hanging chain build piece to hang things from, also they dont break after 4 pieces down
💡Thread/aggro generation - tank class, or something,
add to all shield some buff to increase mob attention agains You when wearing shield for example ( tower shield 100% chance to mobs attention in all active creatures, round shield 70/80% and bucklers 30/40% )
💡Dundr should use iolite instead of bloodstone to upgrade.
💡 new misc. building: border stone (needs 3 grausten)
a base building like the camp fire that prevents enemy spawning. like camp fires, not attacked by enemies but gives no fire effect. when placing it the radius of all nearby border stones/base buildings becomes visible. since camp fires already provide this mechanic, this is just a QoL upgrade for it.
context: landed with a friend in ashlands a few days ago. in many hours gametime we barely were able to move out in any direction due to constant fighting. seems impossible to explore anything - sure u can igonore the charred ones, but not askvins and morgans. had to resort to massive camp fire placing in a large radius to secure the space and will have to makes paths through the ashlands this way to get anywhere at all...
💡 You should try to change building physics, to give more opportunities to build on less manageable places. It's a fantasy world, it doesn't make sense to look for realism. You should take physics out.
💡 Dyrnwyn should dry you out and keep you from getting wet when wielded. If you can dry down by standing close to a fire, then why not when holding the fire in your hand?
💡 add an source of black metal ingots similar to iron/bronze/silver ingots inside the old pots in the Ashlands. Maybe as an drop from the bear traps inside the sealed tower?
💡 add a new table (possibly in plains or mistlands) that allows for upgrading artifact-type equipables such as megingjord and wishbone, and then also add more artifacts that provide bonuses in combat and general survival
💡 It would be good to see Hugin hints the first time you craft an ashlands-tier (customizable) weapon so that you know to go looking for the gemstones. Given the difficulty level of the biome, it's a serious waste of resources to upgrade them, only to find you lose the upgrades when you convert it.
💡 Buildable stacks for metal ingots, similar to buildable wood or stone stacks. Building item you can place that would take up a stack of metal, (iron, bronze, silver, flametal, etc) and be just a big pile of said ingot. We can decorate and save space by building large piles of wood and stone in our bases yet we cannot do the same for our forges with our processed metal ingots
💡there should be a survival only build channel for screenshots of builds that were made solely in survival
💡 Make some sort of adjustment of which items you can multiply in your world. Something similar to how Don't Starve allows you to control specific resources and how often you encounter them. Because I do like spending way less time on chopping down trees for house building, or getting more ore at once to then ship it back to base - but it honestly feels so unfair to be able to multiply Dragon Eggs and Surtling Cores. It is clearly a single item - yet once you pick it up - it becomes two/three. So it would be awesome to be able to choose what exact resource you will multiply by the world modifier, instead of making all in-game drops me multiplied.
💡
We have so much Charred bone and not enough use of it - my suggestion is to make more type of arrows made of it, maybe even make a blunt type arrow? Explosive arrow using charred bone, sulfur and prostate powder?
Throwing ideas around 😄
💡 Fenris cape, it would look great with Fenris set also as one of the veraeties of capes 🙂
💡 bedrest
A better version of the rested bonus you get for a minimum of 15 minutes after sleeping (with an extra 5 minutes for each comfort point)
💡Add more Body Types, based of skills. A more muscular one with high Body Stats and a Weaker Body with higher Magic Skills.
💡 Dvergers now drop Dverger Meat. New crafting recipe: Dverger Burgur (requires Dverger meat, bread. Will upgrade to cheeseburgers once we can milk loxes )
💡 Undead Dverger and Fuling enemies. Since humans are practically nonexistent in valheim, it doesn't make sense that most of the existing undead appear to be human corpses.
💡 Feature: Regenerate Seed. Converts/duplicates a save into a new game state with same geographical layout, but old structures from the previous save are in mostly-ruins. Builds form the previous save may even be buried under underneath terrain.
💡I’m sure it’s been said but add more skills we have them as mods but Xbox can’t get them and add the benifits such as farming and as you level up plants more gather more from harvest and such there’s so many more skills that could be added
💡 Update the types of meat wolves can eat (seeker, volture, asksvin)
💡 One of the most frustrating parts of the game to me is finding infested mines and other POIs in the mistlands. Some of the entrances look very similar to the spiky rocks that are splattered around, and you'd be lucky if any of them turned out to be the actual dungeon. The mist itself also works against you, because it's very likely that you'll miss many of them because you weren't able to spot them on the wisplight radius. What I suggest, is to take further advantage of the verticality of the biome and make POIs easier to spot when you climb said spiky rocks that extend above the mist, kinda like how you can spot them more easily from skyview towers in breath of the wild. Maybe give them a characteristic glow, or something to subtly but surely make them stand out and make the search less tedious. Random wisp torches don't always necessarily indicate there's something there. I don't hate the mist, but I also think there aren't enough mechanics to combat it properly, which is what I percieve as one of the reasons many see the biome as a slog.
💡 please add option to rename the chest to make organize things easier
💡 More raids to test our base defenses. 10 fallen valkyries at the same time would be fun.
💡 so many updates and yet still no ability to pick up and move tamed animals or have a feeder chest/bowl for them. i hate throwing food on ground especially if breeder needs exact placing
💡 Do something about the desync in multiplayer? I'm fighting for my life over here and the mobs just doing matrix moves all over the place, especially in ashlands
💡 Do not let (multiple) Lava Blobs spawn in immediate explode vicinity of player in Ashlands.
💡 Add a way to expand inventory space and/or make dedicated gear slots, I often got full inventory only 5 - 10 mins into exploring Ashlands. A way to craft or acquire more inventory gradually as you progress the biomes would be really satisfying.
💡 Wolf fang arrows
💡Serpent Scale armour
💡Reduce enemy spawn rate in the ashlands
💡 to add to this a set bonus of +15 swimming and +10% swimming speed
💡 I would like to see that as well but give it pierce and fire resist but weak to lightning
With -5% stamina usage while swimming to each piece for 15% Swimming stamina use reduction.
💡id suggest letting some mobs know they cant just walk into lava and or hot water "walk around" (Dvergr/ spawned skeletons especially)
💡 Performance is degrading, like, really, really, really bad
For about 3/4ths of games that have ever started out good, the developers have just gone "Okay, that part's good, no need to update or fix anything about it unless there's something extremely game-breaking"
For instance, take Minecraft, it was fine rendering everything in it's render distance at 12 chunks render distance with like 200 total blocks in the entire game, but Mojang has just piled and piled and piled content on top of that same old ass game without improving almost any of the performance.
I hadn't launched Valheim in a couple updates, and I launched it, and my GPU was getting up to 100% usage on the main menu (my computer isn't exactly bad, either)
Please fix this
(PS: I have a good friend who had their computer literally start overheating and beeping at them because they were sitting in the main menu of Valheim and they hadn't lowered their graphics settings. They still need to figure out a way to be able to run the game without their CPU's heat slowly rising and rising. They have a 3060 ti, and they used to run Valheim fine with their older parts as well.)
💡 Add reason to hunt stone golems in the mountains. Troll armour and Root armour gave the prev 2 "minibosses" reason to be hunted. Crystal axe doesnt motivate at all, to go and search for golems.
💡 add ash wood roof pieces and a 26 degree grausten roof piece i hate having the 26 degree ashwood roof wall piece but not having a roof style to match it
💡a proper wooden wall piece to close off center roof pieces. the wooden cross just looks out of place a lot of times
💡Elemental magic gets skill xp from the Staff of the Wild roots hitting enemies(currently you only get skill from the direct impact of the cast)
💡Blood magic gets skill xp from the Summoned Troll hitting enemies
💡 Introduce some kind of "All in one table" that only let you build and repair structures. That is the same like having Workbench, Forge, Stonecutter and Black forge around. This will help a lot when you just want to build or repair structures without the stress having and moving around all 4 crafting stations. Only for build and repair structures.
💡 add a new passive mob or like mountain biom variant of the boar called the ram just to add some more life to the mountains
💡 Entering charred fortress using wood stairs is pretty easy and cheaper than the siege weapons. (climb >> take spawns down from distance >> kill the mobs >> enter >> loot).
What about putting Charred Ward inside the fortress?: new npc exclusive || (like the charred chests)|| ward which will prevent players to build near the fortress, but won't prevent to take the gates down with the siege weapons.
💡 add the ability to take seeds out of berries to let us plant them
💡change "Ymir flesh" to be the same as "soft tissue"
it is only needed to craft the Forstner and nothing else, so it is afterwards entirely useless. It servers a very similar purpose to soft tissue in gear crafting. it would not harm the game to unlock soft tissue earlier, since it only becomes usable after having both the eitr refinery and sap extractor. Also dvergrs do apparently mine soft tissue, hence it makes sense to be able to buy it from one of them.
💡 alternatively, give Ymir's flesh more recurrent uses--a new mead perhaps, that increases tankiness, perhaps some combination of reduced stagger, knockback, increased health regen or physical damage reduction
💡 to be able to change name of connected portals both end from one side.
💡 Makte the Deep North an Mythical Biome with many parts of the nordic mythology
💡 since DN is presumably the final biome, i would find it cool if the weapons were god inspired, for instance the mace may be Mjolnir inspired, the Atgeir inspired from Gungir (since spears are not really that good), maybe some magic from Loki
💡 Add Gold in the DN Biome and add craftable Coins
💡Make Hood of Embla 50% Eitr regen otherwise you can replace it with Flametal Helmet and get 20 armor and only lose 30% eitr regen
💡 add Runestones near the entrances to dungeons that you can spend trophies on to respawn an already completed dungeon. all dungeon types. To add more replayablity to dungeons.
💡Please add inverted grausten arches.
💡Please, make a favorite seccion to the food
💡 Add more rows for inventory slots, or add dedicated armor, weapon, accessory, and potion slots. With the increasing amount of resources to harvest in Ashlands, carrying your main set of tools, weapons, armor, accessories, potions, and food takes up too much space to allow for proper resource allocation. By the time I've finished packing, more than half of my inventory is full, leaving very little room to gather resources necessary for crafting, cooking, and building.
Mods are already doing this, and they've become increasingly popular with the Ashlands update due to the myriad of new resources Ashlands offers players.
💡 This game needs a way for people to be able to facetank, IDC about doing damage but some of us can't always dodge. Due to nerve damage in my one arm I use an special controller but I can't always hit what I need to dodge and I am getting 1-2 shot even in heavy armour. Heavy armour already has debuffs on it for wearing it, so why should we still get trampled as if we are wearing nothing? Heavy armour is the go to for people like me who have disabilities but still have a way to play games. I have loved what I could play so far but I am to the point where I can't play it anymore.
💡 Fine wood walls and roofs
💡 Idea for new mysterious location, set in the Plains. From the Sealed Tower, I think it could be expanded upon that Fulings are into puzzles. The mysterious location could be found by runestones in a fuling village, but itd be rare. It would point you to a special Fuling shaman npc that speaks in a language you cannot understand. You can take this knowledge to Haldor and he will sell you a magic translator stone item. Then youd take it back to the shaman and youd find out the Fuling shaman wants you to solve a riddle, which when accomplished would give you a key to an instanced dungeon with a decent miniboss and award the player with something. Feel free to expand upon this in discussion if youre interested!
💡Replace resource stacks with "Pallets". For 10 (or whatever) wood, you get a flat, square surface that will store up to 8 stacks of a single type of resource (just like a basic chest with a limitation). This Pallet will show more resources based on the number of spots are full (like a cart). Resources are available from a Pallet within a certain range, and will be consumed when crafting or activating buildings when the player's inventory is empty of that resource. Example: a Coal Pallet can be placed near furnaces and will directly supply a coal-consuming building when the player presses 'E' and has no Coal in their pockets. Pallets full of Wood and Stone will be consumed when things nearby are built. Pallets full of Bone or Metal will be consumed as players build or upgrade things winthin their range.
💡Hello all I don’t know if I’m at the good place but it’s 25 years I play a long hours at a big quantity of game and valheim it’s the best I have played these last years and I just would write this these spirit do continue my suggestion it’s this « valheim it’s the purgatory » but you have again a long story about Odin and the 9 other worlds maybe a system with a big portal at the end of one world for going on an other world and continue with the material actual and we just restart the discovery into a new world and a possibility to use this portal for going and back a lot of time each world as A very long story and you know the 10th world it’s not rallied maybe the poison Inside valheim can travel and come on the 9 other world of the mythology and we do help to save all these world you don’t change nothing just you continue to develop and you never stop your idea but only follow the story just after this world don’t stop this fantastic adventure. A lot of armor weapons and magical suit can be created im sure you can create some lines of new stats you have elf themes giant themes and a lot maybe some npc for some stuff again for selling a lot of stuff table chair flower and other . Just ten world you can do it I believe in you a lot of idea can merge im sure this mythology it’s big and consistant just continu your dream Ty for this fabulous game. (Sorry for my English)
💡can we get a waterproof light armor?
💡a lot of place is taken inside inventory actually 4 pieces of armor 1 special item 3 place for food 1 for arrow maybe 1 for bombs sometimes and not specially all time placed on tool bar maybe some of we have 1 special stuff inside the bag I think at the light suggestion is : add a small menu at the right of bag for the 4 pieces of armor the special stuff and arrow and on future after kill a boss add the possibility to buy at haldor a bag with 1 more line and add same weight of mejingold just for 1 more line?
💡 being able to see the stats of the cooked food for uncooked food items
💡add the kraken (giant squid) as a sea boss to valheim (its apart of norse mythology)
💡 do a new category to the black forge, as we have crafting and upgrades, it would be nice to have enchants or something. It is difficult to find anything if you have so many stuff to do in 1 category
💡 when the deep north update come, make it more flatter and bigger islands
💡 We have multi color standing torches. Why can't we have multi color wall sconces?
💡 how about armor for wolves?
💡 idea for deep north i had: What if in deep north the mountains are extremly steep so you need climb up to reach the top? This could be done maybe by crafting climbing gear from the new materials, or in some other way.
💡 Anchor for the ships; to anchor your ship so it won't slowly drift away from where you left it. Also, to prevent monsters from being able to push your ship off course (especially troublesome in Ashlands where the Voltures often push you in to rocks if you let go off the controls to fight them off). A simple interactor "Drop Anchor" - "Raise Anchor" would suffice. Catapults already have similar interactivity.
💡 a farming skill would be nice, the higher it is the less stamina you use with the cultivator; it would be leveled by farming (duh)
💡 Question for the developers. Sorry for asking, but why isn't there an improved version of the construction hammer in the game? Or that it would take 2-3 times longer to break. Builders are very annoyed by the constant repair of the hammer. It would be interesting to see an improved version of it at all levels of the game. For example, an iron hammer. Or a black metal hammer. The flaming metal hammer is both beautiful and powerful.
💡Add world setting which allows to use map but disables minimap and does not show player position. This would be a great for those who want to play somehow immersive and also want to benefit from markers and cartography table
💡 Make Ocean more relevant. I know this was already suggested, I'm just posting my idea how Ocean should work.
Ocean should be a biome that you unlock new things in it by killing bosses. The new things can be: some kind of "pirates" that you fight them, new turtle island with new materials, etc... The first 3 bosses unlocks nothing, you will only have the normal serpents and turtles. That way the Ocean won't be overwhelming in the early game. Only after you kill forth boss Moder you unlock first thing in Ocean, and so on onwards step by step with each boss kill starting with Moder.
With the new portal, sailing will lose it purpose and I love sailing in this game. With a new system like this for Ocean, sailing can be rewarding. And the new materials from Ocean can be mostly for different variety of ships and more structures for docks that helps you build a nice dock.
💡 Ashlands boss is in the urge of a buff, seriously it is very weak, at least 20000hp
💡 Stop tamed animals from pushing your character around, for example I had some wolves roaming around my base and I could be in a chest, organizing or getting components that I need for crafting and a wolf would walk into me and just push me like I wasn't even there. Same thing happens with chickens etc. It's kind of annoying when you're trying to do something and you just get moved around.
💡a ruler tool that allows snapping to points on the ground (outside of built pieces) in a grid with variable point density (0.25m-4m) relative to a selected build piece.
example: select stone wall, ruler lets you place another wall 2.25m away
💡UI overhaul for crafting menus to make it easier to find stuff to craft, especially in later game
💡drop-rate modifier white-/blacklist
💡 triangle wood/stone floors and triangle roofs bc we alr black marble triangle floors
💡Desperately need a ||Bonemaw Meat recipe. Much like the Serpent Stew. This cooked meat is WAY too heavy to carry around as a food source.||
💡 One Star and Two Star Drakes for more EYE CREAM please 🙂 (I really need it for ice arrows)
💡 Valheim needs cheese. Lox milking please
💡 A way to clear out the entries in the recent server list in game. Individually would be nice but having an option to clear all would be nice too.
💡 give bonemaws the ability to fight on land. They seem to be hard-coded to want to get back to water while they're on land and that makes them super easy to kill just like their smaller and much less scary serpent counterparts. I'm thinking centipede-esque boney legs that you can't see until you drag them on land, then their combat style changes and they use their legs to move towards the player. adds to their already frightening appearance and the concept of fighting a more powerful version of the serpent.
💡jute pillows
💡 Add a "sprint" version of swimming that consumes more stamina in exchange for faster movement in water and/or exp gain. I was recently enlightened to the fact that there is a style called "combat sidestroke" that is apparently used by the US armed forces(?) for its speed and stealthy nature.
💡Hello, i'm from Russia, and my English isn't good, therefore, please be understanding of possible errors in the sentences. I don’t know if this idea has been written before. how about adding individual customization to the appearance by yourself image of the shield and flag or suggested by the system (with a choice of background and logo for this background)? and add clan and clan war systems to the game.
💡 Craftable power gloves, so you can physically pick up things from the environment and throw them at enemies for damage. Or, pick up the enemies themselves and throw them off things (e.g. fulings off sealed towers).
💡 Disable building damage from tamed animals
💡 vehicle upgrades.
Upgrades are “slot” based. More advanced ships have a greater number of slot.
Upgrades include fog lantern, spyglass (increases map reveal by 100%), small/medium/large cages for animal transport (larger cages require more slots). Upgrades are buildable from artisan table.
Additionally, vehicle customization (sail color, figurehead, ability to attach shields)
💡 remove work bench requirement to build sharp stakes.
Removing the limit of having to build a work bench to place them, it'd encourage their use as a rudimentary form of defense when in dangerous areas.
💡i’m going to bring this to everyone’s attention BACKFLIPPIN FLIP we need da backflip fr
💡 The ability to harpoon loose drops and logs. While it's cool building a diving board to reclaim my lost iron nails, it would give the harpoon a little more use (other than being a physics cannon)
💡 Add Killer Whales (Orcas) to the ocean as a new enemy. (if not, maybe in the deep north waters)
💡 Add an option to disable gore so that I can play with my kid.
💡 POI respawn timer: Any Point of interest, such as crypt, caves, fortress etc. could fully respawn after a given timer. (20 days = normal?)
This would make sure players get enough endgame resources on larger servers (10 people) to make a lot of different weapons.
💡 Make sprinting a toggle on/off action when using the controller's left thumbstick.
💡 With the increasing amount of items, things are getting bloated. We need better storage organisation options, its not particularly nice with the limitations we currently have. I don't wan't to make a janky wall of chests using specific placement orders because of one way clipping rules.
💡Give us a way to turn off the Steam Name in chat. Or at least a dedicated server variable to do so.
💡Ways of getting enemies off your back for strategic retreats or ambushes in the ashlands.
The biome is themed around war, but tactical options are kind of rough.
For one, maybe smoke bombs could create a large area that confuses enemies, setting them in the seeking state so you could ambush them and get some sneak attacks in. If the enemies are already aggro, theyd pause and become disoriented, but not go into seeking mode yet since they already know youre there. Maybe enemies could spawn in waves, with less often spawns but each one brings a lot of enemies, so when an area is cleared it would be calm a while before another big riot starts. Maybe there could be a blood magic weapon that ensnares a creature with magic, briefly turning it to your side. Just different ways to make combat more tactical.
For another, theres a lack of actual conflict. Asksvin should naturally be enemies to the rest of the biome, as we can see clearly they are bottom of the food chain. Itd add to the chaos.
Further stoking the fires, perhaps charred groups could spawn with internal flags that place them in one of two factions, and theyll attack other charred that dont belong to their secondary faction. Certain lore stones kind of imply a conflict and it would help the war theme if the soldiers were fighting a war amongst themselves as opposed to just you.
The atmosphere of the biome would greatly improve if the enemies were at war with each other, and could be used tactically in plenty of ways, but interrupting a battle might just mean more enemies on your tail. Having hordes of dudes cutting each other down and patrols trying to eliminate each other would be so fun, itd feel like an active warzone and youre stepping into an ancient conflict.
💡 add set bonus to heavy armor sets (maybe like slightly more damaged or an improved skill level in the melee weapons)
💡 the character select menu should display the character's stats and current inventory. I have 10 characters for different servers all with very similar armor loadouts and I have a hard time remembering which one specializes in what weapons or which is holding what gear
💡 taming bosses and the ability to fight them against other bosses
💡 Second, smaller ward. Used for personal homes in community settings in tight towns. 4x4 or 6x6 size.
💡 Option to automatically mute the game when alt-tabbed/not in focus.
💡 Pink/red/purple light source fueled by proustite powder/charred resin
💡 make it so voltures won't have the information about players health. it doesn't make sense and I, as a mage, am really pissed off by the fact that these stupid creatures are always attacking ME, instead of our tank.
💡 Using the Greathammer on plantables that are rooted in the ground (carrots, turnips, onions etc.) should make them all pop out within the radius.
This feature is meant to mimic the atgeirs ability to easily harvest barley and flax by using the spin attack.
💡so... how about an outhouse door? Complete with a little moon!
💡 x and y axis on all beams and walls (or 90 degrees atleast) pieces (so you can turn them anny way you want
💡how about teleport can be placed on cart
💡 same building blocks for all walls roofs and pillars
💡 Raid Spawn Rework:
Currently the strategy for challenging raids is to kite enemies around for 5 minutes, then kill them, because killing them while the raid is active just spawns more.
What if the spawners that produce raid enemies were physical spawners that would self destruct after 5 minutes, but you could also run out and destroy them early to stop new enemies from spawning in?
💡molten core for new portal working as intended?
right now molten core can be moved through any portal. So once you have 2 molten cores, this allows to temporary replace any portal with a stone portal and transport all metals from anywhere you want. so with a little incontinence the teleportation restriction is entirely removed? shouldn't the molten cores be themselves non-teleportable or maybe stone portals connecting to regular portals still not allowing to transport metals?
💡New cart carried by tamed animals
💡 magic chests!
chests that would work similar to portals, in that they can be named. two magic chests with the same name would connect to each other and share the same inventory.
this could help a lot with inventory restrictions: once your inventory is full while exploring, build a magic chest, connect it, put the stuff you don't need in it, tear it down and continue exploring.
💡 Might be too much to ask at this point (especially when it's more oriented towards ashlands content) but still worth putting for another update in the worst-case scenario:
Fist weapons with a perma-lightning enchant.
These have the same chain lightning effect from the other thunder weapons with the difference that it has a guaranteed chain lightning on every second hit.
This chain lightning also deals a lot less damage than the one from other thunder weapons (which is 75 so chain lightning from Thunder Fists would be ~7.5 or even less)
💡 Similarly to suggestion above, there could be a new perma-blood battle axe that, unlike rest of blood weapons, it would increase attack speed instead of damage by 0.2% per every point of hp lost.
Both of these weapons have their latest tier at mountains, that's several biomes below the one where enchanting is introduced so they're due for an upgraded version. Additionally, ashlands being so extremely combat-oriented makes it so weapons focused on an aggressive playstyle make perfect sense
💡 Shift+E to douse a lit fire
💡sub biomes,
example:
oak forest in the meadows
I think you get the idea just something to add flavor to exploring to find new locations
💡 Please revert the portal change regarding how fast it connects. Or at least make it a world modifier. Being able to rename a portal, jump through the "old" name and rename the one on the other side was so convenient and helpful. There are other ways to do it but they're more of a chore for the player.
I understand why it might be seen as a good QoL change for players who didn't take advantage of it. But, at the same time, it actually serves as bad QoL for the long-time players who used and appreciated an ability that wasn't detrimental or exploitative in the game experience. Having to run back and forth or drop extra portals and constantly change names will get the same result but it's so much more convoluted and annoying.
💡 Im suggesting this because this became an Issue far too many times with very expensive Items, but an uncrafting station would be nice. Have It run on boss Items or sap maybe. Or just straight up old fashion sacrifice.
💡 Possible upgrade to yagluth's power: Increase elemental magic by 15-25.
The dude is a wizard king that uses exclusively elemental magic, and you stole his soul and use it to your advantage. It makes sense that your elemental magic is powered up as a result, especially when you get this power up right before you unlock the first elemental staves
Additionally (but optionally), this could go over the 100 skill level limit
💡 Sleeping have random chance to bring you in "dream state mode" where you spawned on random location, flying, to explore areas for 2 minutes. Wakes up, explored areas are now written on your map.
💡 just more control on a creature tame or breed jump attack and other because on Xbox it’s so hard the mount of new biome follow and hunt all he see on Xbox and it’s a disaster 😂 he survive and destroy all I love but it’s hard to control when the IA start the auto pilot actually it’s a rodeo 😭
💡 Being able to harvest the wood from the fir trees on the back of leviathans would be nice QoL if you forget to bring wood (etc.) while sailing.
💡 Let me chop down that big tree in the sky. It is probably worth so much wood
💡 A cosmetic change to Elder and trophy.
I like all the boss trophies, but the elder trophy does not look like a boss at all. I know it is to obvious to add horns, so my suggestions will be: add Elder a beard made of roots. He is an elder after all)
💡 Add new dreams 2-3 months before the release of updates, that tease very briefly and mysterious what we will do in the new update. That might be super intriguing.
💡 did anyone else missed de 1x1 grausten wall piece? it would be cool to have a 1x2 also
💡 Magic weapons in earlygame/midgame ,obviusly they would be less exicting than the lategame ones already in game but it adds some variety early on. For example: Ooze Staff made of ooze, iron and blob trophy, or Staff of bones crafted with bones cores and tin.
💡Is it possible to add a chance that a zero star animal can give birth to a 1 star animal, like between 2-5%.
And the same for a one -star that give birth to a 2- star offspring, with a 2-5% chance.
You can go one level further that a zero star animal can give birth to a 2 star animal, chance 0.1-2%
💡 fenris cult pledge as an alternative to forsaken powers. This pledge would give you a "fenris form" for 5min, swapping armor rating, weapons, etc for a fixed set of buffs and attacks. (Transformation cancelable)
💡 A possible idea for the very last forsaken power from the last boss: it increases ALL skills by 10-20
💡 Change the condition for getting rested bonus and sleeping from "no enemies nearby" to "no alerted enemies nearby".
Benefits: you can enclose and tame animals near your home without messing with your rest, and you can build a house on raised ground, say, in a swamp, and not get interrupted by random unaware mobs wandering by.
💡 allow siege bomb to be detonated when throwing it into fire. Would be another way to dig)
💡 add bears to the DN I need the bear lying in my House
💡the idea behind this is sound, but reducing and only having that as the fixed universal way it works, seems to then require just building more, an unnecessary cost trade-off--instead have the radius be adjustable in some way, an interface, or just like a cycle when you activate it (like instead of "on/off" maybe the cycle goes "small radius/large radius/off")
💡Hitting enemies with a pickaxe should increase the pickaxe skill
💡burial chambers (dark forest dungeon) update:
there should be a chance for them to spawn an additional part of a dungeon behind a hidden door. The door would open with the Elder key. Similar to dvergr secret rooms in mistlands ruin, there would be special treasure there which contain bronze scraps amongst other. when opened, Wraith may spawn to protect the loot.
The idea is to make the burial chambers and elder key a little more useful. additionally bronze is often needed for larger player bases in the late game (braziers), so having another alternative to get it would be nice.
💡 Following the forsaken powers increasing skills suggestion streak, a way to upgrade elder's power could be by increasing Axe (not woodcutting) skill by 15-25 while it's active. The power kinda implies that you become more masterful in the use of axes by increasing woodcutting efficiency after all
It's also worth noting that axes are one of the most commonly tiered weapons in the whole game, with one being present in every single biome
💡 a general valheim forum in the discord server (i want to make a stupid suggestions thread)
💡 Make dead raiser secondary summon archers and primary to summon warriors. It takes so long to get the right type of skeletons just clicking and hoping for the best
💡 would be great if we got a new summoning staff, f.e. charred twitcher summoner as a somewhat better dead raiser?
💡Make it possible to find Jade/Iolite/Bloodstone inside Morgen Caves - the amount you can get just from forts can make it difficult for everyone to make everything they want to make if more than a few people are doing the playthrough
💡 Each casting summons 2-3 allied twitchers per level (6-9 at level 3), but these are much weaker than dead raiser skeletts and are mostly used as cannon fodder for enemies to target.
But they're immune to lava
💡 Chicken Feeder please! Storage for seeds that chickens would eat. Will also help new players figure out what chickens eat a bit easier.
💡 In Ashlands we got enchanted weapons, in Deep North, we should get enchanted armors and shields on top of more enchanted weapons
The shields, for example, could give resistant or very resistant to certain elements depending on the gem used (but only when the shield is equipped)
💡 Mounted combat:
Should be cool if you could use some weapons (like swords, and halberds for sweep attacks and bows for range attack) from your mounts, like in Elden Ring. In addition, craftable Armor for mounts.
And last but not least, mounted enemies would be amazing too.
💡 what about a boat for moving animals or can make a small pen on the bigger boats ??
💡food suggestion:
currently with each biome we get new food recipes that entirely obsolete all old ones. if new foods would focus less on improving the plain stats and instead gave additionally a resistance to most attacks of mobs from the biome they come from, it would would help to keep the older biomes still relevant. while the new food would still be by far the best choice for the new areas, it wouldn't make enemies in other parts of the world entirely harmless and boring.
That would also keep the door open to adding more stuff to older biomes, as that would help preventing biomes becoming too trivial for players that already progressed through them.
💡 How about giving the player the ability to name common (non-unique) weapons? Would be cool to use surtling cores to etch or carve insignia onto the tools we wield.
I just want to name my iron sledge "Death-Bringer". Haha. 
💡 Mistlands idea: It would be nice if we could upgrade the Wisplight with the Queen material, to increase the radius a little, so the farming of stuff get's a bit easier after we beat the biome?
💡 This is an idea I support with everything in me. This would also add some awesome mixed-armor (light/heavy/magic) viability if we can enchant various resistances/bonuses on each shield and armor piece.
Additionally, I would really love a transmog system or a way to have varying armor trims to add some additional customization options to what we wear.
💡 Following this, I'm actually thinking that instead of several different armor sets, there could be only ONE armor set, but as said in this suggestion, you can enchant each piece differently, so it's actually not one armor set but several instead.
This also works in contrast to ashlands as the biome with the highest amount of weapons, as Deep North would have the highest amount of armor sets due to the enchantments
💡auto stacking causes any split stacks to join together, so if i want to give half a stack of food to one tame and half to the next, the whole stack ends up in front of only one of them, a fix for this, pls 🙂
💡 I really like the war axe gameplay, I wanted more options until I reached the endgame using it.
(More Two Handed Axes to End Game)
💡 Let us open the charred gates from the inside.
💡’take all’ should prioritize taking a full stack of each individual object over all of one object where possible
💡pls for the love of god make it save resolution btwn sessions
💡 Allow numbers 1-8 to be binded to whatever user sets them to
💡 A flag/banner build piece whose only purpose is to exclusively prevent enemies from spawning in a huge radius (+50m)
The idea is that the player can place this in the wild in order to simulate "conquering" portions of the world in order to make it safer. As a counter measure so it's not so abusable, enemies highly prioritize trying to destroy the piece whenever they're able (which might encourage not just placing them on ground but actually trying to at least build something around them to protect them). However, enemies would not need to see the piece to target it, they could "sense" it and try to reach it, so something as simple as a 2x2m safe room might not be enough.
It could also be locked behind flametal so they're very late in progression and available in the biome where it would have the most use
💡 Increase the heat resistance from flametal chest/legs to 40% per piece.
Right now, the timer for lava to trigger damage and the damage itself makes the current resistance pretty much flavour text as the difference is way too minimal for both cases
Increasing it to 40% per piece (80% total) does actually give you a few seconds of grace period before the damage starts ticking, and also reduces it by a very significant margin while still remaining dangerous (due to how fast it deals dmg)
💡 After death and having to take all our stuff from dead body, make it so that first things that are taken from it is armor and weapons. Getting 360 no scope from Dvergr, while trying to take everything is pain.
💡 Using secondary attack with a bow makes the character use the default kick.
Could work as a way to slightly stagger and deal knockback to enemies as an archer
💡 Make linen cape reduce stamina use from base-building tools by 15%, just like hildir's clothing.
On top of this being a way to have reduced stamina usage from said tools without having to find hildir, if the player did find her the stamina usage would be reduced by 50% when combined with her clothing.
Even more, the linen cape can be crafted in several colours, which might combine very well with hildir's wares so it'd be a perfect match both visually and functionally
💡add a mage cape for ashlands. I want something new that would fit my set pretty well. Now, the only ones that might be useful for mage are ask one and the feather one. Even if feather cape doesn’t look as bad as ask, it still looks kinda weird cause of feathers not fitting mage set’s shoulders look.
💡 moder power + asksvin cloak
💡 Make the saddles themselves give armor rating to tamed animals
💡 Add one or more lantern hooks to boats from the Karve up, number of lantern hooks depending on the size of the boat. These would be able to hold the Dverger lanterns. Also add a new lantern to the game using wisps (suggested recipe: 1 wisp, 1 yggrasil wood, 1 black metal) that could also be hung on the lantern hooks and help navigate through Mistlands waters
💡 Make the ashwood bed give the same comfort as dragon bed.
There's 0 reason to build it considering the earliest bed is cheaper and gives the exact same comfort value
💡 Remove ancient bark from chests in sunken crypts. With how much those chests give you, and abominations smashing trees all over the place, there's never any need to actually go and cut down any ancient trees.
💡 how about cannons on the boat, and more interesting creatures in the sea?
💡 being able to dye clothing a bit more or even paint wood and stone walls. Let hilda do her best Bob Ross impression and give us the paints. and maybe a merchant that sells uncommon materials once you've beaten the boss in the next biome. For instance he would sell red jute after yagluth so we had another use for gold.
💡 carpet on the wall
💡 upgrades for the harpoon
💡 upgrading thundering items should increase the chance of chain lightning; Iolite stones are used for subsequent upgrades, so more thunder should be expected. Raise the chance by 5%-10% or so.
💡 Suggestion for the Deep North - We have so many biomes now which have some kind of obscuring vision or intense fog and vision impairing storms. For the Deep North I think it could be neat if we didn't revert to obscuring blizzards and snowstorms. Instead Deep North could be positioned way up on a high plateau above the clouds with crystal clear vision. It would allow for intense vistas and visual spectacle. Maybe you see an avalanche in the distance or some other phenomena.
💡 I need to dive in the water, please:(
💡 As long as the required crafting stations are present, build range is extended to span the entire diameter of the shield generator. It's annoying to place stonecutters and forges everywhere to get things looking nice
💡 instead of a feeder for only 1 type of make a universal feeder that every type of tame can use (in stone and wood variants)
💡 Buff to the Elders power for it to give little more wood when cutting trees so it wouldnt be so bad
💡 Deep north should have the “deep North Sea” a barrier to entry with 40-80 ft waves like the real North Sea that cause damage to your ship. A ghostly draugr boat would patrol these waves once you got with in 80 m of shore all waves would subside and the ghostly midsummers village would spawn where you land
💡 Didn't see much of these in my search for similar, but could we have more silver fork (balance) food recipes.
The last one you cook is Wolf Jerky in the mountains. and you don't see anything after that in the later biomes.
You see mushrooms that are balanced like mage cap, jotun puff, and ||smoke puff||, but no actual food recipes that you cook in the cauldron that give you better balanced stats than the wolf jerky.
So I'd like to see more balnced foods in the later biomes.
Eitr can stay untouched by it since it's a late game mechanic, and the previous ones didn't have it included in the affected stats.
💡 an arrow that clears the mist as it flies through it.
💡 suggestion/ make a zone or something for bosses to prevent mobs from jumping in unless spawned by the boss. just fought moder and had a constant spawn of wolf packs and fenrirs which makes it really annoying.
💡 Make the Spinning Wheel quieter
💡 Black marble and grausten hearths
💡 explosive arrow with new Ashland ressource not big range but possibility to damage three and some rock and work with new mechanic of fire. Craft possible with sulfur bones and proustite maybe
💡 replantable Ferns and Smoke puffs in the Ashlands to combat the destruction of right now not replantable resurces
💡 horses and other mounts because it takes forever to get to places to then have to set up portals that metal cant eaven go through
💡 Hardcore set to character instead of world. Shown character name to red to indicate hardcore. (much more impressive to know someone didn't cheat a character to high stats in nonhardcore world)
💡 make it so lava is actually a some kind of liquid so only lava blobs would be able to casually jump on them. Other creatures, even when they don't get damage from it, would walk or swim in it really slowly.
💡 ability to build the big dvergr demister, for a bigger cost of course
💡 make it so, in deep north, there would be lots of floes, floating on the water, that wouldn't be a threat at first, but when you go closer and closer to the shore of this icy land, there would be more and MORE of them(also they would be bigger when you are closer). This would make it so you need to get out of your boat and go to the land by yourself. I think this would make it a little intresting
sub-biome(some interesting things would be happening there but I have no idea what would it be)
💡 Make starred enemies scale the chance of a trophy drop just like chance of other loot.
Trophies are supposed to mark a victory, and stronger enemy is more worthy of commemorating.
(but keep the amount at 1, makes no sense for one dude to drop four heads).
💡Make the catapult viable to mine flametal pillars
💡 Add 🤦♂️ as another automated reaction for this channel's suggestions
💡 Similar to the golem, there could be a new enemy that is weak or very weak to chop damage.
Maybe for Deep North, as golem is found in mountains (4th biome) and DN is the 8th biome, exactly four biome later. And both are snowy environments as well.
💡Please allow the player to turn on/off the shield generator blue bubble visual. It's very annoying and only needed when setting up. Also a toggle for the constant noise it generates. Thanks.
💡Add anything to mountains.. My 1st playthrough, at mistlands now. And so far i gotta tell that mountains were plain and boring. Dont mean to offend anyone, just feels very unfinished. Its a big stepback compared to swamp.
💡 Make skuggs (fortress ballistae) being immune or very resistant to all types of damage except pickaxe damage, so taking them out with a catapult becomes a necessity (on top of improving their damage, attack speed, etc)
💡 add a build integrity slider (in the world mods menu) so you can make it easier or harder to make giant bases
You could maybe even do it for individule build pieces (for example 26° roofs or half walls) or add it as a hammer mode exclusive thing
💡a button to enable/disable your personal markers allowing you to see the map instead of a white blur
💡 remove the gjall and compensate me at least 30,000 dollars
💡 Settings UI tooltips should list what the default value for the setting is in the tooltip.
💡 lava damage:
it still comes with almost no warning before it effectively instantly kills you. i suggest that instead lava damage have 3 stages:
- immediately after entering for up to 1.5 sec you get 'moderate' fire damage - which is an very obvious warning instead of the hardly visible red indication on the screens edge.
- next stage last up to also 1sec and deals a lot more damage but not enough to kill a full health player in that short time
- final stage deals damage as it currently is - i.e. player dies.
also the transition from solid land to lava should be gradual in terms of damage rather then a big jump from none to instant kill. close to the the lava you should already get minor fire damage (stage 1), but it shouldn't increase further until you step into the lava. with one step in the lava, the other outside stage 2 damage would be max. only fully in the lava one could receive the max damage. overall, even if the player makes a mistake, there should be on obvious indication giving the player a little time to react.
💡 enemy suggestion for DN, a Walrus (possibly magical Ice tusks). it could be like neck in that its land and water found on shores. they could spawn in packs as well. If you wanted to make it a ranged enemy then it could shoot icicles. This provides danger to landing and reaching shore. they could also be argued to be an enemy that is fire resistant, blunt resistant, and stab resistant, while being weak to chopping drops could include blubber (used for fatty food, high health) tusks for a powerful spear/arrows/bolts, also used for the helmet(for cool tusks). ice organs as well. other ideas include a possible tame and saddle/ or maybe even a sled for them. maybe even using the tusks for wands that cost less eitr than staffs but also weaker.
💡 Make Dyrnwyn give cold resistance. It doesn't make much sense that you still feel cold when holding a giant flaming sword.
💡 Allow Ancient Bark to be placed into the charcoal kilns. With as much as you get from the sunken crypts and abominations breaking trees everywhere, it would make it easier to get coal when setting up a swamp base for the first time. It is wood after all
💡 A console command that dumps the contents of the F2 Statistics screen to the console as a log message.
💡Half the Flametal Ore loot from fortresses and double the Gems. I have way too many of the former as a solo player and never need to mine spires but Gems are pure RNG for my playstyle.
💡 Make that the old flametal bar can be placed on any Item standing, as mere decoration. Because it seems that they are still useless (for those who gathered it previously) AND
maybe also add the same to the other bars,(iron, silver, copper...). again, just for decoration purposes.
💡 I would like to be able to mark some items so that they are not placed in chests when using the "place all" tab. I never want my hammer to be lost because someone made a hammer and added it to a random chest.
💡 Can we do something about the storage, It's so time consuming to organize everything, Maybe add a quick stack button in the inventory, Or maybe add a new storage system?
💡 I would love to be able to craft bags to hold a few extra items. Neck trophies and iron for 2-3 more slots?
💡 May we have the ability to build from storage if storage is within range of the workbench or forge? Slogging stacks back and forth is only fun the first few times.
💡 make the queen drops usable to build a whisp beacon. A giant wisp light that which has a huge area of effect. This would really go well to conqueror the mists and even gives reason to kill the queen multiple times
💡 Reskin the basic wooden crates and wooden signs to be ashwood colored. They stand out in a bad way against the sleek ashwood and grausten design.
💡 Wisp arrow. Can be shot through the mistlsnds to clear the mist for brief visibility.
💡 make it so if you are in the ashlands the deadraiser summons chared skeletons insted
💡I think raids would be more fun if you had a little more time to prepare. Say, maybe, 30 seconds? Gives you just enough time to change out of hildir's clothing and guess what enemies the specific message might bring, so you can get a suitable weapon. Also incentivizes hanging weapons in your house on display, for easy access :)
💡 make the dundr use blue collor isntead of red and make it use iolite instead of bloodstone. That will make it more consistant with the staves and weapons from the ashlands.
💡 make it so you can pay gold to the dvergr to follow you around, if the ashlands is war themed you cant leave out the mercanarys
💡 make copper a bit easier to spot
💡Crazy idea! New tameable companion but its a small dragon, about the size of a wolf or boar. You would have to take a dragon egg from the Mountains to the Ashlands and hatch it there. You would need to build a special fire nest from Ashwood and other ash stuff and feed the fire like feeding any tameable companion when you tame it. It would be a very hard process but rewarding in the end. This would do 2 things... 1, would give you a companion to take with you across the map while sailing because it literally can't jump off the boat because it flies and 2, I don't know about you but I don't really go back to the mountains after I reach late game and this would be a great reason to.
💡 Add katana, samurai armor and sakuras to the game
💡 It was probably asked many times before, but please Tweak repetitive actions. Nobody deserves to click an infinite amount of times to craft consumables, like food and arrows. Following the same logic, add a combined key that when pressing shift or ctrl or alt + E, adds, for example, all 20x inventory coal to a furnace, or all 50x flax to a windmill (seriously, I still have to press E 50 times?) xD (or make that holding E for 2 seconds adds it all)*
💡 Player should be able to open up the recipe list even when there is no fire under the cauldron.
💡 taxidermy on monsters and animals
💡 use BOSS trophy on ballista to target ALL enemies of a biome
💡change the snap points on ashwood stakewall to not be millimetres off of 2x2 meters
💡 Give frost resistance to wolves. They're native to a frozen biome but are still affected by the element.
That doesn't seem right
💡Transport mobs you have harpooned through portals
💡 Give Hildir the ability to trade gems once the player has completed her Request quests. This gives the player a further reason to complete them in addition to providing a route through which players can trade/convert gems solving the common player complaint of gem distribution in Ashlands fortresses.
💡Masks: come on, little by little we are accumulating the trophies of the enemies, it would be cool to at least put on their mask (the mask would not replace the equipped helmet).
It would be great to have boss skins (miniature version) so that they look great in our look (no, no skin would have buffs or improvements, they are purely aesthetic).
Obviously, equippable on armor pedestals and item frames.
💡 I suggest adding special effect to Dyrnwyn so it would be more interesting to use. Stats could stay as they are but it could have additional chance to proc fiery wave around that would deal huge burning damage, kinda similar looking wave like Brenna's AOE attack.
💡Charred Bone stack, similar to Bone stack but for Charred Bone.
💡dead raiser improvement:
player should be able to control what skeletons are spawned, and one option to do so would to give it an optional ammunition which determines the skeleton spawned, similar to the bow. we have a lot more bones, then we can use so it makes sense to craft ammo for the dead raiser from them:
- 20 bones + 1 skeleton trophy = 20 skeleton warrior charges (with shield and sword, slightly better then the regular skeleton spawned normally)
- 20 bones + 20 arrows = 20 skeleton archer charges, depending on arrow type.
- 20 withered bones + ??? = 20 ???
- 20 charred bones + ??? = 20 ???
just to give a few ideas where that could go. we could have s similar variety to skeletons as we have for arrows, rendering the dead raiser a very interesting weapon for many situations. a similar approach would work for the staff of the wild, maybe getting some use of all the greydwarf seeds?
💡Give all metal armor sets a melee skill bonus, e.g., +20% melee weapon experience gain.
💡 chain building pieces similar to posts, also maybe 64 degree posts
💡Make stone chests like the one in Plains stonehenges craft-able.
💡 When you have just enough items to craft something, make it not say you have a full inventory because you won't when it's crafted
💡Controller Support Function:
Ability to move character while map or inventory is open. Continue to move with L stick while using D Pad to navigate menus/ R Stick to navigate map.
💡 When you have just enough stamina for an attack, make it let the attack go through.
I feel like this can easily be done by replacing a > with a >= in the attacking script
💡Allow discord users to post images to various channels where it's currently not allowed, like #valheim-chat. Let us share our screenshots.
💡 give dyes so we can dye our Armor
💡 small thing but make it so different players' minimap icons are different colors so you can tell who is who at a glance.
💡 I think many players will agree that the Steam achievements will be a very nice addition to such a wonderful game. This is a small thing, but for me personally, completing the game 100% would be a huge motivation.
💡 No Maps Mode: Can view the map only at the cartographer table.
💡 Shield Generator should protect fire sources that are in its radius, from rain.
💡 varnish material or varnishing tool added to allow for wooden structures which are protected from rain damage without needing a roof
(e.g. path borders you dont want to constantly repair)
💡 Achievement suggestion:
"Great Skeleton Basher"
unlocked by killing Yagulth with a wooden club
💡 Apple trees (with apples and related recipes) in celebration of MacOS support. 🍎
💡 Selectable colour swatches for armour pieces, like some of the shields have! Introduce more variety and options for fashion, without having to invest into creating whole new armour pieces.
💡 Achievement suggestion:
"Oh, there they are!"
unlocked by finding Yagulth's legs in his grave
💡 Achievement suggestion:
"Tomb Raider"
unlocked by entering 100 burial grounds
💡 Achievement suggestion:
"Found Fenrir!"
unlocked by taming a 2 star wolf
💡 Achievement suggestion:
"a memory's blade"
unlocked by crafting a battle-axe.
💡 Achievement suggestion
"a big omelet"
unlocked by slaying Moder.
💡Achievement suggestion
"Chicken attack"
kill something with a thrown egg
💡 More items tied to locations/NPCs like Ymir flesh.
💡 Achievements so hot right now.
"And I would walk 500 more" achieved by walking 500m while encumbered.
💡 Better skill buff for the Elder, like better damage to all resources, like stone and ores, not just in wood.
💡Would it be possible that we could purchase other supplies from the traders and or rare seeds to grow certain crops for aesthetics purposes for our bases?
Like purchasing blueberries 🫐 seeds and thistle seeds from Haldor to grow these plants and bushes closer. If not seeds at least the crops with our gold so we can used them for recipes.
With Hildir we could purchase Raspberries seeds, Red Mushrooms 🍄🟫 spores, dandelion seeds, and possibly cloud berries seeds as well?If not at least be able to purchase the resources from her?
This is simply to help without having to constantly go back to these biomes to gather more food supplies and potion supplies.
💡more stuff for haldor to sell
💡 Suggestion to introduce the possibility of early leveling of magical skills.
Mana-based food prepared with glowing mushrooms as the basic ingredient.
The deer armor set could be used as a base for a magic set. Nothing changes in this set except for the addition of a second helmet, which would be the only one that would provide magical abilities.
The new helmet would be made from Graydwarf Shaman's trophy, deerskin, and bones. It would provide +20% mana regeneration and 1 armor.
The new magic staff would be a two-handed weapon with unusual combat mechanics. Its main crafting ingredient would be Eikthyr's antlers. It would be a more combat-intensive weapon, similar to the halberd, but with a slightly shorter range. In close combat, it would only deal piercing damage while also accumulating lightning charges. Once the charges are collected, you will be able to fire lightning from a greater distance, which would deal more elemental damage.
You are free to determine item statistics and crafting materials.
#fanart message link to concept art
💡 (This is more of an idea for the devs and not exactly asking for a feature)
Considering there is a condition for things to spawn/appear/happen above X distance from sea level (like obsidian and golem spawns)u, this can be used for the possibility of coastal raids.
By simply adding a condition to those raids to occur if the "player base" is 0-15m above sea level, the game could detect it as "shore" and spawn the according raid.
💡 Have items picked up from the gravestone stack with items in inventory.
💡 Apple seeds, trees, fruit, cider, new meads. In celebration of the new Apple platform and cross play.
💡 Make deep north be the ONLY biome that is hardlocked unlike the rest which are only softlocked and accessible without beating the previous biome.
In ashlands, reaching it without killing mistlands boss is just very difficult, but not impossible, this should be expanded further by making DN being actually impossible to reach without beating ashlands.
As a result, DN would also have the best rewards in the entire game, both in gear and even QoL features
💡Comfort range of Maypole and other outdoor items should be increased for their placement to make sense thematically.
💡 Enemy Difficulty Slider in World Modifiers should be less discrete. possibly fully free-sliding, within its bounds. All of its changes are numeric, and the space between the current settings is too large.
💡 Give magecap more eitr or have a shorter cooldown until eating another; there's a small but very annoying period when eating an aspic and a magecap where no blood spells can be cast (due to food stat decay over time), and the magecap cannot be eaten for a few minutes.
💡 Using the power attack when unarmed (the kick) should push a wooden door open, so it's like you're kicking the door in (will be disabled by wards of course). Nothing special, just a neat aesthetic design.
💡 Change how you add Fuel/Smeltable resources, right now holding down the key feels slow and spamming it is kinda laggy, maybe when you interact with a smelter it opens a window + your inventory, where you can just shift click to fill it up, or fill as much as it can in a single click
💡 Leeches should be able to spawn in the Sunken Crypts.
Whenever there is a corridor generated that requires a player to swim, leeches will attack non-observant vikings.
As of now, the partially submerged portions of the generated dungeon is just a slower corridor to wade through.
💡Add a dedicated section for items equipped on the character. This wouldn't require a major UI overhaul or a separate "backpack" interface. While it may not be suitable for weapons due to the keybind system, a small dedicated area or a single row/column for armor items would be beneficial.
This could be a togglable feature, preserving the same inventory size. When toggled on, the change would separate the 4-5 item slots for equipped items, allowing for better organization. When toggled off, the current system remains intact. Additionally, this section could automatically update when items are equipped or unequipped, providing users with more flexibility and organization options.
💡 can worlds PLEASEEE autosave every time you log off? me and my bf lost 30 minutes of progress mining and discovring a mountain, exploring caves and we lost all of our gear
it was really devastating and we probably would have quit if we didnt spawn our gear back in with cheats
this may be intended but it just happened to us again and it is effectively a bug more than it helps anything.
💡I think that the block armor for the two new shields is a bit low. If parrying the mistlands buckler has a higher block armor than the flametal shield by a decent margin, which doesn't give any incentive to make it (Yes its a buckler but if you look at the iron buckler compared to silver shield, the silver shield is still an increase in block armor when parrying). If parrying is not your thing, then you'd be better off making the tower shield anyways. But both Flametal shields don't have enough block armor to block most attacks from a 0* warrior let alone higher tiers, so they just feel underwhelming.
💡 revise steep stair/ladder mechanics. the "walk" up is terrible to the point of nearly nonfunctional and walking down can also sometimes result in "gliding" down the stairs where you can take damage or die.
💡 change weakpoint damage color to red, its confusing for begginers to find them out
💡Make a Lox carriage, similar to a horse carriage but it's pulled by a Lox. You can also store things in the carriage such as chests and players. This will basically be ground transportation from expeditions like the boat but on land.
💡 Add wind indication marker to full map, it's only on the minimap for some reason.
💡 Bows should have a secondary attack that produces only some decent amount of knockback, no damage.
💡 While blocking, press Q to shield bash (for tower shields) does some blunt damage & increases with block skill.
💡 Make it so you can buy gemstones from Haldor, after you've beaten the Ashlands Boss. Maybe 3000 gold per gemstone, so that gems are somewhat "renewable". This way, gold is actually important lategame as a resource for gemstones, while also providing ways for you to get gems after the world has run out of Ash fortresses.
💡 to the last biome, add some more unique weapons and armors, like thors hammer, odin spear, real late game itens
💡 In the ashlands, I found it very difficult but I felt like I was only seeing stronger versions of other mobs, the Morgen was the innovation along with the birds, the skulls had a different attack pattern but nothing that complicated, the difficulty comes from the number of creatures. My suggestion for the new and probably last biome, the Deep North, would be combat difficulty and fewer mobs, the pressure of being in an empty place and suddenly encountering an extremely strong creature is much greater than looking everywhere and seeing creatures, for example right at the entrance to the deep northern ocean you come across a powerful Kraken, in the mountains in a small cave a bigfoot, or even in a mountain fort a group of three Corrupted Einherjar warriors, one with axes, the other with a bow and arrow and the last one with magic, I understand that perhaps it would be complicated to program greater intelligence for these opponents but it would be interesting to focus more on this type of difficulty instead of just numbers like their HP or damage. I say the same for the boss, it would be cool if you needed to exploit its weaknesses to win. Anyway, I said a lot but these are my suggestions for the deep north, I hope many people take this forward so it can come to fruition 😄
💡 I think that adding combat music to every biome would make fighting lots of creatures really epic. I think it would be great if it plays only if you fight certain amount of enemies at different biomes. For example: if you get into a fight with more than 7 enemies in the Meadows, combat music starts playing. But this would work different when you're, for example, in the Ashlands. As there are lots of enemies to encounter everywhere, combat music would play only if you fight more than 10 or 15 of them at the same time. This would make it so you won't be so annoyed by intensive beats playing every single time when you just want to kill one charred that stands on your way, but it would make threatening situations feel even more epic and dynamic.
💡 experience boosting mead, requires expensive craft like all boss trophies
💡Sea Serpent Raid: once you're a certain number of meters from world spawn and in an ocean biome, one of the available raids that triggers should be a few sea serpents spawning and attacking in waves of maybe 2 to 4, similar to wolves (no base structure requirement) but at sea of course, and also probably add requirement that at least 1 sea serpent must have died on world (like the troll death requirement for troll raid); something to liven up the seas and give them a little more intimidation, keep players on their toes (a Valheim strength & selling point at IMO)
💡 Make finite resources purchasable from a trader. There is a theoretical limit on things like gems and red jute. Maybe tie it to world boss defeats.
💡 Make grausten allow more snaps per point. I want to make several arches out of grausten, but they don’t like to share snap points.
💡An update in existing biomes before deep north, nothing crazy maybe a weapon or 2 and a new armor set
💡A small and yet good suggestion: Change the color (or maybe sprite, texture) of the mead bases to be different from each other. Like "Mead base: Minor healing" is pink-ish, "Mead base: Medium healing" to be red, and "Mead base: Major healing" to be dark red. (I "mead spree" and I didn't know which was which)
💡 Alternate sailing music, just a single different track would be enough. I am going insane listening to the same song with several boat trips.
💡 celestial arrows. There are not enough uses for these feathers. Please let us make them into something more
💡 These could be used to craft the most powerful arrows/bolts in the game (Deep North tier)
💡 Please, The clumsy clustered way of workbenches, forge, cauldron, and any other craftable tabs (the pop-up HUD) now, is a Pain to anyone's Eyes.
A suggestion is: Shift the "craft" buttons of the top to a side-hud view and make that every new lvl opens a NEW tab. Roughly like this:
For example,
Cauldron
LVL 1 --> Carrot Soup, Meads (...)
LVL 2 --> Turnit Stew, Sausages (...)
LVL 3 -->Eyescream, (...)
LVL 4 --> Blood Pudding (...)
LVL 5 --> (you get the idea)
(...)
Upgrade (weapons and tools): HERE
and all lvl 1 recipes remain in the lvl 1 tab, while the subsequent ones are added accordingly to their lvl, so a lvl 4 recipe will only appear at the Lvl 4 tab (when unlocked that is). And the upgrade button to the lowest tab.
Edit: The name of the recipes appears at the top of it and the information about it right under it. Plus add a [-] [+] to craft many at the same time. Like this
⭐ LVL 1 --> Carrot Soup ---- carrot x3 Mushroom x1
-------------------------------- Health: 15 Stamina: 45
--------------------------------- [-]_[+]__[CRAFT]
💡 Just a small addendum to that
Change the "craft" button on cauldrons to say "cook" instead" since it's more contextually appropriate.
We don't craft food, we cook it.
💡Just a little cosmetic suggestion: The Ashen Cape's neck collar covers up half the face and clips through the helmets, which I think is a shame, since the new helmets look awesome. Would love an option to have the cape without the collar.
💡I feel like blood gem weapons could be a bit stronger to put them on par with the Jade & Iolite weapons - How about having blood gem weapons bypass resistances
💡dundr (lightning staff) should remain loaded with ammo once unequipped, instead of reloading it every time it is equipped
💡 Make the sound of the shield generator mutable or something so it's not constant nails on chalkboard when they're in your base.
💡Make starred charred skeletons only spawn from spawners so only level 1 charred can spawn naturally (at least during the day) With how many natural spawns there are in the Ashland's it feels breaking spawners don't do much and this would help make clearing Ashland's a little more rewarding.
💡Add bears to the frozen North. Asking for a friend.
💡 Make gems a rare drop from Charred Warlocks; add Charred Warlocks as a night-only zone spawn. This (1) makes it easier for multiplayer servers to eventually get enough gems to kit out multiple players, and (2) makes night time Ashlands both more dangerous but also more rewarding.
💡 Turf Roofing
roof tiles with a grass texture on top. it should blend with biome grass textures.
💡 Make it so that the heat of the Ashlands removes the Wet debuff faster. It is silly that I can stand next to a campfire for 20 seconds and be dry but standing next to molten lava still takes the full 2 minutes to dry off.
💡 As an idea, you can add achievements, there is a lot of content in the game that you can interact with and I think it would be possible to add at least about 100 achievements. If you add achievements, a lot of people will return to the game and there will be players who want to buy and play the game
💡 please make grousten arches snap back to back, allowing more freedom and creative patterns with these gorgeous building pieces, it's such a shame they don't, so much missed potential. Sure you can manual place but that'll mess up more snapping points ..
💡 This is for the further future suggestion but game would do with unique locations which one generates on the map like a dvergr city(would be a singular island with a huge gate in it what takes you a huge underground city or something), and also roaming bosses, maybe after 500 days there is a chance you come accros a boss in black forest
💡 Add status effects to towershields when an enemy hits you gets poisond or frosted maybe burned each has diffrent kind
💡 If there will be ice giants type of stuff in the deep north then add gigantic building pieces like 10m pillar and stuff
💡 Add a really primitive elevator, would be buildable after moder with the moder table(I don't remember its name) it would be small maybe one or two people can fit on it but if you want to build tower kind of houses the storage could be on the bottom and the crafts on the top
💡 Many people suggest that adding Jotuns or other giants to the Deep North would be a great idea. However, I believe making them just another casual enemy would waste the opportunity to introduce something truly jaw-dropping.
Imagine colossal, brain-dead, walking corpses of GIGANTIC Jotuns. They would move incredibly slowly, much like a leviathan, but with unique features on different parts of their bodies. For instance, their legs might have different resources to gather compared to their chest.
Climbing these walking mountains would indeed be challenging, but here’s my idea to make it work: Jotuns would take one step at a time, with a significant pause between each step, giving players a chance to climb higher. To address the issue of climbing mid-step, Jotuns could have multiple grab points, similar to those on ships. Players would need to hold onto these points whenever a Jotun decides to take a step.
This mechanic would make gathering resources incredibly exciting and satisfying, especially when you reach the top and see the stunning view above the clouds. Note that “above the clouds” doesn’t mean the Jotuns are 1000 meters tall. Instead, in the Deep North, the clouds would be low, enhancing the dramatic effect.
💡 This could be controversial but I think that it should not be possible to carry molten cores through portals. I that at this part of the game, sailing takes so long that even the most enthusiastic player falls asleep while doing it, but the fact that you can basically change any portal you want to one that you can carry metal through basically kills sailing. I love balance of this game and that when you want to build something cool or something that makes the game easier or just more comfortable, you can, but you need to do some serious planning.
💡 do devs look at any of this and take in these suggestions for the game? The amount that people post daily, I seriously don’t see them sorting through these regularly.
💡 I would love that Deep North final biome would be a long and risky journey. That the only spot we can build on are at the edges of the biome and we only can build campfire and basic wooden structures to cover from tempest. No portal, even no beds. Facing deadly jotuns as non-respawnables mini-boss on the way to finally reach the final castle to defeat the boss. The true hardcore expedition
💡 replace the edge of the map with antarctica, just like IRL
💡do something to make Deep North a lot bigger than the Ashlands
💡 Is it possible to not have the Crafting window open up when we open up chests?
It's not needed and gets in the way.
💡 Switch in world modifiers to turn any world effect cause of boss progression lower or off (not just raids but also spawns) and also raids chooser.
💡 Make a world modifier where progression can be made less linear. For example being able to advance in other ways except killing bosses.
💡 Replace molten cores on pedestals inside the fortress tower with gems on pedestals. Rationale: people are reporting that gem scarcity is excessive (For example they didnt have enough of them for weapons for whole party after clearing every single fortress on the map.) Molten cores can be easily obtained in putrid holes and their amount is excessive late in the game when player raids fortresses. This change could get two birds with one stone.
💡 Make black cores easier to find. It's borderline impossible to get the required amount. Not only my problem, check reddit.
💡 A setting-appropriate equivalent to a water balloon I can throw at enemies to make them wet so that I can then blast them with frost damage. Can be made useless in the Ashlands to not make them OP
💡 Basic math. 2 copper ingots + 1 tin ingot = 3 bronze ingots.
💡 New tier of cart introduced in ashlands biome
Rationale: Blackforest cart was a dedicated solution for moving large amount of item slots that was useful in many biomes in the past, however due to its fragility it cannot be reasonably used in the latest biome. (Catches on fire quickly and gets destroyed in couple attacks) Given that inventory management is an often-complained about aspect of Ashlands, and that we already have some vechicles for siege purposes, adding one more for hauling items would be thematically and gameplay-wise great.
💡Create a drop down menu for the fishing bait so the cauldron menu isn't so crowded.
💡
Create a "get out of bed" animation for waking up.
I.e. rolling out and to the nearest floor piece.
This would be a great addition to the game. Would give a chef kiss to an already awesomely detailed game.
💡
Allow auto-pickup of items while riding a mount, if the character model would otherwise be within range of those items. It doesn't make sense that you can pick up flametal from lava while standing on the back of an asksvin but not while sitting on the saddle, closer to the items.
💡
I see from time to time small, few kb sized, patches. it would be nice if you write some words about whats in there, here or on steam. thanks.
💡 Northern Salmon added to the Plains and/or Frost Cave fishing spawn list - temporarily. So you can leave Deep North unexplored and still get the hat until its not an issue to go there for future content.
💡 allow previous tiers of ships (Karves and longships) to be upgraded with ||ceramic plates|| with some improvement for the artisans table (preferably one made from ||flame metal|| to still make the ||drakkar ||necessary for the initial trips)
💡 Being able to turn build pieces in 360° on x y and z axis, to get infinite possibilities ❤️
💡 Create a binocular or spyglass-like item that can be used on the drakkar, for exploration purposes, or on large boats, a lookout that can be used in multiplayer mode
💡 The Bloodstone weapon needs either a change in its bonuses or an enhancement of its values.
Currently, comparable tier weapons like Iolite and Jade provide an additional 10 elemental damage without any penalties or conditions. In contrast, for the Bloodstone weapon to achieve the same bonus, the most advantageous weapons (those with the highest base attack power) such as the two-handed sword and the crossbow require a significant health cost—294.12 for the two-handed sword and 227.27 for the crossbow—and this damage level must be maintained to receive the additional 10 damage.
Essentially, the Bloodstone's bonus is almost nonexistent. It would be more effective to craft a standard Slayer or Ripper and upgrade the weapon level by one than to rely on the Bloodstone weapon.
💡 A Transmutation Magic bench.
An Endgame Workbench requiring materials from every biome that allows players to carry the stats of their armour onto other pieces as a means of cosmetic freedom: An example of this, having the speed boost of the Fenrir armour as well as its armour rating carried over to Padded Armour.
It has no necessary benefit to the player other than the appeal of cosmetic freedom and possibly a means of deceiving other players on PVP servers which by that extension would be wise to make such a workbench a toggle for such servers.
💡I'd like to see the Bloodstone weapon get a rework.
Maybe increase the damage from the health loss? I think the initial idea is cool, but I feel like it should hit harder to make the "risk/reward" play style feel better.
Also a secondary ability for crowd control would be nice. It seems like the other gem enhancements have something like that, so maybe something tied to the Blood one?
Maybe that red mist explodes it causes damage and heals you? Maybe it randomly summons a skeleton or something to fight with you and pull aggro?
Maybe you can build charges from killing monsters and when you get enough it summons something? Or explodes? Or it heals you?`
💡I'd suggest fusing healing mist with damaging mist into damaging mist that heals you for some % of damage it deals. It be interesting cause if there are more enemies in it's area, it will heal you more. It would be so great for tanks
💡 or increased damage percentage per level as the special effects for weapons in general are unaffected by level.
Blood could be the exception
💡 how about 2 things to add to viking creation, body type (I want a chonky viking) and maybe height. Also working drawbridges would be nice. 💡
💡 There's one thing I really hate about this game, and it has nothing to do with the gameplay. It's purely a graphical issue. With all due respect to the developers, everything in the game looks amazing to me except for one thing: the clouds. They look awful, especially at night. Wouldn't it be nice if we could just gaze at the stars? Most of the time, we can't because these ugly clouds are blocking the view. The weirdest part is seeing the moon reflected on the water when the clouds are filling the sky, blocking everything. Now that we're near the endgame, I suggest change the look of the clouds to make the game more immersive for those of us who enjoy looking at the sky.
💡 There's one more thing: the water reflections are too blurry and often update too slowly when moving around. I get that making the reflections sharper and updating them faster might impact FPS, but sometimes even players with lower end machines want clearer less blurry reflections for screenshots. When I'm taking screenshots of my builds, I like to max out all the graphics settings.
💡 what if instead of directly increasing damage based upon missing HP, blood effect instead gave the player a stacking "blood rage" effect which increased damage based upon how much base damage (before reduction or increase due to enemy resistances or weaknesses or special effects that affect like the blood effect itself--still apply those resistances/weaknesses to the end damage result from this calculation, just don't factor it in to the calculation) the player has done within a certain period of time prior (15 second, 30 second, etc.), maybe +0.1% damage per damage in the "blood rage pool"; for example say a player does two swings of lv. 1 Nidhogg the Bleeding successfully hitting an enemy (ignoring skill level and RNG) 135 slash + 135 slash = 270 * 0.1% gives a final damage buff of 27% for the next attack; assuming they connect with a third attack then the buff would jump to 40.5%, until whatever the set time is (say 15 seconds) has passed from the first attack at which point, assuming no further attacks had been made, the buff would drop back to 27% (because only 2 swings, not 3, were then within the "last 15 second" window) and once the player had spent 15 seconds not making any attacks, they'd be back down "regular" damage no "blood rage" buff
💡 A mead that removes or significantly raises the weight cap for a very short duration, maybe 30 seconds. For those times when you need to carry a ton of metal from your ship to your storage/smithy.
💡make it that if you upgrade the basic flame metal weapons it doesn't go back to lvl1 when you put a gem init, also make a separate table to put gems in weapons
💡 make it so when you have more hp, you're more chunky. And when you have more stamina, you're more slim.
💡Heavy weapons need to do more damage too.
I forgot to add that earlier, but I'm pretty sure it's been said before. The greatsword is my favorite weapon, but it's just so outclassed by everything else.
💡tameable necks, theyre adorable
💡 not sure where to surface a thanks so I am putting it here. Thanks for mac support!
💡blood weapons steal a tiny amount of health per hit from enemies and give back to the player. Maybe half a unit, 0.5.
💡 Information on how many skeletts a player currently has spawned. Fighting is a little hectic sometimes and keeping track of spawns can be confusing, a little counter in the buffs/de-buffs bar could be helpful when managing your skeletts.
💡 Allow Moder buff to work regardless of whether you're on a boat or not, so there's a reason to use it with the Asksvin cloak.
💡 Add a spawn frequency slider. My group loves the Ashlands spawn frequency. But it is generating a ton of player complaints. Rather than trying to find a universal balance for the wide range of preferences on this issue, give control to the players to curate their own experience. Once the slider is implemented, drop the default Ashlands spawn rates a bit to be more in line with other biomes, and then the more combat-oriented players can turn the whole world's spawn rates up to get more of the combat we love.
💡 Consider changing forsaken powers. Late game bosses provide grinding/building powers: rock damage and carry capacity, giving no rewarding experience to players unless you're a builder at this point of the game. This should be available earlier in the game, in the form of Potions, certain items or sub-bosses. Late game bossess should offer a more rewarding power such as damage (with an overall balance), the ability to combine 2 forsaken powers, shield buffs for a "tanker" class, a power to control night/day/rain/storm cycle, etc
💡 Could you make the gear top priority on retrieving gravestones when you pick them up, its tough in the ashlands to do a body gear retrieval dash and only picking up items first, and having to run again to retrieve the gear., leading to more death runs to try and get the gear you dropped.
Usually happens when there are more items and gear to grab than you can handle at that time in my opinion. Love the new update though.
💡 Grausten Hearth.
💡 Change Ashland spawn rate to swamp spawn rate.
💡Make a search bar in the cauldron and an option to craft the ammount of food you need
💡 Reduce the respawn rate on enemies in the Ashlands. The constant amounts are fine, but it's all the time I'm just fighting 24/7.
💡 please make balistas not shoot (friendly) players. or make it a an option for the game/server settings like "no frieldy fire"
💡 add some kind of odin, or other god's altar, where you can store your levels. You can always take them back od course, but it would have some cooldown on how often can you put them there again. This would make it so when you go for a battle - you risk your levels, but when you just go mining stone or farm some plants - you won't be forced to risk your long leveled skills
💡 More raids to test our base defenses. 10 fallen valkyries at the same time would be fun. also make it so more morgens appear each night, would be fabulous
💡 Possibility of enslaving goblins and being able to order them to store items in chests (like putting an item stand in front of or above the chest that indicates the kind of item to store) and repair structures.
💡 squint
basically a zoom feature. press the bound button for your Viking to move their hand to cover their eyes and squint which shrinks the FOV a little, but lets you see farther ahead. for an idea of how i think this would work, see the Spyglass from minecraft (constricting what you can see a little, but allowing you to see farther away).
💡
please please reduce the amount of time the lava spews... everything else is perfect and amazing in ashlands except getting an endless deathloop retrieving bodies in middle of lava cause the ridiculous amount of spews hitting you without the ability to combat it.
Maybe make it to where if bubbled then it doesn't knock back off platform? Something to reduce the annoyingness of the spews
💡 Shield generator clears mist
-Demand has been high for such a structure, for strong and valid reasons.
-Doesn't subvert the challenge of mistlands, until after queen is most likely already defeated
-Further balanced by resource demands
-Makes sense considering its existing abilities
💡 different loading screens based on the biome you last died in
💡 add Northern Lights to DN
💡 Hello, Devs! My buddy and I just got into Valheim on Xbox together and have fallen in love with the game!
We quickly realized there wasn’t and likely never would be client or server-side mod support for Xbox. However, the majority of mods we’ve been interested are very simple and minor, quality-of-life mods and I feel like these could easily be accomplished either perhaps through the dev-console or added as world modifiers. First and absolute foremost, PLEASE bring an option to enable either unlimited burning torches / light sources or at least a way to slow them down or automate refilling them from chests. - We put a LOT of time into our base, and that means a LOT of various light sources. Having to take a “Re-fuel shift” feels more like a chore/work than playing a game. It can take an hour sometimes to get them all re-fueled since some are placed in difficult to reach spots and I really, really wish we could get a world modifier for infinite light sources.
Other than that, floating loot would be nice, as it’s real frustrating to take out a difficult ocean enemy only to lose everything because you didn’t loot in time.
That really the main two. Obviously I wish there was a better way to have mods on Xbox than running a server off elsewhere and even then being limited… but having some of these most basic quality-of-life modifiers added to Xbox would be so great.
Thanks in advance for giving me a platform to be heard!!!
💡 A way to make the shield generator's shield smaller. Using it e.g. against a Gjall is really pointless because the Gjall is just going to float into the shield and keep bombing you. I'd like to be able to just make the shield bubble smaller to better fit the building/area it's meant to protect
💡 When the deep north releases, it can be surrounded by a giant, impenetrable wall, so the only way to get in is with a catapult.
💡 I wish the things Munin said were logged in the Valheim compendium. Was mining my first Flametal vein and they started talkin. Got blown off mid convo and missed entirely what they said.
it probably was nothing useful but I do enjoy reading some lore tidbits they have to give.
💡a way to overcharge the dundr rod with more eitr and shoot a one big concentrated that lightning deals more damage.
to make it balanced it would use more eitr and need some time to overcharge the rod. It could also make you need to wait a bit after the shot to let the rod cool down from all the power
💡 So one thing I noticed that kind of bothered me was that upgrading the special Ashlands weapons didn't change the damage the ability granted, like the percentage of dmg per health for bloodstone not increasing or for jade, the amount of damage not increasing at all. I think the damage should be increased by the smallest bit for them, as not to be too overpowered, but something like the 10 poison damage go from 10>14 max or the percentage for bloodstone to go from 0.2>0.4 max
💡 Increase the UI for Arbalet reloads, as it is not correct now. There is still a delay before you can shoot.
A reload include all aspect of reloading until the item is ready* to shoot again, therefore it should show the loading bar longer and be able to shoot immediately after it is done ( unless lack of stamina ofc)
Currently when reloading we still have to wait some unclear time, and having the bar done right would help.
💡 A happy buff that last 1 to few hours.
It is triggered by doing happy things like eating 3 meals and have them max out at same time.
Bubble bath for 2 min ( sitting in with resting buff)
Killing a boss and hanging a trophy. Triggered by key events or small things.
The happy buff would not do much but add 1 or 2 HP per Tick. Maybe even stamina, something very small, because happiness is in the small things.
💡 A new separate and upgradeable workstation for fishing. The workstation would be used for upgrading your fishing rod, turning fish into "raw fish" and crafting bait. Leveling up the station would benefit all of those 3 things. The workstation levels would be tied to BOTH in game progression and fishing (same as the baits are now). Upgraded fishing station could also unlock cosmetic recipes and buildings. It could also give access to build recipes that increase your fishing skills and/or allow you to farm more bait somehow. (The reason for this is that I think that the fishing mechanics, recipes and progression are kinda unclear at the moment for a first time player unless you read a wiki or something.)
💡 Seperate ballistae into two types:
- New ballista type: "Anti player Ballista" (Name it whatever)
A Ballista that will shoot everything: players, mosters aswell as tameable or tamed mobs. - The old Ballista should only shoot monsters and no longer target Players, tameable or tamed animals. The function of mounted Trophies changes: If you mount a troll trophy for example, it does extra damage to trolls.
💡 Great Mine
Alternative of "The Standing Mine", the Great Mine is for when Hildir finally drops a box into the ocean and it migrates to the Mistlands.
The Great Mine is noted for having a grander version of the great stairs mine's exterior. its interior starts with a grand hall (similar to the 4 pillar room from the burial tombs) with 8 pillars and 5 doors deeper into the mine. the boss of this dungeon is a particularly large seeker called "The New Queen", who looks like a very tiny and underdeveloped queen seeker who fights you in the middle of a large room covered in royal jelly and seeker hatchlings.
The Great Mine could also have a higher chance of finding metal, as well as a "storage room" of sorts that has various raw metals and treasures in it.
my idea for the story of it, is that the Great Mines were central hubs of the Dverger, where they stored gear and loot to be shipped back to Svartalfheim, but when the seekers overran them, the treasures were lost.
please tell me of any improvements or changes to this idea you may have, i do love feedback.
💡 Suggestions! When obtaining new materials like Core wood, fine wood, and new stone from ashlands etc. Add "texture" variations to all the previously learned pieces (yeah I know this would "add" about 5x more building pieces to the game. But I feel this would allow builds to "blend" pieces from different biomes better. And make a bit more sense when unlocking materials, For instance, right now Ashland's building pieces do not nicely align or "artistically" make any sense to blend in with any of the previous biome build materials. Nothing from the Ashlands looks like it belongs to the Ashland at all (the armor looks like it belongs to a different game entirely). The "Ash wood" build pieces looks like it should have come from the Plains or mistlands biome, they look like they are just covered in tar, and it better matches those pieces/textures. But also looks like "polished stone" not wood. Actually just looks like the plains peices, with the designs removed. The Plains tar pieces with the knot designs looks like it should be from the Ashland . And I would have much rathered the "raw" stone from the Ashland pre-built areas, rather than the thin, "polished finish" stuff we got (just like the previous biomes, the stone alway matches whats seen build in the biome, but NOT Ashlands....), and these new stone building pieces do not "match 'any of the other build pieces in the game texture-wise. Really makes all the builds look a bit weird texture wise, and out of place.
Just my two cents.
💡 Standing Mine
Alternative of "The Great Mine", the Standing Mine is for when Hildir finally drops a box into the ocean and it migrates to the mistlands
The Standing Mine is a Dverger outpost situated inside a non-ruin mine. it is slightly more grand than a normal mine but it is quite clear from the lit torches, the intact banners, and the heavy fortifications that the mine is still alive. on the inside the mine is covered in wards and Dverger, they tolerate you but will shoot you on sight if you touch anything. there are more resources in this mine, as well as active nodes where dverger are mining. this mine could feature such things as a forge, barracks, storage room, and other signs of habitation.
The Boss of this dungeon is a Dverger lord of whatever name. he sits on his throne in the treasure room and will stay seated until the mine is provoked.
My thought for the story of this place is that it is one of, if not the last stronghold of the Dverger. they managed to fight off the seekers and retain their home. they lost a lot of their numbers and are heavily weakened but are still surprisingly strong. they keep going hoping one day that Svartalfheim will come and rescue them.
please let me know of any changes or adidiots to this idea. i do love feeback.
💡 Tools & Trinkets
I saw a wishlist in another chat, and I'd like to expand on it if that's okay? I play an exorbitant amount of time playing valheim, I love it vanilla, lightly modded and ultra modded. I just hit 1650 hours played!
Ashlands tools by Jono Colwell;
My suggestions; To be made from ashlands materials (metal,wood, leather), as they are harder to obtain, But also, Give them a bigger pool of durability. I also think we could greatly stretch biomes and such if we expanded tools also!
*Expanded Iron tier - hammer, hoe
*Ashlands Pickaxe , Ashlands Axe , Ashlands Build Hammer , Ashlands Cultivator, Ashlands Hoe
Would be extremely expensive, but would last a long time. I tend to build very large scale, and because of that I find myself constantly repairing my wooden hammer or hoe, despite being fully upgraded, I'm Grateful for what we have, But would also love to see the current work expanded on a little bit, maybe in a "tools and trinkets" kind of update.
Thanks for your time ❤️ have a great timezone!
💡 Ancient Bark stack
💡 Falling from some height and landing on "Straw" should result in less fall damage.
💡Have different levels of aggression that the player can set for tamed creatures. My lox keep messing up the nice pen I made for them every time they hear a fuling.
💡 hay bales (barley stack)
💡 bundled flax (flax stack)
💡 Add a stack that consists of different foods/ingredients that tames can eat indefinitely
It would be extremely expensive to make (something like 50 carrots, 50 cloudberries, 50 of some meat like boar meat and 50 Fiddleheads/smoke puffs), but once placed, nearby tamed animals can eat from it whenever they're hungry and it would never run out.
The fact that it needs an ashlands plant would lock it very far behind progression.
💡 A sort of feeder or trough that, similar to a hearth, and you can refill it with the type of food your tamed animals eat. ** UNLOCKED in the mistlands/ashlands*** Also, the animal could eat from a higher distance, rather than just under the nose.
💡Add a tiny invisible squirrel that steals player's food all the time. Player never see it, just lose food for no reason. Squirrel can't be killed, just annoy player forever. No reward for catching it
💡 add lock on to the game
💡 Allow a way to combine flamable jelly on your weapon and be able to ignite it with a torch, giving your meele weapons fire damage. Maybe you can say that they'll run out of durability faster to balance it idk.
💡 add a bomb that can put holes in terrain that sinks in water for players to be able to dig canal's and moats below the water line. could also update terrain generation so that players can make deeper more uniform pit's. when the terrain get's deep enough another downward chunk could be loaded to continue saving on ram
💡 meat aging
Leaving meat for too long on a rack without it cooking will turn it into entrails (1 for small meats and 3 for large meats)
The idea is that entrails are harvested from a rotting corpse, meaning that rotting meat would be just as good for sausages
💡 also another thing 2 weapons. whip and scythe. issues would be animation and hitboxes but with how the games weapons work so far I see it being a very easy task.
💡 An upgrade option for the Dverger Circlet that requires wisps, eitr, and silver to craft. So that it changes it still function as a light but also clear fog and possibly adds some eitr regen.
💡what if lightning struck the ship during a storm)
💡 Add secondary attack to staffs with elemental magic (not the blood magic ones), for AoE or more powerful attacks, at the expense of much higher Eitr consumption. Unlock this ability after a certain skill level is achieved, e.g. Level 50 elemental magic.
💡 Can we please just smack the open flames with our hammers to 'stamp' them out rather than spamming repair on a structure piece for 15 seconds straight?
💡 Spear animation needs to be redone along with the manner its held.
It seems like the spear has never been looked at for changes, it acts so weird for a spear and late game spears are costly so the fact you can lose it so easily is a drawback.
Perhaps the sword special thrust animation would go well with the spear sped up a bit.
No love for spears at Irongate?
💡Its a good idea but I would modify it a little bit. First, old animation should work as it works right now, but, there should be other, alternate animation, that would be slower but it would have twice as damage as the current one. It would be activated when you click left mouse button while blocking. Your character would no longer use reversed grip when you use it, because they would change their stance when blocking. There would no longer be such thing as blocking with just your spear, because your character would change stance - where they hold the spear on their pelvis level. But besides not being able to block with spear, there would be another thing, that would affect spears significantly - being able to attack while blocking. This wouldn’t be so op cause, while doing it, you would have half of your shield armor(like while attacking and blocking, not just blocking with spear in the other hand). Oh + that thing with a lot higher damage on staggered enemies but only when attacking by the basic attack with reversed grip
💡 Make Fuling Village theme disable once the village has been cleared. It is really annoying to just pass by and instead of hearing calming Planes theme, this tribal music kicks in all of a sudden, even after entire village with all of its structures is long gone. And it is even more annoying if you decide to conquer the village for your own use. So you have a beautiful home, along with farm and some Fuling houses as a memento, but instead of chilling like you used to - by enjoying calmness and peacefulness of Planes theme, you just hear this somewhat tense melody, while nothing is happening.
💡 If possible I would envision the ability to use a spear in tandem with a tower shield since that was a famous use case of the weapon.
Hold block and hold attack to walk with shield and spear pointed alongside.
The play would be to slowly advance and attempt to push back attackers with a solid pointy wall.
Essentially giving your tower shield "thorns damage"
The tradeoff is it would do less damage than regular attacking since you are not thrusting but walking the spear head into them. It would also drain more stamina when you block an attack meaning you could only do this pushback maneuver for a little while.
This would hopefully give tower shields another utility and since it's dependent on holding both block and attack at the same time, it's just as easy to drop the guard and attack as it is to put your spear down and just focus on blocking.
💡more masculine clothes from hildir, because wearing the tunic as a dude just looks like I’m wearing a big dress
💡 A raincoat that can be worn as a cape, crafted from neck tails/trophies, guck, and tar that makes you immune to the wet debuff (requires lvl 5 workbench, so only easily available later in the game to not trivialize the swamp). Edit: could also be a purchasable item from Hildir.
💡 The Ashwood wall has an "X" on it. The available half wall only has the lower "Ʌ" and so does the quarter "/", but lacks the upper part "V" and the quarter "(backward slash)". Add them, Please!
💡 Add a swamp cape, could be a root cape (made from abominations/iron) similar to root armor and give poison resist
💡 make a valheim anime/show
💡Could capes be more flowy? I am sure they were before, now they are almost glued to your back.
💡 An illuminated antler chandelier crafted from Eikthyr antlers would be really cool.
💡 add a modificator that can increse the lenght of no skill drain buff
💡 add ashlands shield wand. Pls I'm currently being totally smashed by these star charred. I think mage stands no chance compared to any other class. I just lost six levels in 1.5 hour. I've been playing mage for quite time and still no have chance of surviving even with tank and tactical gameplay.
💡 Painting color on building pieces
💡 Demon sea-lion for Deep North.
Deadly on earth but even more in water.
💡 Add Wet and Soaked - Wet status should dry faster than soaked. Soaked after staying outside in the rain for a long time or swimming.
💡Allow us to select Auto pickup off for specific items so we can avoid picking up unwanted items that fill our inventory while keeping the ability to auto loot everything else
💡Extension of this.
Make a soaked player very weak (take double damage) to frost, freezing, and lightning damage. On the flipside Soaked players are very resistant (0.25x) to fire damage. The effect would last longer than the wet effect and take longer to dry near a fire.
💡 add shortcuts to add 25 wood to furnaces or add 10 ore, something simple like a shift + E
💡 Hoooooooooooooorses! please 🙂
💡 Can we PLEASE be able to autowalk with a Hammer in the hand.
Why can't he walk anymore by himself when we carry a hammer. He can do that with all the weapons and all, but not a small hammer.
I use to auto-walk a lot to make long walls and simply have it slow walk and i place as i go, really easy to do while drinking coffee.
💡 Magic needs a serious overhaul. Upgrading your staffs(esp the ashlands staffs) feels absolutely useless and is lacking gameplay. Upgrading the armor feels completely useless as you're spending most of the time not getting hit anyway, Stamina doesnt regen while casting, base regen SUCKS unless you have the full set, Queen power running along with an etir regen potion. Unless you want to sit and cast a bunch of vines/trolls, let them do all the work while you afk.
💡More multi player focused suggestion. A war horn to taunt local enemies. It should probably have a decent cool down to prevent players from abusing it, but being able to forced agro onto myself would add a more "tank" role for multi player to complement support magic and DPS. With how fast some enemies can be the ability to draw them away from friends who are compromised would be a great addition with different biome tiers of horn to affect its denizens
💡 chimney stone
a build peice that is 1x1x1. it is a hollow stone block designed to be stacked through a roof to facilitate smoke exiting a building
💡 An extra row of inventory slots, it is very strange that my inventoryy is nearly full after killing 1 greydwarf and chopping 1 beech tree, completely full with any level of hunting or foraging.
With the basic kit of food, gear, weapons, arrows, meads, tools, there are almost no slots left.
💡 I know this is SUPER early, but I wholeheartedly believe you guys should implement Christmas lights that can hang off our builds, on fences, around the town, etc.
💡 Nothing super deep but I just think to make spears up there with swords and such would be to just change their animations to be a forwards thrust rather than a overhead stab, nothing huge just.. better reach, considering it's a spear and all
💡 Deep North: instead of a massive waterfall at the edge of the world, the edge of the world is a frozen ocean with something interesting things on it, or under it?
💡A low chance when mining flametal to get a gem
💡 Ocean boss with a platform on the ocean to fight and to summon it we have to use the serpent trophy. To find the boss location u need to find an island that have boss stone and 2 or 3 sea serpents are already spawn around the island
💡 add more inventory space
💡 Backpacks to store items in.
💡 New placeable: Tent; would allow the player to sleep in the outdoors without the need for a workbench or bed, would still require a campfire beside it and no enemies present. It would offer the usual Comfort level 3 associated with fire, bed & shelter.
Introduced when the player unlocks Linen Thread & would require the player to make a Tent Kit made from a Level 3 WorkBench to be placeable
May require 30 Linen thread & 2 Iron and may be built from the Miscellaneous Building Tab
It would add to the the immersion of being out and exploring the wilderness that is Valheim 🙂
💡make bloodstone weapon to scale from the lower your full health the bigger your damage
example : when we use the weapon when we only have 25hp or without eating food we get the maximum buff from the gem, the more hp we have the more lower our damage, so we can play some glass canon build without to worry about our hp is generating to full from rested buff or food like the bloodstone right know
and it make more hardcore and tactical gameplay playing with no food or 3 low level stamina food
💡 Add edit character skin color button in lobby screen or add some skin painting building in game
💡 Add a line to bloodstone weapons that says: "Cannot regenerate health while this is equipped". That way, you can stay on low HP even after eating food and will get the full extra damage. You could still regenerate by sheathing or changing weapons, until you reach your desired HP count.
💡 viking tattoo shop in game (crafting station or trader)
Tattoos could be purely cosmetic or even have an effect.
💡 crowbar, new craftable item. Destroys player crafted structures in one hit (like ships, carts, siege weapons). Similar to butcher's knife.
💡 A new mead, Tough Skin, that uses Sap + Magecaps + Jotums would work like this:
IF the player is naked, it provides 80 (similar to a padded armor set) armor for 20 seconds (10 min cooldown). The mead DOES NOT stack with any armor, capped at 80 for the whole duration, even if wearing a higher armor set. The mead, just like Tasty Mead, would be is situational, just to retrieve our stuff back without the need of wearing a second armor set and likely to overcrowd the capacity of items, therefore not activating the corpse run.
💡 Please Add Grausten Roof Corners in the near future. Trying out a build and was pretty disappointed when i learned they dont exist.
💡 Simple ways to make spears better that don't involve changing the animation could be by simply increasing their attack range and knockback.
They only reach 1.9m, that's just very slightly above knives and lower than axes. Why would axes have longer reach than spears? And swords have even longer reach, when spears are supposed to outrange them.
Increasing the knockback could also make them a more useful weapon for single target crowd control, as the character would be able to push enemies continuously as they try to approach while remaining at a safe distance to attack, especially paired with a shield.
Alternatively, having a shield equipped could passively increase the spear's knockback for the same purpose, but only when a shield is equipped (not necessarily by actively blocking with the shield). Could also be a small increase with round shields and a bigger one with tower shields. Bucklers wouldn't affect knockback as they're meant to be close-combat shields due to parrying
💡 Add "incoming raids" with a timer. They can even be more massive than existing raids, but that let time to prepare, build some defence, group up. It could came up with according biome tempest to add more drama and epic
💡 Add another missile for ballistae that deal blunt.
Idea derives from ancient ballistae throwing rocks instead of piercing bolts during sieges (even if said ballistae were actually bigger and used offensively instead). This would make them even more viable as a static, defensive option for bases, especially against enemies resistant to pierce (like most ashlands enemies).
Could be made out of grausten
💡 Add Nvidia DLSS, AMD FSR, Intel XeSS and Mac MetalFX support, please.
Deep learning super sampling is available starting with Nvidia RTX 2xxx cards and is know to improve performance, especially on low end cards a lot. See https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-dlss-3dmark-port-royal-benchmark/ for example. Other vendors support similar techniques and they're constantly/rapidly improving.
In my personal experience I don't see any a real quality difference to native rendering (tested in Palworld and drg on ultra), while it's boosting my fps by 30-50% on ultra settings 1080p on an RTX 4050
💡 The great sword from Mistlands, Krom, has two fenris claws as a crossgaurd on the in game model, but doesn't include any in its crafting costs. Could its recipe be changed to include them?
💡 Add saddlebags to saddles as a new cart alternative
💡 Play the discovery jingle when you enter a cave or dungeon for the first time
💡 with deep north maybe some sort of small golem or wisp could be accessible to refuel your lights, you can stash resources in some sort of "dock" for it that it returns to. As a builder making huge builds with lots of lights makes it annoying to keep everything fueled up, I think this is a fair reward for endgame.
💡 chain lightning should not hit neutral dverger
💡 Skill xp should be commensurate with the difficulty of mob. More risk = more reward (higher xp gain)
💡 Make the repair button just repair all available repairable equipment.
This has prob been said before but I mean, it gets kinda annoying spamming the button
💡Dead Raiser skeletons can be quite silly and clumsy. How about another summoning weapon that calls Bats 🦇 instead?
Could be flimsier and perhaps weaker overall, but perhaps actually path to and land hits more reliably.
Might fit with the whole Blood Magic thing too if you're paying these summoned bats with your blood(health).
💡When you are walking outside and the rain starts the 2 minute timer should ascend slowly from 1 second to 120 to get you fully wet
💡 Add a friend help feature to the boats to go faster when wind is blowing in wrong direction
💡 I want valheim to get the terrarria treatment after 1.0, smaller or bigger content updates for years to come
💡World Modifier that prevents creatures from targeting player built structures but still allows them to do damage to them.
This is for extended difficulty modification as well as creative building. Would like to be able to build structures for enemies to inhabit while keeping them hostile toward the player and overwise unchanged.
💡 Crafting recipe for gem transmutation, e.g. iolite/jade + bloodbag -> bloodstone (not necessarily bloodbag but you get the idea)
💡Let us carry two weapons, one holstered on our back (press R on PC) and one in hand. Let us switch between both by pressing R (on PC), holstering your current weapon and equipping your holstered weapon, just for Style.
💡I think adding an item that would replace megingjord, would be better. Like a belt or other quiver-like thing, or both of them.
(Like this item would work as this person said, but as an item)
💡 Think about improving the sounds, for example, the footsteps of a troll or an abomination, or sounds of repair weapons on a workbench is just terrible. You may improves only bad sounds or adds new ones, for example: the sound of splashing blood and entrails when a character or NPC receives increased damage and visual effects of pools of blood appear. Or the sounds of trees cracking while swaying in the wind. Or a more powerful sound of rain (it becomes audible), the wind begins to blow strongly. Or the sound when the character chokes in water. In Valheim, this is some kind of squalor 🙂
💡 To begin with, it would be nice to add a sword scabbard and a quiver for arrows to Walheim. We're running around with a bare blade on our back...
💡 I also want to have more buildings all over the tenth world. When playing without a map, they will be an additional reference point and association with a certain place. Plus, in the mode without a map, the buff icons remain in the same place, although they could have been moved to the right corner of the screen a long time ago, where the map used to be
💡let us acces ceafting menus through station upgrades
💡 New placeable Siege 'Weapon' Mantlet, A Mobile portable cover device on wheels that can be moved like a cart with a slot to shoot arrows from introduced in Ashlands as a means of defending from the many means of projectile fire in the biome and would be relatively sturdy and have a mild resistance to pierce & fire damage.
Ingredients to produce could include, 20 Ashwood, 2 Flametal, 10 Tar
Would also have frontal stakes to deal damage to colliding entities.
💡 achievement idea:
"Not quite the same but good enough..."
Craft Frostner and upgrade it to max level
💡 Achievement idea:
"Blessing of thunder"
Craft the lightning version of any flametal weapon
💡 achievement idea:
"Blessing of blood"
Craft the blood version of any flametal weapon
💡 achievement idea:
"Blessing of nature"
Craft the nature version of any flametal weapon
💡 Flametal upgraded versions of older biome weapons to bring them at least close to Flametal tier. Cause c'mon, Frostner and Mistwalker are just iconic.
💡 A stack or Pile of OOZE, like the wood one or the bone one. ( I have just so many)
And have the pile of ooze do damage if you get too near or on top. Poison damage when on top( no need to linger, or maybe 1 sec after leaving it)
It would offer a good use of poisonous items for base defense ( like some zombie movie wher they use dead bodies)
💡Larger Personal Chests, with as many available slots as a Black Metal Chest
💡 when crouched ( maybe holding another button as well) the character does not slide down slope, assuming he can use his hand (so when no weapon equiped)
It just feels that it makes more sense he stands still and holding on a slope to recover stamina, instead of having the character on auto walk up the slope so he does not slide down and can regen stamina like we are currently doing.
It makes no sense to walk up slipping nonstop to regen stamina, it does make sense to crouych and hold on the floow with hands as well to stick on a slope. This could also be used to hang on the slope if slipping down a mountain like in IRL.
💡 More types of pickaxes? Like how in golf there are many clubs (driver, iron, putter, etc), I feel like Valheim should have pickaxes of varying strength. These would be completely separate from the mining picks, with the smallest one only denting the ground (precise building work) and the biggest one clearing maybe 3 to 4 times more ground than our existing pickaxes. Skill wise, I see no issue with making them tie into the pickaxe skill. Maybe unlocked by something to do with Hildr? It would add more depth to the game, while adding better quality of life to builders.
💡 Stop the spawning of pickables on leveled ground (ground without grass). This would completely remove random pickables spawning inside of player buildings, given that they have leveled ground underneath.
💡 make it easier to dig below the water level
idrc how it happens, i just hate the waterlevel preventing me from digging my damn moats/docks
💡 Add secondary attack for arbalest like melee attack Dvergr uses.
💡Idea for spawn rate changes in Ashlands. Allow for raids to happen at a players location when exploring and in return lower the natural spawn rates. This change (in my opinion) would make traveling in the Ashlands easier without removing the high action moments of the higher spawn rates.
💡
Random idea, give our character body/face scars based on battles. I.e. like Fable and other RPGs do.
💡 Instruments for us to play with in camp and while sailing
💡List sorting options for crafting at the workbenches and cooking pot. Sorting for example by weapon, armor, tool, recipe type, recently unlocked, etc
💡 Add "desire paths" to the game - paths the player has traveled over ~6+ times automatically become a path (like the function from the hoe tool). Cultivator grass replanting can permanently undo these paths.
💡 Bronze fist weapons idea:
Heart seekers
Start from the middle of the chest, aim slightly to the right...
A pair of gauntlet-like fist knuckles with a sharp, pointy blade on the upper side which deal pierce damage.
If possible, the secondary could be a small lunge similar to berserkir axes, difference is that the character can perform it twice in a row, one with right fist pointing front and the second lunge with the left one.
💡 Carapace/Mistlands fist weapons idea:
Wall breakers
Wield the might of the hive in your own hands!
A pair of gauntlets similar to soldiers' heads which primary attacks deal a combination of blunt and pierce damage (let's say 100 blunt + 50 pierce)
Secondary attack is the same as the double AoE smash soldiers do but with a significantly reduced knockback. It only deals blunt damage
💡 Horn that you can blow to summon any player on the server, when used the other players get a prompt to be teleported to the users location.
💡 Another tier of jerky:
Turkey jerky (Vulture meat and honey)
💡 Allow all tamed mobs to have a "follow me" command, just like wolves do.
💡 Maybe some sort of rain resistant or water resistant armor suit/cape for early game access and possibly an enhanced version in later game access. This would help with the drag of stamina drain and regain when in the Swamps, Plains, and Mistlands Biomes wearing heavy gear when it rains. The Swamps rains constantly, so maybe add in Neck suit or cape for that biome mixed with green Guck. Giving Guck some more use than torches and Mountain Biome Armor/Bow crafting. Late game would be a stronger water resistant suit or cape to be able wear the heavy armor and not be slowed down? IDK, possibly make it a very rare thing to find and use. Because, not only does it rain constantly every other 20 minutes, but it rains nonstop for 20-30 minutes. IDK, thought that would be cool thing to have some sort of gear or item that helps with wetness.
💡 Saddles to provide a small amount of armor, or blunt/pierce resist, etc, for your tame. Armor rating similar to cloaks, so its not OP.
Pulling inspiration from Ark: Survival Evolved - a similar mechanic can be used here.
💡 Comfort stacks for all LBGTQ banners in June.
💡 Changing the game to require holding E for a short time instead of just tapping it to remove something from an Item Stand/Armor Stand. I think this would be an easy way to stop the inadvertent removal of trophies, weapons and other items that have been placed on Item Stands while still allowing you to remove stuff without much difficulty.
💡Musical Instruments such as drums, flutes & horns, perhaps even a placeable drum, ideally it would be amazing to have a drum 'upgrade' of sorts for ships but I understand that would be difficult to implement
💡Make a separate function for hammer - to repair all connected building pieces. Because it gets quite frustrating when you try to pin point each and every slightly broken piece of wood and decoration, especially if you own tamed Lox's or rain falls mid-day through building. The downside to that - could be the extra cost of hammer's durability, so if you repair a structure, that has 10 broken pieces out of 20 - instead of losing 1 durability - you'll lose appropriate number that is similar to the number of things repaired at once, so in this example - 10
💡 make sledges work to harvest onions/carrots/turnips like flax and barley
💡
Give player the volley attacking bow like the Marksman
Edit, spelling.
💡
Ashwood workbench for Ashland building so we don't need the shield generator as much 🙂
Sorry if this is a repeat...
💡 Ashland portals could be used to portal tameable or tamed animals, if they walk through.
💡Buff Charred Marksman Volley - it seems very anemic as it currently is
💡 Make dyrnwyn alt attack shoot a fireball!
💡 ASHLANDS SPOILER||Lord Reto kinda sucks. Pls fix his moveset cause its super duper underwhelming compared to his looks.||
💡 Horizontal Crystal Walls maybe?
💡 Small Ashlands Spoiler || make the cone on the flametal cape togglable ||
💡 Variable map sizes when generating a new map (small, medium, large).
💡 Let us combine like 6 lingering stamina/etir/health meads into one (for each seperate buff, not like 1 mead that combines all 3 buffs) that lasts for 30m and do so for future versions
💡 make the driver of boats load zones instead of the other passengers that enter them first to reduce choppiness for the driver.
💡 A random event once you've obtained one of every fish that causes a fish meteor shower around the player's location. Random fish of every type falling from the sky.
💡 falling damage should be amplified based on how encumbered you are from carrying overweight in harder difficulty levels.
💡 Add few more fist weapon I love beating enemy with my fist. Ik some ppl already suggested this
💡 Arrow/Bolt Crafting Overhaul: Craft arrows/bolts by choosing different arrow/bolt heads and arrow/bolt shafts. Wood arrows/bolts can be crafted without a crafting station or additional material, but do the least damage (Black Forge must be built to unlock bolts). This way different shaft types could also add different effects instead of just doing more damage (e.g. Arrows/bolts using bone as the shaft deal frag damage, or arrows/bolts using needle as the shaft pierce through enemies), choosing different cores for arrow/bolt heads to deal different types of damage (e.g. Resin for Fire damage, Freeze Gland for Ice damage, Silver for Spirit damage, other metals for damage focus) also prevents certain damage types from falling off late-game.
💡 Lox Milk: Milk tamed loxen using a craftable Milker item. Lox Milk can be used to cook advanced recipes, consume as is for a lower benefit, or feed a lox calf to accelerate their growth into an adult lox. Lox can be milked once daily (Or over some other time interval similar to regrowing berries).
💡 Attach Carts to tamed Loxen/||Asksvin||: Exactly as the suggestion says, making the cart attachable to your tamed creature using the respective saddle allows easier transportation of goods over large distances. Or instead, after a certain point of progression, the player can craft a Wagon, which they can attach to their tamed creature. The Wagon can be driven and holds more items than a cart.
💡 Have Hugin talk to the player after joining a different world with the same character
💡 This has probably been suggested, but mentioning it again after Ashlands.
Tamed beasts should not be noticed and tried to be attacked WHEN they are behind closed walls and roof.
And same that tamed beasts/animals should not attack vice versa.
You can't get them off even how hard you try and that results you, the tamed animal or the monster destroying what you have build. (aka Asksvin)
So, make them only attack if they see each other and not make them annoying telepaths that are glued to their targets.
And I know they can be put passive, but I rather would like to see this fixed somehow.
💡 harpoon can retrieve players tombstones from lava
💡Add more fist weapon) start with brass knuckles, end with heavy, semi-mechanized fists like Vi's from Arcane, or huge boulders like Alex Mercer's fists from the prototype) And it would be VERY fun if these fists had other combos and animations.
Rolling on some light fist fighting weapon (for example some cool monk hand wraps))) could be changed to faster, shorter dodges).
And of course, with the addition of new fist guns, the game must have the “Ora-Ora-Ora” mechanic:)
The fist fighting skill generally needs to be strengthened somehow!
💡Buff for the Elder Power, increase weight capazity by 100 while the ability is active.
💡 Corpse Run - The respawned player immediately gains corpse run by accessing their tombstone, instead of getting it only after the tombstone breaks from item transfer. ( right now if a player dies with more than 300 weight, accessing the tombstone doesn't autopickup the inventory if the player is not wearing Megingjord)
💡Grasten gargoyle build piece
💡 I’d love to see a more viking themed biome for the last one, be it a realistic one or more mythology oriented
That would also set it apart from the mountains more
💡 A clear sky (with normal clouds) would be neat after two very dark biomes. In particular because the sky is very important in a place where there is a lot of snow
💡 Ashwood ladders for ashlands, as a counterpart to regular wood ladders. made out of ashwood instead of wood.
💡 I find variation in terrain to be very interesting in a biome, like the sort of cliffs in meadow and all the variation in mountain, or the forest in some places of meadow and plains. A biome like the deep north could probably have interesting ones
💡 Make trophies resemble the tier of creature that drops them
💡 Fix the over powered wolves that can one shot stun you while in full iron armor and can billy goat climb mountain cliffs
💡 Please let us craft chains at black forge using iron. Chains being a scarce material at the beginning makes sense to get a progression with upgrades (forge bellows/iron cooking station) or armor (wolf armor chest, black metal shield). But in Mistlands age we use it only for decoration purposes (the pretty Dvergr lanterns), so it wouldn't be op and highly appreciated.
💡 Please turn down the smoke that happens after shooting the BowsAshlandsStorm. The cloud is much bigger, more solid, and dissipates slower than all other bows. The Root Bow is sligher better but also could have a little less cloud action. Thanks.
💡Please add more add more use for trophies; maybe scare of greydrarfs when displaying their heads (trophies) outside your house?
💡 Add roof pieces for the ashwoods, both 45º and 26º. And **reanalyze **the cost of some pieces. The decorative wall costs 2 wood, the decorative floor 4 wood (they are literally the same piece). Same for beams, a 2m beam for 4 wood is too much.
💡 Also, the Grausten roof being only 45º is fine, however we **need **the pieces to make an OUTER corner. Right now, we have two pieces that combined make an INNER corner, but we don't have pieces for the OUTER one.
💡 make berserkir axes throwable
💡Rework Krom in game icon because it looks like a poleaxe, the handle must be made smaller and the blade longer, because in game is a longsword.
💡 taming animal by hiding from it makesense to me
💡 before releasing any new recipes, please overhaul the crafting/cooking pot UI. Scrolling through a gigantic list of recipes doesn’t feel sustainable. By the time I’ve hit ashlands I really shouldn’t have to see tier 1 recipes. I suggest a tier filter.
💡 Progression item for the deep north is magical climber pick that comes with a new mechanic to climb terrain that is too steep. Then have the deep north terrain be extremely steep. Could include other progression items.
💡 Stone chests, please. Grausten or regular stone or both.
💡 any chance you could make it so the Asksvin dont move when they have a saddle on. its very frustrating to be out on my mount, hop off to grab something, turn around and hes gone. not cool.
💡make it so (Ashlands Spoiler) - ||Fader won't attack dvergrs cause it ended up in situation when he ran in between two lava lakes where enemies are everywhere and I have no idea how to fix it XDDDDD||
💡 make the character no longer on fire when they roll
💡Asksvin to have the same as the wolfs with the follow and stay ability 🤦🏻♀️
💡please make it where you can put dverger lanterns on horizontal item stands, that should already be a thing.
💡 dyrnwyn like sword for multiple biomes.
💡 Make barley easier to see when planting
💡 Remove multi-hit penalty from pickaxes.
You only mine vertically which makes most mineable nodes frustrating to mine for no reason due to the little control you have on the swing.
💡 A magic jukebox item would be nice.
As much as I like the comfy home base music, it gets repetitive when doing alot of work around the base.
It'd be great to have a jukebox that can play other themes you've encountered, like Haldor or Hildir's themes which are really good but I barely ever hear.
Also could set the atmosphere for a spooky castle using the Fuling camp theme.
💡The cheat sword should show its particle effects on an armor stand the same way the Dyrnwyn does. (It is cheating to spawn them but I’m sorry the effects it puts off looks SO cool)
💡Be able to craft paint for structures, maybe even armor, like you see in Ark. (Unsure if this has been suggested, but I haven't seen it yet. Scrolled back for a half hour to try to find it. LOL) Use crafting material such as coal, blueberries, yellow mushrooms, etc. to create that color. Keep it at basic colors, maybe even match the basic colors used for the signs.
💡 Buffs relating to Odin. When your character sees him, maybe give us an additional few minutes on our rested and/or any other buff. Example: If you're at 5 minutes on your rested and a boss buff, he adds an additional 2 minutes.
💡 Ability to craft kegs like we see in Mistlands, mostly for aesthetics/building fun, but could make a small storage for meads.
💡 fix hot bar on xbox its terrible
💡 Auto-pickup item filter: A screen with a list of all items and checkboxes, allowing you to tick and untick what the auto pickup is supposed to pick up. Maybe categories like "trophies" "food" could be selected as a whole.
💡 i dont know if i'm suposed to write it here, but when playing with the controller, i can't navigate the vases. It only access the top squares. To access the other squares i have to use the mouse. I goes like this for the medium and big vases.
💡 Shrink the Stone Portal a bit and make the base a little more flat? As it is, it's massive and when put on flat ground you are unable to walk into it.
💡make asksvins stop in place when you dismount them
💡Lox should lay eggs instead of birthing live young--they're even part reptilian/lizard in the lore and if they did hatch from eggs it would make transporting them to new continents for "ranching" or to use as mount much more viable, and thus make the mechanic much more usable earlier on in the game which is something I feel is sadly lacking as is--I love the riding mechanic but rarely find an opportunity to use it because it requires going so far out of the way to ensure one has readily available mounts outside the places very close to somewhere you've setup in a plains and tamed loxes
💡An option to turn off certain item drops so they dont pile up in your inventory and make everything lag
💡if you look at bonemasses shoulder, there is a large unidentified skull he uses as a shoulder protector. Where I’m going with this is, it would be cool to see whatever that creature is in game in the form of a swamp mini boss or maybe it spawns somewhere else in the world but regardless my idea is for it to be a giant swamp rat but that is subject to change if anyone has a better idea.
💡 we need battle passes in valheim
💡So should Mistlands. Sure both infested mine and citadel are dungeons. But I think that it should have a mini-boss as well. Thinking of a reward(s) is the hardest, but maybe building-wise, like a new crafting station/upgrade that allows players to use Carapace or/and Yggdrasil, and other stuff, to increment more decorations, and useful furniture like a box/crate that actually store some items and display them according to the amount in.
Name of the mini-boss:
Silklex: An (encapsulated) insect- or arachnid-like creature that has only one leg. At first is slow, but It increases in size (gaining more legs on the way therefore more speed), increases in strength, and gains new attacks the less HP it has. (regarding 3 or 4 phases in total).
💡 Biomes could have alternate looks. Meadows could have a blue-greener grass and different trees with more colorful leaves, the Black Forest could have really tall pine trees and mossy looking grass, plains could have moai heads in place of some of the stone spires.
** No actual new resources**, just a different look to give the world more variety. Maybe these alternate biomes only generate quite a distance away from spawn.
I've always wanted more incentive to sail to the outer reaches of the map to find or obtain things that are not available anywhere else.
💡 Upgrades to the ships, mainly Longship. Idea that was suggested many times, so I'll add Attachable Fishing Rods / Fishing Nets that can be inserted on the sides of the ship, having a chance of catching fishes or other sea loot.
💡 Add a way for Moder buff to work with askvin capes.
💡 New magic / special weapon (spear) in next update - Kragehul . As the instription of found fragment "ek erilaz āsugīsalas muha haitē, gagaga" where Erilaz means magician / rune master. (Yes, took the idea from Hulkoff - Erilaz) With maybe other special attack than current spears
💡 More character customization options (hair, beard, scars, etc.)
💡Add oars so players that aren't driving have something to do while sailing. It can be like a little minigame in a way that players must row in sync in order to move faster.
💡 The unique/special/Dyrnwyrn equivalent weapon for Deep North (or one of them if there are multiple) could be a spear that returns to your hand whenever you throw it.
The fact that there's only one per world is the way to balance it, at least in MP worlds, otherwise almost all players would just use it and forget about any other physical ranged weapon
💡 A "burnt" sapling that survived the hazardous environment of the Ashlands. It would be dropped by letting the fire "harvest" (break) the trunks of the fallen trees and it would drop 3 to 5 Burnt saplings. And those Burnt saplings could only be planted in the Ashlands (for obvious reasons). If planted anywhere else, it becomes regular wood (maybe?).
💡 some sort of Minecart would be nice. An addition to ashlands. A Cart to push and some rails to build. You can pull the cart with some sort of string contraption or just push it
💡 Any tree seed planted in Ashlands should grow into an appropriate burnt ashwood tree. There are already various kinds of trees based on the others in the world, such as oak. I'm surprised this wasn't a thing from the start.
💡 hello my idea for new build items. Making real ancient buildings for that couple new building items we missing. In game we can do just gothic style or regular building architecture. Real ancient buildings for that we can make pendentive, domes and vaults as well. In game mechanics we can make shape with beams but some building pieces missing for geometry and specs especially for roof. We need straight roof pieces and half 26-45 degrees interior roof pieces. Small size roof pieces. (1 meters beam size item roof pieces.) For small domes and windows and decorative. And items for every main building material stone wood etc. Also in Ashland new building pieces add 26-45 degrees beams and building pieces. And same build materials. For idea example link photo can explain https://blog.kaarwan.com/squinches-and-pendentives-in-architecture-8359cf6b8825 if you interested I can explain with game screenshots as well. Best regards.
💡More incentive to mine flametal pillars as opposed to raiding for it.
Fortresses’ flametal reward is a problem. Its way too much. You literally dont have to mine when you get this much in a chest.
Second, the sinking gimmick is cool, please dont remove it, just extend the time you have to mine. Also, i believe that after a few days, the pillars and sea leviathans could float back up, so you can gather what you missed later.
So, changes to fortresses, could be just nerfing the amount you get, could be other changes that make access harder, just anything to make it such an easy source of flametal. And changes to how sinking works to be less punishing and more workable.
💡I am on my knees begging for a sensical method of sorting crafting menus. I cannot for the life of me understand how we arrived at the current order of items -- it's not alphabetical, it's not by biome, it's not sorted by item type. Please lol 😭 with all of the items in the menus as we add more biomes, it's getting increasingly frustrating having to scroll through trying to find certain items when there's no rhyme or reason to how they're ordered. Alphabetical is fine, by biome is fine, anything is fine as long as there's a system!
Also ty for ashlands fixes, can't wait to try this new patch`
💡 Allow flametal spires to float back up if they still have metal available to mine, perhaps after many in-games days.
💡 Stones can be equipped and thrown at mobs for very low damage. Good in the very early game before the crude bow, or if you run out of arrows. Could also be archievement material, for instance killing a troll with a rock. (David and Goliath)
💡Rather than having Flametal pillars sink and dealing with the associated bugs, make the sound of mining Flametal resemble Fader's bells and have a chance to spawn a fallen Valkyrie.
💡Adding a mini boss to the game
💡 release the board game with Valheim 1.0 so the bonemass can be up-to-date with a Deep North skeleton in it somewhere
💡Fortress wards. Simple solution to prevent 'building' over the walls to easily dispatch fortress spawners. Makes the siege equipment that much more needed/desired.
Edit: potential to place ward inside inner tower so it cant be ranged by normal means unless by catapult.
💡 Server config setting: Ore respawn
Will force ore nodes to respawn after a given amount of in-game days. Almost mandatory for bigger modded servers with more than 10 players, convenient for a 5-10 player group.
Example: Casual = 7 days, Easy = 30 days, Normal = 90 days, Hard = 365 days, Off = never
Nobody is forced to turn it on, could still be off by default.
💡 Instead of removing sinking flametal pillars, replace it with similar non-sinking mechanic.
For example, pillar begins to break from the top, part by part. With some visual cue, allowing us to react and jump off.
The speed of destruction can be adjusted, it must be pretty high tho. Maybe add some random aspects, like after self-destruction starts it immediately breaks either 1/5 part of the pillar, or 2/5, or half.
No ore will spawn if it breaks by itself, not mined by player.
💡Four stars animals and monsters
💡 Please add an "inverted Black marble Quarter Spire" and/or more marble pieces
An upside down piece of building can be very helpful, especially for black marbles pieces, since they use a "Weird" way to build advanced structures, they use acute angles (like triangles and other geometry forms)
it will be easier for us and add variety!
thanks
💡Limited constructions in autumn, winter and spring (like maypole for example)
💡
Rather than removing the sinking feature from flametal rocks, have a new one spawn within the world every time a rock finishes sinking.
This would let the feature remain and allow the loop to continue without the worry of not having enough ore.
In my opinion, the sinking mechanic is what makes this ore mining experience unique and interesting from the rest. Would be a shame to see it cut entirely.
💡 remake ashlands boss. IT SUCKS
(like, I just lost any interest in the game because of how terribly it is designed. Both in visuals and how fight with it works. It is JUST annoying and totally not fun. It's just super generic and it doesn't fot the game at all. And figh, especially for mage, is almost impossible, bacause of its attack's design. There is literally no teamwork when fighting it. I mean, its least dangerous attacks can be taken by tank but the ones that you really care about are the same for everyone fightnig it. I see this as a huge minus to my favorite game, please do something about it)
💡Add a world modifier slider for enemy spawn rate. Suggesting this just based on the wide range of opinions on the Ashlands spawn rate, some love it and some hate it. Adding a slider would make everyone happy.
💡 Valheim Cookbook
💡 For better depth of gameplay, especially if the goal is that all playstyles have a place in the final update, have some unique materials available after very difficult challenges. There needs to be a system of some sort that is aspirational, and for valheim that could be unique build pieces made from rare/difficult to obtain materials. Valheim is so much fun, but it loses a lot of it's luster once you acquire the highest tier of gear and beat the final bosses.
💡 Please fill in the empty weapon slots. I know its been suggested many times and I know its to encourage using different weapons in your playthrough. But we already have damage types that encourage using certain weapons for certain mobs. Switching weapons should be ENCOURAGED not forced due to there not being one in your current biome. They don't need to all have special recipes with new items like the flesh rippers they could just be "blackmetal spear" or "carapace mace" I've played for over 1000 hours. And I've beaten the game with every weapon class, it gets annoying that I have to change off knives in the last biome in the game, losing all skill bonuses I have because we needed 7 swords in the Ashlands and no knives.
💡 When a certain amount of wisp torches are put on the ground. a certain distance from each other and in a circle.
All the unreached mist at the center disapear as well with no need of torche.
Thats because it blocks all the mist from reaching the center.
( not sure if mist torch block the mist or make the mist disapear or allow to see through the mist in the lore)
💡 Lavaithans should have eyes like Leviathans.
💡 Cut lava damage significantly (50%~) and add a fire damage dot that doesn't stack to it as well. If the dot made up for the original damage of lava, you could have fire resistance pots to mitigate that portion, making lava still quite dangerous but giving fire resistance pots more value in the Ashlands.
Even at a 50% damage reduction, lava would still kill you in 2-3 seconds even with excellent food. With Flametal it would kill you in ~4 seconds.... and that's not counting the damage from the fire dot that is suggested.