#suggestion-discussion
1 messages · Page 17 of 1
@granite geyser please dont and please dont complain about the sea content and the loves of it all
You act like a king for what needs to done for valheim lol
You need a break
And need to stop
Honestly I don't care what you like
Reduce your cost of stanima
Stamina management is a skill
This would make blocking cost more stamina than parrying so there would be no reason to ever block with a normal shield.
I think they should put stamina reduction for blocking and parrying by default for Blocking skill, maybe -33% at 100 skill.
Doing that, they can remove the "Block Stamina Usage -20%" from Ashen Cape and replace it with something unique, maybe a knockback immunity.
Tf are you talking about?
To people down voting the Wisp fountain idea, would like to hear your thoughts
you'll get more wisps than you need in a short period of time anyway. Just try next night.
What would be the point? Night lasts enough time to get dozens of wisps from the three fountains you can build with torn spirits.
And they don't even need to be night, as long as it's dark wisps would spawn
#suggestions message
This is a super solid idea, I like this a lot
I think there are just too much sea serpents in this game to add another one. I would prefer something more whale-inspired as a sea monster in DN
and the worst thing is that this thing is not very much different from basic sea serpent
I actually supose that this might be the inspiration for it
I'd still prefer Killer Whales. Saw a video of one killing a great white shark it was terrifying to watch.
It doesn't sound very Viking-like, and it's an animal that exists in real world that is hard to add some interesting changes to it, so I don't think this would fit in the game
Some sort of plesiosaur creature might be interesting. Maybe with a frost breath or something?
The frost breath could create the physics ice platforms that already exist in deep north when it hits water. Players will need to jump across those to hit it with melee weapons?
That would be interesting!
uuh wrong server?
It's just another spam bot... block it, and don't click on the link
Um… its a gif. And I think everyone there knows this person
It might be a genius idea if done right. Please tell more🙏
no, I was referring to the bot that spammed a link earlier.
Oh… sorry XDdDD
No worries. The link has been deleted, so I understand the confusion 😊
Wow, a really nice person here. It’s kind of rare in this channel
The point is that you don't have to babysit it
You don't, you can just do anything else while they accumulate there and occasionally pick them up throughout the night.
From all three fountains you can get up to nine wisps every time you go there after a while
@devout lake you shouldn't be asking for votes or tell people how to vote.
Also, gemstones inside the putrid holes that are extremely easy to access is too broken, the point is that they're locked behind a big challenge which is the fortresses.
That part should be a separate suggestion
What is your point? If they already reduced it and its still this fricking crazy hard then what is the point in playing?
Because that patch is not live yet...
Thought it was. Thanks for headsup.
Any thoughts on armoured carts?
It would be nice if we could have a stronger cart for use in the ashlands that won't get destroyed in a single hit from an enemy.
I think stronger carts should appear in Mistlands if anywhere
That way you can use them for 3 biomes
That's a brilliant idea(If we'll be able to toggle it in world modificators). Food is the biggest problem in ashlands but this could be the best way to make dying in them a little more frustrating
@halcyon stump you will end up being disappointed...
I'm 100% sure the current magic system is here to stay
the idea might be good but devs put a lot of work into all of these weapons and they won't just throw it all away and decide to re make it from the beginning
but this idea might actually work in DN. If it's going to be balanced correctly and all
and I always wanted to have a wind related magic weapon that would be more complicated than just shooting one spell
I think that DN would work really good with some wind based mechanics
or make a quick inventory tab where you can switch staffs
overhaul the equipped weapons system
circled inventory weap eqquip system like GTA
or a magic item that lets you summon any staff that you have (sort of like a mini inventory system only for staffs)
Because magic is certainly the one playstyle that needs the most buffs...
Who said that? just because having multiple firestaff where they could be implemented in just one that could be upgraded does not mean other playstyles don't need a buff
if you're talking about playstyles that need priority over others as regards buffs, that is for developers to decide. We just suggest, they decide about the order
the button for the secondary attack on the staff could have been used to cycle through spells of a given staff
the problem i have with current magic is that valheim devs put themselves is this odd dead end, where they have to make a new staff for every new spell, and that seems so silly, if you have a staff of that element already, or magic school, why not just add tht spell to the existing staff. The second problem is that magic selection is shallow because of that very quirk
theres problably going to be a meteor strike staff in DN, where its gonna be another crafting recipee instead of just putting it into staff of embers
frost magic is just one spell, where's the blizzard? Wheres cone of cold? Where's ice spike?
i got no reason to play pure spell caster, i can always just be hybrid with heavy armor and cast the occasional spell when mana is restored, because spell selection is so mid, i wouldn't really have much fun playing as a full caster
fully agreed, if they have decided to implement magic it should be a bit more polished
I don't know what do you do wrong but when I've been playing in ashlands I have chest full of ashlands food during short time period.
@halcyon stump
#suggestions message
love this idea. To expand a little on it, another option to learn spells or an upgrade requirement could be a spell book you'd have to loot off a certain corpse.
You could have the fuling mages in plains drop the first tier of spellbooks, so by the time you get to mistlands, you can already craft a few low tier staves.
So my idea would be different staves but they got different stats.
I think you’re just incredibly good. That’s all. Also, I played mage who has the most expensive food in the Ashlands. So maybe it was this
If you play tank than you actually might have a good time in the Ashlands
wasn't someone complaining that melee isn't viable in ashlands? I've tried with lightning berserkir axes and it was quite difficult, on easy combat...
but they are the best weapon and my friend who played them absolutely smashed almost everything in his way
they are also super fast so there is a huge potential in the nature variant of them
oh yeah they are but good luck with that valkyrie lol. morgen can mess you up too
I also only had 30 something axe skill that was part of the issue aswell
oh, yeah... but valkyries are hard no mater what class you are using. But yeah, you can't to anything with melee attacks to them
when I was with a friend who was mage, we killed everything yeah. but alone it's hard as melee solo player. I went there to find food stuff and died several times
killing the charred works great with axes but I wouldn't consider them then main enemies
when solo playing in ashlands, I suggest just having lots of stamina. There is no way you can just defeat everything on your own without any plan
also morgen is a night exclusive mob so I thing it's good they are hard
Lots of players forget to go to sleep and this is a good reminder
If you want a tip how to efficiently gather food resources, just eat 2 stamina and 1 health rich food and run for your life between ruins where you can find something usefull. There is no reason to fight everything because this biome is just hell, where you have no rest from fighting. If you stay too long in one place to kill everything that tries to kill you, you'll end up fighting bilions of other, more dangerous monsters that heard the noises of your fight
haha sounds about right
It's just how it works. You need to be a scout to not end up fighting thousands of things that are faster than you and stronger than you
So being able to have any of the staves and switch between them very easily while at the same time disregarding inventory management exclusively for the most broken weapons in the game is not a buff? Or being able to just have ONE staves of each type and each one having several different spells instead of having multiple staves each for its intended purpose is "just QoL and not buff"?
Hmmmm...
We can also voice opinions about it.
It's the channel's purpose
Regardless, I don't even know why we're arguing about this.
The current magic system is simple, and simplicity is core in the game's design and I've been here long enough as to know that whatever they have is probably there to stay.
There are many things in the game worth changing and are still the way they are after years. I wouldn't have many hopes if I were any of you.
I already lost all hope about them changing anything remotely significant about ashlands, and it's the biome they are working on right now
Once the whole team is active after vacation, i wouldn't be surprised if they announced something like "ashlands is done, we move on" with no further changes to the obvious problems currently present in the update
The magic system is shallow, not just simple. If the devs intend on iterating on areas like the have with ashlands by relentlessly spamming enemies at the player, while having the conter strategy be "use spells", its gonna get to the point where the more interesting parts of valheim combat are gonna boil down to an inventory full of magic staffs, that looks incredibly goofy.
Organize the magic into schools, tie a school for each staff, clean and "simple", and adds room for variety that isn't 3 more staffs
You have an inventory full of magic staves because you decide to have an inventory full of magic staves...
Pick the ones you think you might need, store the rest.
It's seven biomes in, seriously, how could this be rocket science for some people? If I know inventory is a mess, why make it more messy on my end and then complain about it? It's illogical.
You go explore, that means you won't need pickaxe, hammer, hoe and such, and I still see people bringing them for some reason and THEN whine about having three slots occupied...
It's unbelievable
Can't you see, that he's not saying that you're wrong. He just thinks that it's not going to happen. I don't know if thats true but he didn't say that all of your ideas are bad, but that devs just won't like it
Trust me, I'm not saying the ideas are bad, I'm not saying they're wrong. The way I see it is that I'm telling you to not have high hopes about it, if they do implement even half of any of those ideas, cool, but I really, really doubt it will ever happen.
I've been disappointed in the way things have been developed here more than once, manage your expectations
The silly part isn't about bringing 2 or more different staffs with two different effects, but you bring a fireball staff and a fire shotgun staff where both these spells should have been on one staff
we have 1 frost spell, we will get more on deep north
The way ashlands was done and released was an eye-opening experience that made me question lots of stuff in the game
and its gonna be a frost spell for each new staff
like how is that not an obvious mess of a design
if they have a cool idea for a new spell for lightining, another element we only got one spell for... new staff
Tbh there are a lot of new cool stuff which don't make sense lorewise, biome wise, and qol wise (multiple staffs of the same element). Developers may probably not take it account but it doesn't change the fact it is a bit wierd
Rianu why did you suggest making all the food timers uniform? Thats what makes the food interesting to craft, you have some foods that are better but more expensive to make, and cheaper ones that last shorter
I personally think there should be a couple food options that are a 50/50 split between eitr or stamina, or eitr and health
if there was seeker jerky it could be eitr/hp
I agree that utilizing the secondary for staves would at least give a more doable solution.
Primary shoots fireball
Secondary unleashes a constant eitr draining stream of fire
Secondary for ice staff shoots a bigger ice lance while consuming more eitr
Secondary for fracturing could be throwing a bigger projectile with a delayed detonation onto the ground that explodes like a mine a few seconds later.
I've found it somewhat inconsistent tbh, like some cooked meat lasting like 20 min but others last up to 25.
Might be more uniform if there were more jerky food, but right now. Feels weird
Fair enough
Definitely need more jerky for sure. When they just mysteriously disappeared after mtns I was sad lol
Yes, I created lox jerky and asksvin jerky with mods to fill those gaps.
Feels really good being able to have 100 hp/stamina for 30 min, perfect for sole tasks like base stuff or small exploration
Yeah. The only balanced food you see now are individual food ingredients you forage With stats less than that of wolf jerky
Oh right, boar jerky is black forest and wolf is mountain, so maybe they skip Plains and do the seeker/hare jerky with 43/43
I think Seeker jerky would be hp/eitr because stam/eitr would be a bit too powerful for Mistlands I feel, but idk
yes because if you can run infinitely and sshoot fire balls it would be undoubtedly the best weapons in the game
Yeppp
the last jerky would have to be in Deep north for the 53/53 probably
@stoic flint please remember the old adage while in the ashlands, "slow and steady wins the race" Condolences on losing/reduction in skills. 
Lox jerky and turkey jerky are weird because the biomes go
Meadows - none
Black Forest - Boar jerky
Swamp - none
Mountain - Wolf jerky
Plains - none
Shouldnt the next biome to get jerky be Mistlands? I think that makes most sense from existing progression
While I think it was definitely too much for what makes sense in the game, people do need to also get better for the lategame
That includes myself. Ashlands can be quite hard.
Hard for me not too feel a little cynical about valheim by now... 🤷♂️ just resigned to a (we will get what we get, I guess) stance.
Yup lost a lot of hope and interest after their attitude with ashlands
It's just whatever at this point if they want to leave stuff half finished
That's one thing I liked about first 6 biomes, they'd often reuse a lot of ingredients from earlier biomes, like blood pudding using swamp stuff, misthare supreme using carrots, stuffed shrooms using turnips, salad using onions, platters using lox meat etc etc.
Ashlands feels like they introduced 6+ new food items that only have 1 or 2 uses and hardly used older ones. (At least barley was used again).
Seeker meat, royal jelly, blood clots, and maybe some older stuff like thistles entrails or berries getting more use would have been cool.
I feel like there's too many unnecessary items in ashlands that don't need to be there and are just inventory/box clog
Stuff that has like one recipe
Using rabbit meat a bit more would've been nice too
This. A staff that summons vines like the 2nd boss abilities does not fit ashlands very much. Shouldn't it need at least an elder trophy? Roots from abomination? Ancient bark? any type of new enemy in the swamp/black forest or a special dungeon that you have the option to come back later on?
Exactly. Could even make us kill an enraged version of the elder or something to get an ingredient to make it. Would be a pretty sick side quest 👀
I was about to suggest something like that, I found one suggestion that's pretty similiar
💡keep old biomes interesting
- each biome should have variants or special areas (that only appear further away) with new enemies, locations to explore and possibly also new resources, that are intended for players that have progressed to later biomes already.
- these variants should only become active by defeating later bosses.
- example defeating Yagluth could trigger a new graydwarf variant to appear in special black forests areas with the ability to significantly buff his fellow treefriends damage and armor.
- some map location which the player already visited some time ago but has not build anything yet, could "regenerate" and e.g. an abandoned tower could become inhabited by dvergrs.
- with new enemies and resources becoming avaiable through out all biomes as the player progresses would enable the old biomes to offer new crafting recipes for food, weapons, armor using new and old resources and that are relevant to players current progression. by @dapper wagon
Terraria does a neat little thing where you hit hardmode (half way progression) and it just giga buffs the starter /early mobs to do big damage and be relevant once again, and their items are still used in later recipes
Yeah, I love that
Such an old game but they really nailed a lot of gameplay aspects and QOL hats off to them
I do like how valheim night time becomes a PARTY after a few bosses are dead
You get seekers skeletons and goblins running around in meadows and mountains at night lols
Night time post queen mountain is such a blood bath
Man the artisan table feels so empty atm, you don't use it much till you beat the queen. i mean to craft items ON IT, not placing new structures
They put things there that don't really fit being crafted there.
It feels like it's a bandaid implementation in the range of "yeah, let's just put whatever there".
I hope it's temporary and they will make it a more focused use
and I think that's a bad attitude to speak on someone else's behalf without actually knowing their opinion. Let devs decide if they like it, not rianu...
In this case however it's him just labelling common sense QoL as "OP".
Why would you use Frost/Freezing Damage in a Frozen Biome? I mean most creatures living in that biome should be resistant to Frost Damage.
If anything it would be backwards… they should’ve came out with my frost/freezing damaging weapons for the Ashlands and fire damage for the Deep North.
I ask that question to the staff of fracturing every day but it just stares at me drooling.
Ice magic doesnt need to be damage only btw. You could have ice wall for battlefield control, ice block to encase an enemy in ice making them incapacitated or blizzard blowing enemies away in a direction
Thanks CJ. Getting better with the Ashlands. Though it does suck that I am now a meadows warrior again this late game stage. Takes 20 seconds to draw a bow for one arrow because skills are so down.
I tried taking it slow but you run out of stamina and too much mobs just come out the wood work to keep up. Good thing they all damage each other in the process but it just keeps drawing in more mobs. I look forward to the patch to make seem more reasonable. Anyways, got start from scratch because my character is apparently brain dead from these penalties. “No Skill Drain” my @$$.
I figured that the Charred Fortresses would be different throughout the Ashlands, but they’re all the same size and same design. Sort of a bummer.
Haha, then if they did that you be saying the opposite, “great that they used old stuff but what getting new things to loot in the Ashlands.” lol, by this late game stage you should have enough resources on hand to have portals on the fly to travel back and stow away new stuff. Like, if it’s too much then don’t pick it up or throw back on the ground.
That's the thing, it should be more than teleporting back, grabbing idk, ancient bark and crafting the new item. Newer enemies should spawn as you progress with the game just like Terraria. Defeated Yaglugh? Greydawrfs should have a new type of enemy. Defeated idk, the Moder? Some sort of bears should spawn in the black forest. Make revisiting older biomes WORTH IT and not just progress to the next biome and that's it.
Defeated the Queen? New type of enemies in the swamp, worms or minibossses. And every new enemy may have new drops. That's how developers can fill in dead spaces
Recovering gear needs a new method of some kind. The time-suck/fun ratio is too high with how easy it is to get killed in ashlands.
I think I once read someone suggested summoning ones corpse. That would be interesting.
Why would frost be found in a land of fire?
And frostner is crafted at mountain, a frost weapon that can still be used effectively against everything except drakes and golems
There's nothing indicating the removal of skills on death.
The only modifier that affects that is death penalty and it explicitly states that it just reduces it, not remove it.
Regardless, it can still be removed: ||devcommands > SkillReductionRate 0||
Done
#suggestions message Instead of a remote way of getting gear back, what if instead there was a way to spawn ‘near’ where you died, so you could try and recover it? The best comparison I can think of is the Stakes of Marika from Eldenring. Perhaps at runestones or something.
lol, it has nothing to do with finding frost stuff or elements in “Fire burning biome”. It’s about the simple mechanics of what energy does. Cold reduces heat and vice versus. You may find some awesome elements to craft powerful fire energy, magic elements but the ice/frost element pieces could have been also introduced at some point to help do series damage in the Ashlands.
You don’t fight fire with fire, you use water or cold/ice damage to fight fire. You fight ice/frost with fire. That should have been clear is crystal clean water.
You lost me here.
When you die, you lose skill points across the board. Hence the death penalty.
Portals sort of answers your suggestion here. I mean you’re going to want to get your buff, grab whatever potion for your environment to enter again to retrieve your death bag and eat a meal to have good enough health/possibly grab a weapon and gear.
That makes sense when you say it like that but that is not what the other guy was saying. Though, you should still find newer things in each biome to unlock to use to craft with and also utilizing a mix of older things in the recipes or schematics. He was simply saying he rather not have so much to loot, but every biome is like that.
Frost would be extremely op in ashlands...
Like they could've literally NOT add any of the other gems in which case because why? Enchant all weapons with frost even with the gems present and the other gems would just be there? Frost is powerful on its own, having literally any other gem would be 100% pointless because frost would be completely superior to all of them
thunder Berserkir axes? Unnecessary, frost gem and now you attack fast, move around and stun lock the enemies with slow
Blood slayer? Useless, frost gem and secondary attack anything and they won't reach you due to slow.
Blood ripper? Thunder ash fang? Slow from distance, instant win lol GL for enemies trying to reach you.
Not adding a frost gem was a great decision, otherwise combat would be way, way too irrelevant, and the other gems even less than irrelevant
Also, playing on a server where a host denied access to dev commands doesn’t help either. Though appreciate the tip for a “Private” game.
Sort of, but not exactly. I’m sure we’ve all experienced dying in a far-off spot only to have to spend a noticeable amount of time getting back to where you died. Just an idea though!
But honestly, that’s kinda just how survival games go.
"No skill penalty"
Where did you get this then at the end?
@granite geyser are you dev or something? You have a lot to say on this channel.
White name =/= dev
(I was about to say, shouldn’t white name = no dev lol beat me to it)
When you die you have a “No Skill Drain” modierfier at the top right of the screen. So if you die again with that on you don’t lose any skills… but that modification lasts very momentarily.
I've been here for years and have interacted with devs, mod authors and people more knowledgeable than me.
Pretty much everything I say regarding the game doesn't necessarily come from me only
So, when I said… my @$$ that was because it’s too brief.
It actually lasts a lot.
What you say is the speed/damage resistance bonus which is only like a minute
Once you grab your death bag it goes away or it goes away within 30-60 seconds.
Corpse run, that's the bonus.
The no skill drain lasts a lot longer
Yeah, sometimes you just don’t even have a chance to book it
If it did (last a lot longer) then I would not have lost all my skills in the first 3 hours of entering the Ashlands two nights ago.
Was perplexed by how much enemies and at first I was excited and finally up for a big challenge until I went from between 40-60 skill power abilities down to 6 or less across the board.
So, yeah… no skill drain… “ ☝🏻 “ .
Now, I have again, a brain dead character because he doesn’t know how to wipe his own ass anymore from the amount of times I died in those 3 hours. I may as well create a new character at this point. So, being penalized so drastically for death in late game environments/biomes should be reduced or the devs should come up with a milestone for skill points for death penalty because this is ridiculous.
True, this does happen and lesson I have learned was to bring a portal with me.
I bring a portal for my ship location and when I drop “Anker”. Then carry another portal with me into the environment. Find a good spot and setup. Then explore and circle around. Grab portal and move deeper into the wilderness. This is the best option and to never stray to far away.
I have a question, do the creators plan to bring many more biomes to Valheim in the future?
I get what you’re saying… I was referring to the mage weapons that a lot of people were complaining and/or voicing about. Using fire to fight fire in a fire environment is sort of dumb and the enemies should either have fire resistance or immunity. So, them not coming out with another ice mage AOE staff spell is what I think is disappointing. Again, the enemies if not all then most should be vulnerable to frost damage. But so far it is just the vultures are. 🤔😵💫🧐🤨
That would be cool and hope so… maybe another Valheim realm we visit or shadow/mirror world.
Theres already enough biomes, there just needs to be more variety in each biome so that it feels like each one is very massive
Sometimes you see mountainous areas in Black Forest, Meadows, or Plains. Maybe those could have unique spawns.
Yeah, makes it funnier when people complain that you act like an authority on topics here when you're often literally just reiterating what the actual authorities (the developers) have said themselves. Absolutely nothing wrong with being knowledgeable and experienced on various topics and spreading that knowledge to less informed people.
You have completely ignored the suggestion for other types of magic related to frost on purpose or something? You can have magic do more than just damage, thats how you craft a creative weave of spells for players to play around with, so you don't get "aoe explosion but fire" "aoe explosion but ice" "aoe explosion but lightining".
Rianu also completely disregards the possibility that frost in the ashlands could have been used for other aplications that aren't stunlocking with high dps, you guys only think of player tools for dealing more damage, when you can have a lot more fun thinking of tools that provide other forms of utility.
V rising solved this problem in a very straightfoward way: Armor, weapons, gathering tools and accesories remain on you after you die and respawn while loot, resources, consumables and misc drops remain on your corpse.
If Valheim used the same approach, 99% of people that would have to deal with inventory fumbling when interacting with their corpse would cease to have that issue. 100% of people that deal with the merginjord dillema would no longer have that issue. And the gameplay flow of death and retry would be much faster.
Can attest to this, been here lurking in the shadows just as long hahaha. Used to be more active, but decided to put some time elsewhere rather than sticking so much to valheim as you have.
Would like to see some of your mods some time btw, should dm me a link or two or three haha👍
My distaste for the levels system as a whole has festered a long time and runs deep 🤭
V rising is a pretty great game. Solid experience from start to finish 👌
Not worth it to try and compare it though to valheim. Too many differences in both what the games are trying to be and the teams behind them.
But yeah, not dropping your armor / equipped gear does make corpse runs a lot simpler.
Everything in V is configurable ofc, so that's not always the case depending on server.
Another positive however hehe.
Fortunately there's a world modifier that covers that. Setting it to the lowest value (casual) lets you keep equipment on death and anything else is dropped.
Yeah, just wish they did not bundle so very many features together in each slider.
they're both survival crafting games with emphasis on exploration and defeating bosses by crafting better gear. I can't compare them in instances like themes (viking vs vampires) or magic, where they are the most different, but where everything else is concerned, the gameplay is similar and worth comparing absolutely, because you can learn a lot from the parts that work from either game.
One is a top down isometric with much more emphasis on the combat and bosses, while the other is a 3rd person adventure with more emphasis on the journey. In the grand scheme of things, valheim bosses make up a rather small slice of the pie.
Even survival elements are handled differently between games, so it's not just about the themes of games being different.
you guys are implying i cant compare warcraft 3 and command and conquer because one is modern military and the other is fantasy
Its fair to break them down by their individual elements ofcourse and say what might work well for other games, just can't really compare them too closely.
this is a very silly hill to die on
Those as RTS are a lot closer in their goals and gameplay...
Of which I have also played both btw haha
Valhem and v rising aren't as well because...?
They are drastically different in their goals and intended gameplay, far more than the example you gave at least.
no they are not
I'm going to compare apples to oranges.
oh but they are...
A game where you start from scratch, hitting trees and colleting stone to build a base to craft equipment to defeat bosses to unlock further advancements to explore more dangerous areas of the world... which game did i describe?
Minecraft
correct
You could use that bare bones setup for so much
.. doesn't mean their intended gameplay and goals are anything the same.
except for the boss part, minecraft doesnt actually gate progression behind bosses
Just the entirely different control schemes sets them too far apart already for a lot to correlate between the games.
yeah almost like both games are in the same genre
they are obviously not the same exact game, are you expecting game comparrisons to only apply to games where its a 1:1 clone?
of course v rising focuses on faster pace combat and spells
their core, however, is much alike
they are survival games with very standard dna
they mix up the formula in other creative areas
No, but the RTS you used prior did share their general goals and intended gameplay.
You build army, you control army, you kill enemy, all from the top down isometric view.
There are some rts that break these conventions and set themselves too far apart however to compare too closely to other rts.
I have played a lot of rts 🫣
brother v rising can be playied in third person too, you gotta drop this asinine point
Honestly comparisons ultimately don't do anything here because the parts being compared were clearly intentionally designed differently. Just because another game does something a different way for a given aspect of gameplay does not mean it will fit for valheim or the developer's intentions (hence why it is different in the first place).
All I am really getting at is between these two games inparticulat, there is far too many differences attheir core that force you to take a grain of salt when comparing them.
no they are not different at the core
you gotta stop claiming that without providing any argument that isn't "well the camera is different"
they are different in things adjacent to the core survival loop
such as the combat speed, spell selection, boss mechanics
and in that similar survival core that i have pointed out that THE COPRPSE RUN is solved in v rising
V rising is hand crafted finite world, valheim is procedural.... instantly you can't compare their world since you can pull off entirely different things.
One let's you smash ageinst one boss after the next and allows for nearly no skips, the other let's you take it slow with only the rare boss and in the end there is methods to skip them to progress.
One limits building to tiny building plots with far harsher limits, while the other is entirely free form and semi-limitless.
I completely agree with you on this as well. I wasn’t ignoring this aspect, just distracted being at work and playing catch-up that I left that part out as well. I think there are plenty of spells that could be used for all sorts of ways like you suggested earlier about having a defensive ice wall, shields, all sorts of things. Though earlier, I thought other people were also voicing concerns that there should be more spells to be used across the board that could be in one staff instead of making multiple staffs.
Overall, my main point was to point out was that Ashlands enemies should be vulnerable to frost damage instead of fire damage and it seems that fire damage does the most in a lot of cases. Now, this is before unlocking the new ore and learning the new damage staves that they came out with. I have not tested these except for the staff of fracturing.
I can go on, and these huge differences are at their cores.
both have a fininte world with clearly delimitated zones or biomes with especific enemies for each. Both games have a linear progression of bosses intended for players, but also allow for sequence breaking. Both have base building.
i can use the same examples to describe how close they are, do you not see how self defeating this is:
You can't sequence break in v rising... unless perhaps you are a god at the game that can beat a boss after an hour due to dealing nearly no damage to them from being undergeared... and the gear score hard limits you.
you are caught on on how these systems are different in the way each recontextualizes them, you completely ignore that at ther core its the same system
Brother the easiest example of sequence breaking is the holy archer and the undead reaper in the iron mines, you can get a free kill on her by just luring them to each other
Some elements sure, but many are aiming to be different things and are in big ways.
They don't provide core progression blueprints though that actually increase your gear score... in order to do that you must face specific bosses.
also several v bloods are the same level you can pick which you wanna do first
Its a a soft order yes... but half are optional
caring too much about details on a very silly hill
Hahaha 🤭
Beta for 1.0 was fun, but wish they did more of an end game. Shame it shipped without something more there.
if they took any longer it would be like valheim stuck in perma early acess
Its funny just like valheim they both sort of went the mob seem like Diablo route at the end stages of progression
v rising clearly has more combat mechanics geared to turn into diablo than valheim slower paced combat
True, though v be pumping out tons of content and in better time. But it is an experienced team I guess.
i dont like how ashlands became clownland for mob spam
after beating fader i feel a relief im not going down south ever
Valheim combat has always been sort of clunky and better for small calculated skirmeshes though.
It just can't compare to the smooth and well tuned combat of v rising.
i think i lost more fights to terrain than i did to mobs
I feel ye there
enemy either in higher elevation or lower and the weapon hitbox just refuses to comply
also spear hitbox is a travesty
See, this is where being in a 3D space makes it harder to fine tune combat though. This sort of thing can't be a problem in the top down of v rising (assuming you are on the same elevation).
No little minor differences in height that suddenly make you miss all of your attacks haha
v rising only suffers from elevation issues on slopes and spells that travel through ground
Its so rare to happen though, nothing like we have here.
Need to put in more effort making the combat here, and we all wish they could.
several other third person games, such as the from software games where combat is similar to valheim, dont have this issue with elevation, the hitboxes are clear for the weapon swings.
i do have to point out, most souls games are in flat ground
elden ring being the more slopped game
Souls games are hand crafted though right.
Can have some more control that way.
That's why the dungeons in valheim is the only place you can actually more fine tune the challanages...
its hardly a difference, even randomly generated the gorund needs to have some level of flat to keep pathfinding from enemies not a disaster
the steapest of hills on valheim are rare and only found in 2 biomes
or you can cheat, like i assume valheim does, where enemies disregard elevation and just b line towards the player
There is a lot of little things that bother me.
I been riding the same boat as rianu with the sadness of ashlands being half baked. Some instanced sections to the forts could have provided the best challanages without easy cheese options.
i like my first fort raid, the third onwards i was already bored
How did you feel about the mineshafts in mistlands?
Ofc, everything gets old eventually... but it was better for longer and hopefully for long enough to get through finding all the seal breaker shards.
Was for me I would say.
I liked them, took me longer to get tired of them because i still found new rooms and new ways to explore at late shafts
Ashlands fortresses are clones of each other, and the mob grouping is uninteractive.
You go in with high dmg resistances, destroy the spawners then slowly cleanup the warlocks and charred
Never a variation
Well aside from the occasional valk that might aggro
For me infested mines are fun because you have a chance to find the "hidden" rooms. Just a nice little touch that makes them a bit more interesting than other dungeons.
The morden caves were a bit of a miss too. They are varied but they arent interesting, a dirt hole with nothing visually interesting to look at. The mini boss was also in a terribly lit dark cave with nothing nice to look at.
Haldirs minibosses felt more interesting than this guy
Im sounding like a downer but the ashlands are a well made biome overall and im impressed with how it turned out, despite the team size at iron gate.
My hopes is that with 1.0 we get a chanse to overhaul a few of the rough edges of ashlands to entice people into doing a fresh start to deep north just to experince a better ashlands.
As well as a remmaping of the magic system i feel is a big mess
We all be hoping they do a good one over pass before officially calling it 1.0... because there is a high chance content updates and additions will stop once they slap that 1.0 label on it and push it out.
I kind of just assume that would be the case regardless. In an early access game the main/primary focus is getting the bulk of the content out and in working order. Any major fine tuning and polishing would naturally happen after all of that is done. If they focus too much time on that stuff early, it just sets back the development and release of the next biome a ton. That's why only minor tuning is done to the latest biome after the updates and previous biomes essentially aren't looked at at all.
Right, but will it happen at all if not before 1.0 is the problem. I would kinda want it as a 1.1 wrap up update myself, where they take one last look over the whole experience and really fine tune it... maybe add some more where it really lacks most or get a few of the things in they really wanted but ended on the cutting room floor.
Only time will tell I guess how the cookie crumbles haha.
yeah, that sounds quite reasonable and it would indeed fit well with my suggestion. in general i find most games fall for a linear progression pattern which has the sad side effect that it renders progressed areas increasingly boring and obsolete rather then expanding the players choices of places to go / things to do. i however really love most of the older biomes in valheim and would really like to see more reason to explore them more or even the entire map - even after defeating their biome boss.
Wholesome but no.
I see this as a huge problem because players who are not in relationship might still just do this to get better stats. This must be more complicated and have more consequences to be balanced.
#suggestions message
Totally agree, if interested there is a mod that does this which also allows you to control the returned amount of resources from the “decrafted” item.
i know of that, i just thought that itd be better to have a vanilla version of it for non modding players
I think for vanilla you should be able to revert crafts while the table menu is still open.
I don't have big balance concerns but it's probably the old "multiplayer advantage" reasoning that will prevent this from becoming a reality.
There's a setting in the server config for death penalty.
If you set Death penalty to casual, you don't lose skill progress, or at least you don't level down.
Devcommands don't work on dedicated servers in general.
Not true. On casual you still lose 1% of all skills
Which, granted is still less than the normal 5%
Also the equipment not being dropped refers to things currently eqquiped, therefore if you are not actively holding a weapon at the time of death, you drop it.
true yeah, didn't know that
but it's barely noticeable
of course if you die 100 times then... you still level down your skills?
1% of what
I mean 1 skill level is easier to recover from than 5
even in Ashlands
Yes
as long as you don't have the buff "no skill drain" on
You will continue to lose 1 skill level every time you die.
and any progress to next level resets to 0
1% of total
so 1 skill level is gone
ok weird
Yeah they could just say "You lose 5 skill levels" instead of 5%
5% kinda confused me at first as I thought it meant. "5% of current experience in that level"
nope
much more punishing than that.
Wait no
it works very differently than I thought
It actually takes your current skill level in every skill and multiplies them by (1-skill loss pecent)
for default, that's 1-0.05 or 5%)
Example being if you have a skill at 15
15 x (1 - 0.05) = 14.25 which the UI just displays as 14
So one level lost in the early game
Now let's say you are late game
75 x (1 - 0.05) = 71.25 or 71
that's 4 levels lost.
If you super grind to 95 or higher, than you will be losing 5 levels.
95 x (1 - 0.05) = 90.25 or 90
so the reduction does scale with overall skill level with it becoming more punishing the higher up you go in level.
Use the 1% modifier and the reduction becomes much kinder.
15 x (1 - 0.01)[1%] = 14.85
It doesn't round up so it still shows you losing one skill level.
But in the later levels, it way less punishing.
60 x (1 - 0.01) = 59.4
Still one level.
90 x (1 - 0.01 ) = 89.1
Still one level.
Yeah... this sounds right foe 5% of your current over all skill in each skill...
I went over this system and debated it too many times now hahahaha.
Its so unreasonable because it becomes hard the closer to 100 you get by needing more XP, but then you exponentially lose more since its deduction doesn't take this increased exp required into account either.
Yeah as the wiki pointed out, Dying at those levels deletes hours of gameplay in terms of skill leveling
Which kind of dicourages a player from leveling their skill past 50
dying there is 3 levels gone from every skill over 50
Been saying a few things need to happen for ages now.
The content needs to award more exp the later in progression it is.
There should likely be a hard cutoff to where any outleveled content givez no xp and need so you need to at least intereract with tier relevant areas. (Just to prevent sweaty grinding and thus save players time).
And finally how exp is lost should be rebalanced somewhat. I was personally thinking they look at the current XP required for the last level you have gained and only subtract that from you. It still grows penalty wise somewhat, but the increased XP gain also counterbalances that to help it feel like only one level every time.
There is other options too ofcourse, but that is what I was thinking without straight up removing loss with stuff like brackets you can't fall bellow.
or at the very least have a bonus to the "enemy hit" metric it goes off of
Hit a greydwarf and it's still the base experience gain
hit a charred warrior to gain a lil over triple the normal rate
Yep, which can then be tailored based on where in progression that enemy is, thus achieving what I mentioned above for combat XP. Need to do this for the nonecombat ones too by adjusting it on the type of tree/ore/whatever node hit.
harder to harvest resources give more exp
3 higher levels too, which means more XP and thus more time to regain.
what about blood magic and running and jumping?
Running and jumping can scale based on the gear you are wearing, not too hard
Blood magic should be based on the effect giving the xp?
fairrr
more movement penalty could reward more exp too
It does not take long to sort this out but I somehow doubt any such update will ever be made so, I sit in silence mostly and observe the updates as they come.
Resigned to accepting what we get and not fretting over what we won't. 🤷♂️
Yeah :/
I understand that mentality
keep expectations low to avoid disappointment
story of my college life
It really comes down to bronze age being the best place to level stuff up. Lower stamina cost and more total hits. Play with max raids in bronze age and everything gets to level 50-60 really fast
Then you get shit all later on other than maybe elemental magic
I really hope the skill system receives a huge rework
I just turn off skill drain completely nowadays it's such an unfun mechanic especially when several deaths are to stupid bugs that have been pointed out since last year and still not fixed
Yeah I have yet to try mods for the game, but I would just to make the game more balanced with the skills.
Getting more rewarded for fighting more dangerous enemies that way the skill loss doesn't seem so damn punishing
Forest is moving rewards more skills levels than an infested mine
what a joke
because it doesn't scale with your progression
In the mines you should be gaining near triple xp of that you gain in the black forest raids
Yeah it's terrible as current
Once I get to the mountains, it's harder and harder to level up
each mob should just have (X) value xp, divided amongst the weapons it's struck by
60% dmg done with atgeir 40% with sword? Ok 6 XP for atgeir 4 xp for sword
yeah that actually sounds like a good way to implement that
Really shouldn't be that complicated to setup just needs some time
too bad they will never do it
Back to mods we go
yep
I haven't been active in this server for longer than two months, and I have already lost hope on this game becoming better
I had really high hopes and it was looking promising until I saw their attitude with ashlands
Everyone agrees fortresses are boring and incomplete? Naaah we won't ever change them
Feels like sunken cost
they spent a lot on them already.
like I wouldn't mind if they at least told us "why"
I wonder if they have the dungeons they mentioned were scrapped, somewhere and theyre going to reimplement them? I mean, frost caves came to Mountains later on. Maybe fortress dungeons will return?
"we won't change it" -smiffe
It makes sense why its so small and simple on the outside, cause it was going to be half underground
I only did enough for the bell fragments
didn't care after that.
I like cheesing it with the troll spawns : ) It also destroys the walls
#suggestions message 1000 times this
They had so much more planned for above ground too... I remember all the huge concepts and talk about how large of a structure it was going to be
Its still kinda big I guess sure... but nothing like those concepts
Yeah they even showed different layouts for the fortresses
One was like this circular maze looking structure
Really am hoping they revisit them among other things... 🤞
Late to the skill progression discussion but in its current form I'd be just as happy if they deleted the skill system entirely over keeping it as is. It's really bad, especially for the combat skills. And an across the board drop from every death is painful, especially in Ashlands, because all those skills that you use rarely but take forever to level (swimming, fishing, sneaking, riding for example) also drain and aren't being replenished at all.
Honestly I think they need to rework the entire skills system or scrap it because it is entirely un-fun. And I know someone will drop in to say skills don't matter but in fact for things like fishing, swimming, and bows they absolutely do and make a huge difference as they increase.
Another compromise not mentioned would be to create level gates, where once you achieve a certain gate you can never drop below it, so you are never losing all your levels but you might reset back to the gate over time. If the gate was every 10 or 20 levels it would still hurt on death, but you would never be in a position where you finally hit 40 or 50 in something and then spent hours dying in Ashlands to find it reset back to 20
Not everyone fishes, swimming is irrelevant, use ships, not everyone uses bows or they're mostly situational.
So yeah, they're not the most essential mechanic in the entire game that people keep thinking they are
If they were to remove skills, how could they punish death? The game is meant to encourage you to be careful and fight more properly, if there was minimal impact from dying, then you could just end up using it as a free and instant teleport to spawn
Make an EXP bar, if you die, you lose your EXP towards that skill but you don't lose a level that you already have?
Make coins into a separate inventory, if you die you lose money? ofc coins should beocme more revelant other than purchasing 2 or 3 items and forgetting about the money system
There is an important factor worth considering that is also a hard-to-swallow pill: The average valheim player is an idiot...
I've seen many videos of different players fighting, most of them have been them dying in a most idiotic way possible. Many situations they could avoid dying to, many ways to accomplish something and overcome obstacles.. .
And they prefer using the time whining about it instead of using those solutions. It's unbelievable
I can attest to that. Most of my deaths are rather stupid and dangerous situations I put myself into.
Also add potions or meads that could increase a skill temporarily 
"Dude, you literally need moats and earth walls or the raids will kill you"
AI gets stupidly stuck in terrain and barely approaches the base to attack
"Bruh, don't fight, just cheese it, the game is too difficult"
Enemies run away from you after being attacked
Enemies suffer from the same sloped combat issue players suffer that the player can use to their advantage but the AI doesn't know how to
AI gets stuck in terrain AGAIN
If an AI THIS dumb can outsmart players, what does that tell you of the players themselves?
Small archery potion - feathers + smth - medium: chicken meat + feathers large: vulture feathers, smth like that could increase your bow skills temporarily
same with other skills
The game already implements gear loss on death. The skill system is just extra punishment, however it's implemented poorly outside the first few biomes. The problem is mainly that it's an across the board cut to your skills, but not all skills progress equally or naturally.
Blood magic is another good example of this. Levelling it organically is basically non-existent.
It would be one thing if recovering levels could happen as quickly as losing them, but this doesn't happen, because level gain does not scale with enemy toughness or better use of the skill. It's static increase and then percentage-reduction decrease.
I have no problem with the idea of death penalties, but the entire skill gain and loss system in Valheim is very poorly conceptualized and implemented so I sincerely hope it does eventually see some refinement
The unevenness of skills and their effects is also part of the problem. Low skill in swords or elemental magic? Okay, you're slightly less effective. Lose your bow skill? Haha, that weapon type is now useless against later biome enemies because of the draw time and stamina drain of higher level bows.
Like I said, either a scrap or re-work is in order because right now it's just a mess.
Not going to hop into this convo again, definitely not, no sir 🤭
Might be another nice tweak to make it so you can't lose experience in a skill unless you have gained a level in said skill since your last death. Then you don't have to worry about currently unused skills depleting in the background.
🤔
Eh, not going to deny the system as a whole could use a serious overhaul. Removing it entirely might not be very fitting for valheim though. 🤷♂️
Sometimes it takes ages to get body back especially if you die with the portal in your hand or it gets broken when you die. The skill drain on top of it is straight unnecessary especially for casual players who want to chill with their mates and die a bunch doing stupid stuff. Although normal difficulty doesn't challenge me anymore I die a bunch in hard/very hard attempting silly stuff like going to mistlands in bronze gear to get a crossbow at a reasonable time rather than bowing down mobs or sledging things through walls- maximum safety which is how the game encourages you to play if you have a strict death penalty. Don't know why easy/very easy death penalty doesn't just turn off the stupid skill drain crap. It's fun going all in on very hard + max raids and lower death penalty
The skill system is f'ing terrible as some level up 5x faster than others, some cant be levelled up until very late in the game, some only increase effectiveness 1.3% per level some increase up to 5% per level (bows/crossbows/blood). It's an awful design which I really hope is just a temporary thing for the devs convenience until they're done releasing weapons and work out what they want to do with the game
#suggestions message
Hope the devs could patch this up it looks cool to have 3 eggs display on my cooking station
@soft raven building "massive portal rooms" has never been necessary. You do it because you want to
you can probably swim to the ashlands aswell if you try hard enough
casual death penalty should definitely not reduce your skill levels.
#suggestions message
@fallen zephyr I think that's more of a bug you got there. Pretty sure it's intended for the berries to behave just like any other item and slightly fly towards you.
so everyone not cheesing the AI attempting to fight it normally is stupid? That's a hot take^^
Hate how skill loss and item drop are both tied together though... hate it, like why. Pointed this out before the feature was ever released and it still persists.
Would be perfectly fine to disable skill loss, but don't want to dumb down the rest of my difficulty to do it.
You can use devcommands to override it.
Set slider to normal > ||devcommands > SkillReductionRate 0||
It's why I suggested having the game scale experience gain with your progress so it's much easier to come back from that skill loss.
I don't mind the death penalty but it's very one sided. By default you lose more the more you have, but it's not easy to gain more the more you have.
It's like one step forward and three steps back.
Aahlands is finally where I understood the concept of "noise" and just how much you make when you mine a rock or cut down a tree. I was swarmed in an instant.
After that I learned the best strategy was to litter the ground with campfires, bottle neck them on large rocks and duck into putrid holes if I felt overwhelmed.
I threw up stone walls whenever possible for cover and made skellets to draw agro to escape.
Ashlands will overwhelm you if you let it.
Use their bad AI against them.
#suggestions message 100% agree, the amount of garbage the ashlands spams you with is insane. almost everything has only 1-2 uses and hardly any materials from older biomes are reused
inventory fills up after you walk 10 meters and kill 3 mobs
@finite vapor how do you know a biome we have 0 clue about will be a joke because of one single staff?
#suggestions message @cerulean fog
Bring a lot of tasty mead or stamina mead which are basically free at this point of the game. ||Feather cape|| reduces jump cost, and ||lingering stam mead|| boost regen even further. Alternatively eat for more stamina or train jumping skill if jumping is an issue.
Currently in mistlands you can have ~250 stamina (~150 if eating eitr) and ~30stam/s recovery, which is good enough for traversal as is.
because its completely overtuned compared to every other available weapon lmao
And you think they will simply not gonna take that into account and balance the biome according to the weapons you craft right before?
Same way Ashlands was trivialized by staff of protection...
or, you could, nerf the extremely overtuned weapon as suggested, instead of balance an entire biome around one weapon
That's more a commentary on the lackluster nature of Dundr and staff of Fracturing than the utility of Staff of the Wild
Even one attack of a warrior destroys it.
Especially morgen, asksvin and Valkyries
It receives pickaxe and chop damage.
Still massively overtuned
you're a fool to play without staff of protection. put it that way
It's just that strong
Lol, maybe if your blood magic skill has been trained
(at high levels)
no, its still fine at 0 blood magic ....
No at 0 blood magic it can be the difference between life and death
For one single attack
Which saves you...
It's absolutely not. One free hit for the drawback of light armor and loss of health on re-cast? Death that way lies
One attack is immediately followed by 1-3 more, especially if facing multiple enemies
Especially as you are almost certainly sacrificing stamina to use eitr at all
Man no wonder Ashlands got hard nerfed lol
No much saving there.
They should remove pickaxe and chop damage from it
Right, it's not so much of a problem anymore...
It used to tho
Can't comment on PTB but staff of protection at blood magic levels under 10 is definitely not overpowered for solo play on current live build
Do you bubble jump glide?
That would indeed be an easier way to implement skill growth across the board and not just combat skills.
The only downside I can see is that if you fight harder biome enemies in lower tier biomes (goblins in the meadows or charred in the plains) ideally raids; you will be losing out on potential XP
But that is the only real downside I see
But I guess it also implies the terrain is just as much the danger as the enemy is.
The shield should be neutral to all damage types except Chop and pickaxe (which should be immune to)
The strongest enemies often deal a lot of those damage types and very easily break the shield.
And they're the enemies you are more encouraged to use shield against
yeah
Idk why that also takes that damage type
is that intentional
or an oversight?
Probably a dirt easy blanket change sure, but hardly a solution imo.
It only speeds up skill gain, but proportional to what exists and doesn't actually fix any of the underlying problems.
Sure it might be a tiny step in the right direction, but a lazy one and far from enough to rectify skills.
Just my 2 cents hehe
That is fair
does attaching modifiers to individual entities help at all?
By far it would yes, and still that's just one change needed to really fix skills enough to be acceptable imo 🤭
In my opinion at least.
Valid
What could be other ways to help fix the skills?
Gates
so mr rianu, u really think staff of nature is inline with everything else?
.
Rather than retyping hehe
No that's fair
yeah making it so the players get less XP for farming Greydwarves in the forest past a certain level would also help too.
From what I've read, it used to be worse and they actually buffed it. Idk what you exactly mean by them dealing +160 dmg per hit as I've only seen them hit for 50-70 damage, not close to 100.
How could they even nerf it in the first place? Halving the damage done? When, as I said, it's definitely not +160 damage per hit, removing the root effect? That would be slightly more ideal but then it would be a heavy nerf that aims it to the exact extreme opposite (from good to useless), increasing the eitr cost wouldn't do anything, you just wait slightly longer for eitr to regen and done
right so you havent actually used it
I have, that's why I'm saying that it definitely does not deal +160 dmg per hit
Can confirm that at 70+ skill they deal around 180 per bop
maybe it scales off of difficulty then
That's a very possible thing
im at blood magic lvl 20 and ele 40~ and they are hitting 160 a pop easily
My elemental magic is at level 30 and I have never seen them hit even close to 160.
The world I used them at is all normal settings
im playing on hard
It has to be based on combat modifiers then
Ditto. Default settings
but thats so stupid then, it becomes extremely op at very hard and makes it not very hard anymore..
With 50-70 then it's 100-140 at very hard.
Idk what my elemental level is
Another reason why difficulty sliders need a complete overhaul...
Yup
They should definitely stop creating new content and expanding the broken foundations instead of fixing said foundations.
It will get worse from here if they continue that plan
just smacked a fuling infront of me for 191
Why on earth is increased difficulty affecting weapon damage at all?
because they're summons its a stupid bug that shouldnt exist, another one of many unfixed bugs
lil bit of 🍝 is my thoughts
The slider seems to affect everything that isn't the character.
Maybe not build pieces, but it does to entities.
The roots are entities
Skeletts from dead raiser hitting for 100 at base levels is nice tho, that should actually be their base dmg, especially considering their other multiple issues
so the morgen is resistant (50% reduced dmg) to blunt pierce slash, and the roots still smack him for 90+ in this clip consistently.
And this is why I play on normal.
I hate "difficulty" that is just increased stats on enemies or reduced on players. That isn't difficulty it's tedium, and the number of people who don't understand the difference between those two drives me nuts.
Different behaviours and AI seems better for a separate slider
Well in the later stages where you get one shot it def adds a higher level of difficulty. But yes, it's lazy way of doing "difficulty" settings.
Or a toggle instead of slider
its a very quick bandaid fix for people who are better at the game to get more fun with more punishment/risk taking with a couple integars adjusted, and for casuals who cry its too hard on normal to enjoy playing casually. but yes it would be cool if it introduced new moves/abilities to bosses & some of the mobs
harder difficulty = more variety of moves with higher damages?
but same HP 🤔
so all summon's damages are goated with combat turned up, including tames (already known) but summoned skeletons, trolls, staff of wild ... which is a problem... its free damage when we are suppose dto be doing 15% less not 50% more....
They did a super hard mode for V rising that did exactly that (introduced new harder mechanics to all bosses), and can confirm its a fun challanage I am happy was added.
Yup, currently doing a duo brutal speedrun attempt and it's giga fun.
least they could have done is add some new mechanics to the bosses in valheim on the harder difficulties... hopefully one day. so much missed potential
A toggle.
Better to separate them. So you could have better AI and different moves but at normal settings.
Instead of having 200% increased dmg and better AI
I know helldivers will scale enemy additions with it's difficulties
at medium you get tankier and more specialized enemies spawning
hard you get giant enemies spawning
Health and damage stays the same throughout on all enemies.
I know it's a live action PVE game but it's still a nice way to handle difficulty
actually cursed that valheim doesn't display how much damage summons do on the weapon when you mouse over it.... wtf
yeah I noticed that too
had to wiki it
There are many things missing in the stats panels
bombs don't tell you the damage they do either
really hope they polish all this up.....
It's just a template that they re-use every time and never bother to improve it
just like the stupid crafting window making you scroll up and down in an overcrowded menu
It's worth questioning more and more about their "we move forward, not backwards"
I'm sure changing values is not as hard and doesn't require five months of internal testing to know it works...
sigh we hope and pray for 1.0 ...
Yep, wouldn't hurt to do an overhaul on the UI either, it does the absolute bair minimum.
where the names go off the panels
and the cauldron has an "upgrade" section
what's the base damage on staff of the wild, ill re-evaluate my suggestion if its lower than i suspect
Re-used template as well
Yeahh..
been playing on hard and i tell you its giga-busted and you better believe it. valks die in about 3 seconds
Re-using stuff is not bad.
But it can go so far
70blunt, 40psn, 20 chop/pickaxe on the root
feels like WAY more than 10 poison, it's ticking 10 a sec from one smack of the root
but it doesnt stack effects, so 2 smacks its still 10 a sec
40 poison my bad https://valheim.fandom.com/wiki/Root_(Staff_of_the_Wild)
is it elemental or blood magic?
elemental
70 is still way too high. thats still 100+ with 40 levels in elemental magic
Wiki also says theres a cap on root count, but I can have 10 or so
considering it also poisons, and causes the "rooted" effect
Damn that does sound OP
maybe I need to give it a try
I am already a blood tank right now for my group
you just put 4 roots down and run around them in circles dodging when you need to. the roots will kill the hoard of mobs chasing you without getting attacked.
Which is per world apparently
its super silly when they stagger something then start critting it for ridiculous numbers. even more ridiculous this happening on higher difficulties doing double damage
Tbh, these changes would make more sense if ashlands was not nerfed
i just dont see the need to do such high physical damage when they already poison, immobilize (chance) and knock things away from you. they kill everything for you. the raw dmg number should be reduced
and they are indestructable vs most enemies.
True
Imagine having powerful weapons and the biome itself is weak
Especially magic.
Still annoyed enchanted weapons don't have full potential
they really screwed up with the ashlands. i wish they didnt cave to the "ashlands when" crowd, took another 6 months and released something to the standard of mistlands. not a half finished disaster thats completely imbalanced. sry if thats rude but..
Hell the nature imbue on weapons can be busted on some weapons as it it
stunlocking a warrior is OP as my gf found out
she just roots them, gets behind them and keeps hitting them, they always root facing the same way and can't react at all.
feel like they are rushing the game at this point disregarding a lot of things and copy pasting too much and makes me fear for the next biomes because they just want to finish this up and move onto the next game already or something.
I was very against them releasing it too soon and look where we are
same
I hope the people that kept pestering them about it are just as or even more disappointed than I am.
You wanted ashlands? Well get half-baked ashlands c:
soon as i saw how much of a disaster it was in the first PTB..... a lot of work had to be done... but they released it full of bugs for some reason
"First half of 2024"
Proof that stating estimates is a terrible idea...
ugh never set these stupid timelines and just release it when its ready
they dont even want to fix the awful fortresses now 😭
2024 would've been a... Less worse estimate
Now we gotta live with subpar fortresses forever
Until someone mods the scrapped designs into the game
hit me up when the modders cook something up, i am keen. it cant go on like this 👌
#valheim-public-test message dont forget, this is how they see it sadly.
I'm pretty sure they worked on Mistlands way longer and them being covert about it might have been the best play.
No one said or showed anything so it didn't create expectations
They tried to be more transparent and inclusive with the Ashlands development and while that was nice to see, it created a lot of expectations and unfortunately a lot of impatience for its completion.
Honestly, I think I prefer them being covert on development going forward if this is what including us got us.
the false advertisement on these really cool concept designs that never happen is awful. i'd rather hear nothing at all than be let down
Yeah undelivered promises never feels great
It's why they did away with the road map.
I am a fan of absolute close to no teasers and no public testing myself... the team needs confidence for that though
Something about going in blind really does wonders for the gameplay, but with a ptb you get content smeared on social media before it ever comes to live and teasers can overhype or spoil too much just the same if too generous.
Yeahhh
I tried to not spoil myself but it became hard to avoid >>
All I'd like to see them do now, since I already gave up on Ashlands, is some UI improvements and a rework to skills
After that I ask they take their time with the Deep North
If all of that is in one update, that's fine
Yup, seems like that process kinda backfired.
Maybe keeping things secretly is a better course of action
"of course it'll be optional so no players should make the 👎 symbol"
@brave delta I'm sure you don't need to express saltiness when suggesting something...
You are the salty one going to thumbs down his suggestion and calling him out on that, XD. It's a simple improvement to the world modifiers death penalty slider.
I swear people lodge all their personality and ego in this discord.
So I'm salty for not liking something? Makes sense.
"you dislike something I like and that makes you bad"
Problem I see is taking disagreements as personal attacks.
But I don't feed trolls and won't bother so...
I also think having the ability to keep all on death goes against the dev's intentions too
Why would you be against that in the World Modifiers? Care to expression any argument? We have casual mode, ofc his suggestion makes sense.
Allowing children in discord is a bad idea
Removing all penalties on death would just make death an easy portal to home...
Got tired of exploring? Jump off an edge, done, you're back at home
Yeah
trivializes the boating back and forth of metals mechanic
And creative mode trivializes every other mechanic in the game! XD They are optional World Modifiers! Aahaha.
But having a beacon or easier way to see your body isn't a bad idea
I know that the map can be clogged with death markers if it becomes a loop
and if you are playing mapless it would help a lot
Imagine advertising all the brutality of a game just to turn back on those words...
What the player needs is to think on overcoming those obstacles and solve them, not expect devs to do all the job for you
Death markers can be disabled.
And it's the player who decides to play on no map so...
That's how I thought about it XD , looking for my grave for hours in the black forest 😂
You literally signed up for that by choosing to play on that mode
Then you should go on the suggestions channels and type: Remove World Modifiers
you mean the button on the map to toggle them on and off, yeah?
Or right click them
Only bad thing about that option is that it resets after dying or logging out, which should be addressed
And it's more like hiding them
I was not aware of that
Letting the toggle stay would solve the issue of markers clogging up the map
They did that with Ashlands sooo
Which I hate...
I agree
People should adapt to the game, not expect the game to completely adapt to them.
There are options, use them...
ngl I do enjoy the option to make fire spreading everywhere
makes me have to think about how I build and where I put my fires
I wouldn't be surprised if a significant number of the ones that keep whining about difficulty were also the ones that asked for the difficulty sliders...
And also refuse to use them.
This shit is staying disabled in my games lol
Especially because it seems like it still needs tweaking
Yeah not having an early game way to douse fires without breaking the piece and the weird behavior of how it spreads is a bit frustrating ^^
also the ability to cheat coal early game is also a bit busted
burn down a tree for lots of coal
kiln no longer needed
Which is one of the main issues.
It's something that they fixed by making it only work in ashlands, which makes more sense as it's somewhat locked behind progression
Didn't work apparently
that is true
another half baked idea
good in concept though
sounds like something something people playing on the difficulty "casual" would want or even expect...
Not everyone needs to play the super hardcore modes where you cheese raids with dirt walls cause there's no other way...
I feel a lot of us hope for that
Same.
I am not too sure about money, after all they did make a lot. But I know very well the expense of keeping a studio employed for years, even a a small one.
I feel it is more likely they just want to be strict on themselves and wrap things up within a certain amount of time. And so, they pushed for a semi-solid deadline and a lot ended up on the cutting room floor.
I myself wish they would just bring on a couple more people to help pickup the pace and fit in at least the big features they want. If money isn't their problem that is.
So awkward to me how such a huge and hyped featureless the strongholds turned out to be so half bakes. 🤔
I also get the feeling there is perhaps a little bit of discourse in the team, even if only a minor amount. For those that have been on interviews don't seem too thrilled about how it was pushed out either.
Of all things I'm sure money is the least of their worries
Their programming section worries me.
Two programmers for a game of this scale is... Too much
I've been imagining a charred shipyard that acts as an introduction to the fortresses that you can assault from sea but if you want to, or just land on a beach as usual and attack from land.
But it's only wishful thinking, I'm completely sure it won't happen
WAIT
TWO???
yep, their team is only roughly about 10 people to begin with you know 🤭
Right I keep forgetting how small their team is
that's including a member or two working in none game production roles yeah
I myself think they should have put together a tiny secondary team just to delegate some tasks to (5 people or so)... or even just assign them smaller updates to fill out the world while the core team works on what's next. I have felt this way since three* major updates ago though hehe.
I knew it was buggy when I turned it on and something next to a fire but not above or touching it started burning lol
☠️
Considering how long it took to produce the Ashlands update it is no surprise that it came out the way it did with the small team. It feels like a lot of time was spent on designing new, meaningless items and resources and less time on the things that matter, such as gameplay. Mistlands was clever. Ashlands isn't.
I like to be able to produce coal out of trees early 🤣
Wards and cartography table are decorative. And the table can be used if one has multiple characters that share one world
The table can technically be used in singleplayer too btw. If you bring a newcharacter to your old world, they can also update their map with your old progress.
Pretty niche though.
As for wards though, that was with the very first release haha... seems like a bare bones attempt to add a little griefing is all.
One can only handle so much truth at once
It's much more than just multiplayer being involved, it's specifically having a significant advantage over single player, which neither wards nor cartography tables grant. And in the case of things like chaining forsaken powers, that should be removed to be in line with their intentions, not act as some excuse to add more things that go against their stance. And yes, for oars to be anywhere near as valuable as people want them to be, it would be a major advantage compared to single player where they have no use or function at all.
Wards and the cartography table can be ignored, their mechanics are meaningless for the most part.
But higher speed from multiple players is a much more notable gameplay feature... That solo players would miss out on for playing alone. No matter how much people argue about it, it is an unfair advantage
And even still I've being advocating for making wards and the table also useful in solo for a long while. Giving one single point of comfort to the table and make the ward have its spawn prevention radius match its total radius (32m) would be enough
Wards can also be used as intruder alarms too for single player.
If an enemy starts breaking things under its radius, it will pulse blue
A feature I never really paid attention to till recently
Before moving on to the last biome the team should revise all the biomes and make them feel more alive with horizontal progression and new mobs
As nice as that sounds, I don't think that's going to happen
But you can already hear the sound of something being attacked, on top of the dmg numbers showing, so you can clearly see that you're being attacked and where
As much as I wouldn't like the game to become another 7dtd or project zomboid, seems like this is the best course of action and hope they do it
They could also do it after DN but without releasing the game to v1.0.
With all major biomes finished, the ea would lose a lot of meaning as the game would be essentially complete
Or...this may sound silly
Oars could be another piece of equipment that by having equipped, would increase ship speed within a small radius.
Limit to once per ship
Works in multiplayer and single player
We got the abomination in the swamps and ice caves + wolf cultists, 2 horizontal armors. That was a solid update. The progression should be a zig-zag kind of line, sometimes going backwards then forwards. Not just a straight line. Otherwise the game will end up being linear, having no reason to use items from previous biomes
And more mobs in previous biomes as you progress will make it even better
No I agree it's just I'm pretty sure their focus will be set on Deep North.
If they somehow squeeze other biome stuff into that chunk of dev time, I'll be delightfully surprised
Well the ocean update could be called horizontal progression since it's available at all times, if done right it'll be one of the best updates. I just don't think we need the last biome yet without checking back what the others are lacking. Which they do really lack off something
But from how far away will dmg numbers show?
Don't starve together 's ocean is not the best example, but the ocean is also divided into sub-biomes, shallow waters to deep waters. That'd bring variety to the ocean as well
Maybe west sea - north sea -south sea-east sea kind of subdivisions of the ocean would give you a reason to travel around the world
Making the game a bit more alive
Because increasing the number of reasons for people to whine would be a good idea...
People cried when hildir's clothing didn't have any functional bonuses despite there were others who did want cosmetic-only things...
And they still include them in the end
West and East oceans as different biomes doesn't sound so bad...
Especially considering that we already have one biome for north and south
And I can't see them adding new land biomes but those areas do have oceans so it does seem feasible
Yeah you can fill in the north sea when dp is out
Always liked the idea of the further out oceans being more threatening
as well as harboring more things to do and see
Worth a suggestion.
The idea of the western and Easter sections of oceans being their own biomes might be possible.
Even if that means risking further destructive world gen changes
@hearty osprey look at the current fortresses, then re-think your suggestion...
Are you sure siege towers are even worth the concept of making them, less alone modelling and programming them, to even consider using them against those box-shaped fortresses?
The current siege engines barely work for an actual siege, adding more would make things worse
of course they do. wards don't really but cartography table does give you a significant advantage
the only ones crying are you two solo players because oars are "OP"
Really like the idea of east/west oceans, really great idea!
#suggestions message
I think elemental resistant shields would be cool yes, but theres already potions for this. I think a lightning resistance potion will probably happen at some point.
I was also thinking we could add a sub-biome for close to the edge of the world.
World's End Ocean
That’s a neat idea, I just really like the idea of sub-biomes in general.
same
it allows for more variety without building more biomes
Using the available area the game already has that doesn't really have anything in it.
Like an oak forest in the meadows
A deep wood in the black forest choked with trees and thicket
Submerged ruins in the swamps
Spring in the mountains.
Etc.
This is what I foresee...
We may or may not get one mini content release such as we did with hearth and home and so on.
Then after a long period once again we will get deep north.
And finally they will wrap it up with whatever their intended end is, slap 1.0 on valhaim, and then move on to whatever they want to do next.

Yeah that's how I see it too.
Probably something like HIldir's quest
then Full Deep North
then one more to finish the game.
Im not even expecting 3 updates, only 2 more major ones. Ocean and Deep North.
Ocean update should add improvements to other things, not just Ocean
Well I'm sure after the team's R&R, they will state their immediate plans.
Yeah the next blog Im hoping, which will be this month
Really?
I was expecting not to hear anything till August
oh Im probably wrong then
Im highly anticipating the Ocean update though as it should add a ton of replayability to the game, kind of using the Ocean as a centerpiece to everything else in the game. It should have different areas of progression in the game, like early game Ocean stuff, midgame Ocean stuff, and lategame Ocean stuff
Like they are still doing final tweaks and testing to Ashlands before they move on so I assumed they weren't on break yet
Early game Ocean could very well be just the Leviathans and Serpents though. I hope they add a 3rd feature though!
if they did
It would be like X mob spawns after this boss is killed
I mean, ideally you start Ocean immediately after Black Forest. Thats the best time IMO. But you can do it in Meadows with the raft
Dutchmans at night after bonemass
Storm drakes after moder
etc
There should then be content that is leveled similar to Mountains and Plains, then content leveled to Mistlands and Ashlands.
Since serpent and leviathans work for BF/Swamp
yeah true
I think itd be cool to just focus on three unique bosses. Maybe one is a giant serpent for the 1st part. Then maybe something in an Island dungeon in the 2nd part. And then maybe the final boss could be a unique raid in the 3rd part when you have Drakkar unlocked
well whatever it is, I would love to encounter other ships on the ocean
I dont think that specifically will happen, because the only race implied to have ships have been Dvergr so far, who arent technically enemies of humans
would be like the next tier of leviathans
only they move
true
maybe an ocean trader like haldor except at sea and further away than haldor and hildir from center
Be like Valheim's own version of beedle
The seafaring Dvergr could maybe request for the Trophies of the 3 Ocean bosses, but you dont need to give them to him. I dont know what kind of unique rewards that could give though. Maybe some QOL stuff that people have been asking for?
Yeah, I was thinking of Wind Waker as well, but Im not sure we need another trader, maybe just a guy who hunts sea creatures
I really dont want these things in particular because it would interrupt the flow of gameplay a bit too much. Keep the raids to land unless youre summoning something IMO
oh not raids
like they just start spawning in the ocean after that boss has been killed
Oh, alright. It could work if it was exclusively at night. But that would also interfere with serpent hunting which is already a thing
kinda like how greydwarves, skeletons, and fulings start spawning over other biomes at night
well if you tie new mobs spawning to progression, that would be the way to do it.
well one would be during storms
the other at night.
Thats true
make the ocean evolve and grow as the player does'
I hope it's at least two H&H-sized updates...
I'm keeping my expectations low as the ground
Don't want to get my hopes up till I see their new blog after they wrap up with Ashlands
A small update dedicated to raids and fortifications would be great.
I'm really annoyed at the fact that sharp stakes don't return resources when destroyed.
Even more that is actually meaningless because there is a limit on how many enemies spawn so literally the only reason why you would fight the raiding enemies is to get more resources, but the main point should be defending your base, not using them as resource farms
Yeah I think the charred spawner raid is questionable because you want to destroy those
not just farm what spawns out of them which you can do.
The raids need work for sure!!!!!!
I recommend though, if you care about survival just take refuge in one of those black forest stone towers and then dig a moat and you should be ok
Nah im cool on that
I've been getting fond of trying to get creative by building fortifications and more defensive bases but with the state raids are currently it just goes to waste.
That works on some raids but not all, like wolf event.
Others can be wave-based.
should be a time limit thing.
Stay in the raid zone for a set amount of time to defeat the raid
enemies will keep spawning every set interval till that happens
This one time, me and my good friend were in the Plains and a wolf raid came and attacked us out of nowhere
It could depend on the type of enemy attacking.
Fulings could be wave-based for example, as they're tribal but have enough intelligence to do something like that.
But something like wolves would be based on number of enemies killed as they're wild animals
fun when that happens
no other raid like that happens after moder tho
gjall is close but only mistlands
Others could remain as a timer as well.
Essentially, there would be three types of raid behaviour
There could be an unlock that allows you to get warning of an incoming raid sooner, like a telescope or something LMAO, it would give you like a couple mins to prepare as opposed to no time whatsoever
I suggested that.
But it wasn't an item
time to prepare would be a good addition
and then you could point the telescope at your wall and it would look goofy as hell HAHA, like oh time to observe the incoming raid by staring directly at my wall
I honestly detest the earth wall/moat strategy
I like using actual stone walls and traps and ballistae
I would say using the Greydwarf eye for the telescope construction but it seems like they have very poor vision so maybe not
(I'm so glad the real phrase isn't in the link)
also it's a pain in the ass to build a huge wall with a hoe around your base
Does it take more stone? I think it might
yeah I am not sure but it feels like they got rid of that exploit you could do when you would pole up and click on the edge to continue the same elevation for a cheaper wall
gotcha
I hadn't tried it till Ashlands to extend out the land in our base
Yes I agree
Ive never done the traps or ballistas or anything
traps are better than people think
have them set up at spots watched over by your balistae
do they stop movement?
yes
does a significant amount of pierce and imobilizes
making easy pickings with the ballistae
I just wish you could make three springs instead of one with their craft recipe
You can probably use them for choke points or put them some distance from sharp stakes and the the stakes knockback an enemy into them.
With a ballista aiming, it would destroy the mob
I've had good results with the choke points part.
Especially vs trolls
You read my suggestion, didn't you? Xd
I have two anti troll towers that specifically aim at trolls
I did
I think I thumbsed it up too
@timber heart you just described things that are already in the game...
Dungeons/locations where you can infiltrate that encourages you to go stealth? Fuling villages and maybe even fortresses
Armour that allows you to sneak better? Troll armor
Weapons that have increased melee sneak attack? Knives...
I was gonna say bigger Fuling villages would be sick and I saw you already suggested that so I upvoted it
Well, the suggestion was only specifically for the one that spawns near yag's altar.
Technically not the same
I am aware of those things. In reality, though, troll armor basically only works if there are only a couple enemies or if magically every enemy is facing the same direction. Plus, it's low-level armor that doesn't really offer a significant advantage. I am imagining something that is (in difficulty) like fighting the yiga headquarters guards in BOTW. It is possible but prohibitively difficult for most of the game.
I also am imagining a set of armor that confers much better benefits than troll armor. Something that makes it possible to sneak past several enemies without a fight and allows you to take out single enemies with sneak attacks.
Fair.
But tbh, I would prefer that they try to make DN more unique rather than go for another "what would X previous biome do?" like they did with ashlands
But I do like the stealth thing being more tied to a mini boss of some sort.
But, first of all, they need to overhaul how sneaking works in the game before adding something focused on it
Im advocating for a rare spawn, and there are like 4 spawn points for Yagluth so If it was only 4 gigantic stone walled fuling villages I wouldnt mind
The altar being in the middle of a giant filing village/city seems much better.
A fuling capital
Yes
@wicked trail what do you mean by magic pixel?
I wonder what people have against the world modifier that disables stone portals, it would just be optional similar to the other difficulty settings? Its just that currently if i want to disable stone portal spamming i also have to disable the regular portals
And we already have the "cant transport metals through portals" -setting but it doesnt really matter because stone portals still work?
Basalt Bombs should definitely raise up tombstones... I accidentaly threw one too close to my tombstone and it blocked it... Then while waiting for the platform to disappear, I got killed by a fallen valkyrie.
the stone portals are well balanced coming at very lategame, because i dont think many would want to sail through that rocky mess back and forth bringing flametal home. we already do that plenty with iron and silver and black metal enough. these can be mitigated by strategic base locations with all earlier biomes nearby but not ashlands. you HAVE to sail medium to large distances to get metals home and the new portals deal with it. they also require a stone cutter and workbench making them significantly heavier and take up many more inventory slots
if they came earlier i agree they'd be OP
yeah but i meant it would be an optional world setting for more "hardcore" players, same as death penalty and such
did that like come across from the suggestion? did i say it badly?
#suggestions message i like that this would mean that haldor always scavanges the boss corpses after us defeating them
What?
@wicked trail would you elaborate a little? What do you mean by "the perfect pixel"
Yep, something like that. It feels that the trader is set aside until you defeat Yagluth for eggs. I thought it would be a better progression, as the game itself does it
I'd rather see haldor sell new items tbh than reworking an existing item to essentially make it weaker
#suggestions message
Listen I like these for the most part, but I think Eikthyr is good enough as it is as an escape plan
it would make it progressable, not "weaker" imo. Sure for us that already have it would just need to buy and upgrade the accessory, but for new players would make a better reason to feel that the belt gets better everytime a boss is defeated
hmm ok. My idea was that in the very early game, you might not have the belt yet.
so if you're chopping wood your inventory is still really small.
Later on, once you get the belt, the 50 bonus doesn't make that bif of a difference
buut yeah, you think I should remove that part? I also think eikthyr's power is good as it is honestly.
I don't know about you, but I kept visiting haldor after defeating the next bosses, thinking he add other stuff, like Ymir and thunder stone, to the catalog
second/third best I'd say
he did sell chicken eggs at one point but I'm not sure if I just overlooked that the first time around, or if that's because we beat some boss
Eikthyr + corpse run is insane so yeah idk
post Yagluth
After yagluth that is. But bonemass and moder and the queen does not make Haldor a "better" trader. I'm also suggesting other stuff
what if the belt can only be obtained through some quest, for example if you bring haldor a troll trophy?
"sure for us that already have it would just need to buy and upgrade the accessory"
So you assume people that have been playing the game for longer don't create new games therefore they wouldn't be affected by the change?
It affects everyone, and yes, it is a nerf.
Creating the urge to rush defeat the bosses for megingjord to get better is not a good idea
Imagine spending like five game sessions looking for haldor and then... 50 weight extra if you find him early.
that's because we already bought it "full" capacity. For example the "new" feather cape. It was adjusted to fit a purpose. it received a nerf and a buff.
The Megingjord is OP, (I'm not complaining, tho). I feel that the game progression should follow this exclusive item solely because it is bought, and one can advance without it. It's not a progressed-dependable item.
Therefore making the accessory "weaker", having lower capacity at first, to increase it along with the progression itself.
The way to "nerf" it would be by adding more accessories that add other buffs, not nerf the item itself.
That way you have to choose between megin or others so you don't have it all the time
Wisp light is only useful in mistlands, wishbone only in mountains, and that's it.
For the entirety of the other situations/biomes you use megin
But we do have that decision with the wish bone, than with wisplight...
You use wish bone until you find silver, once you do you remove it and switch to megin.
And only in mountains
Pretty much.
Giving double stamina regen to elder would be s good contrast to queen's power for example
Also, you can even remove wisp light in mistlands depending on situation, wisp torches are great to set up paths
Instead of a "upgraded" version of the belt, add "new" belts that has different status after defeating the bosses. What I'm saying is that I feel that haldor should have a bigger, progressable role to the game.
Do you think they will ever nerf the sledge hammers so you cant find silver with them?
I hope not, because it makes sense to me. You rattle the ground and hear a metallic sound
Just a fact of my first experience with the game: I found Haldor by accident. I didn't know what it was and I thought he would be a "real" trader. Unlike Hildir, which you feel that there is a progression attached to her quests
Not that they should, but the ground/dirt would absorb most, if not all, of the "sound" if there was not air around the node/vein (physically saying)
Good thing the game isnt realistic whatsoever : )
yeahhh hehehe
I mean, if they made it that walls block the hammer in dungeons it would be a useless weapon, should only use clubs at that point
I don't think they will block player skip-progression gameplays, but the system is well-rounded enough that they could improve it, Just saying
Im just messing around tho
However this is just applicable to old players. new players (that didn't look for spoiler) won't have a clue that it is possible to do it
A lot of new players will play the game assuming they can go anywhere I think, because the only thing that stopped me going in the mountain was the constant 1 hp loss, which can be avoided with corpse run
or fires
yeah and by that point you should also be able to craft a few meads
I avoided mountains because I was one-shot by a wolf before I could "see" what was there hehehe
I just go for the onions
But yeah, the 1hp loss was a no-no to me until I had the mead
omg, lol, dont go anywhere at night istg
night or raining, just take an afk break
i meant if sleep isnt possible yeah
ill go in rain if i have a very fresh rested buff but thats it
While I agree Forsaken powers need a rework / overhaul, I don't think we'll find a perfect suggestion here. The only decent power is from the first boss. The rest seem either unrewarding, unbalanced or totally useless
Bonemass & Eikthyr and none else
if we were running into magic using enemies more consistently, then yagluth's power would be as helpful as bonemass IMO.
so true. Especially since 90% of them are rendered harmless by fenris set or barley wine
the thing is that mages do other type of damages, you u se bonemass+a mead and that's it
fire, frost and lightning are covered by Yag's power. I am not a mage type, so I am drawing a blank on other magic types (I don't include poison in magic).
yeah I should have maybe stated that these numbers are examples. of course the devs will look at these numbers and ideas and do something different, but they'll do something about the powers, scramble a few things
to me it would make sense to upgrade the elder with the queen power and give the queen a part of bonemass to be slightly more tanky as mage, so the queen works as a "mage power" rather than a mixture of two completely unrelated things
Meads
Frost and fire mead.
Done, you don't use yagluth's power now.
And the meads also last double the time
just thinking of reasons for the power to exist as is. yag would be a backup if meads were on cool down. otherwise, a rework/overhaul would be a good idea since, as you mentioned, meads basically cover (better) what yag does.
Cooldown only affects restoring meads, not resistances
And that's only taking into account one mead, each fermenting gives you six meads, that's one hour worth of a resistance vs five minutes from yagluth's power
They really need to reconsider that "we move forwards, not backwards" mentality, it will only get worse and worse
I really hope the “we move forward, not backwards” comment was sort of off-the-cuff, because at this point I really think some features could use some polishing/expanding.
Idk if it has to do with moving backwards per say... it has always felt like they build each biome mostly as a standalone addition instead of building on what already exists, and as such you really only worry about what that biome has while you are in it. This makes it feel less than the sum of your adventure so far, and more just the next level. AND if that biomes features just are not as good as the prior, you then run into a situation where it might feel like they are going backwards.
They need to do better about building onto the game and integrating the new content as part of the whole experience and not just adding parasitic additions.
Best example I could give of a team doing this well recently that I know of would be V-Rising. With each major update they also went back through ALL of the old content, adding new stuff to the entire world and implementing features throughout the whole experience instead of only at the end where the newest part of the map was.
Thanks to this, all of the "new" content ended up feeling more like part of the whole and natural to the experience.
I know there is a few features though that are fine to unlock only later of course, such as magic weapons in mist lands 👍
it just gets to me how they sort of throw away the rest of the world and act like only the current biome they are working on exists haha. Will stop my rant 🤭
well you still need lots of stuff from the old world for building materials and some food recipes
but yes i also dislike the idea of new content making the previous content completely irrelevant, however its also bad if you feel forced to go back
oh wait i think i misunderstood your rant
yeah you mean that new content patches dont update previous biomes, yeah i agree
Right, but what from the newest biome helps grow the content and mechanics from the old world. It's not so much about forcing us to go back, it's just about building on what exists as a whole.
Parasitic Design is the easiest way to sum up what I am disgruntled with hehe
For those who are not familier with it: https://www.youtube.com/watch?v=xwHJqXKwRKM
hearth and home was a really good example when they made a system that affected all the biomes
yeah, it is once we got to mistlands that it started to become more and more prevalent
H&H was actually decently integrated as an addition to the whole 😁
@arctic wharf can you link me to the old one so I can thumbsup it? I saw the recycle emote
There are quite a few suggestions asking for changes to Fader. They might not be "exactly" the same as what you are asking for, but in essence are the same or very similar.
Best not to @ people for their votes though. I might understand if you have 50 👍 and 1 👎 if you are curious the downvotes perspective, but it won't yield much trying to get responses hahaha.
I hate npc structure damage so much
why is my stupid ass skeleton swinging at my mast in my boat bruh 😭
Why do you have skeletts on your ship?
for fun id guess
To row the boat of course 🤌
I had made that suggestion long ago too for rowing in single player hehehe
It's your skeleton crew 💀
my homies </3
Lads got a bit seasick
Oh I genuinely just thought there was another one I could go vote for
When you are in a fight with a Morgan or Askvin, or other larger (and some smaller foes (warriors, etc.) you beat them down to where you think they would be dead, but alas, there is one little hairline of health left (the last pixel of health) almost every time. I believe this comes from the calculations of what we can do in damage and then giving the enemy just one more pixel of health. So (for example) instead of hitting them 17 times, you have to hit them 18 times to actually kill them. This goes on and on every time. Mob fights are bad enough (Morgans, Askvins, warriors, archers, vultures, and twitchers all at once), but to know you are not going to take out the larger ones because of this magic pixel configuration is just seems masochistic for the developers.
Damage values are randomized a bit (this is fairly normal design in games in general), and those values are listed in the item tooltip. Damage is also reduced on multi-target attacks. Being aware of these facts is your responsibility, and it's all clear information, nothing is hidden from the player. And it's especially your own fault if you aren't paying attention and just assume your attack did or should kill the enemy. That kind of situation happens enough throughout the game that any normal player learns to be more wary of it and will take steps to avoid it (like going into those situations more carefully/cautiously and less rashly). None of your personal issues on the matter are the fault of the developers.
There is no last hit mechanic. Hp values are true with the exeption of multiplayer/difficulty slider bloating.
The 1 pixel of HP is likely random chance like Sea describes, as each hit you perform has random damage. If you want to test this try absolute damage forms that are not random like spikes, campfires, oozebombs, or the catapult.
It's just pure bad luck that you hit an enemy and they're left with that pixel of hp, which could probably just be a small amount, and literally the only way for an enemy to die is that it has 0 hp, and you end up leaving them at like 1% of hp or less. That amount is small enough that hp bar is black, but they still have hp left
Yep, and it's even harder to tell how much hp is actually left with enemies that have higher health, since the size of the health bar doesn't change. Makes it much less reliable to go off of the health bar for determining whether an attack will kill or not vs when you're fighting an enemy with less health.
Just seems more than random. Just like when sailing the wind is 85% in the face when there is 66% chance to be anywhere else.
The sailing thing people have charted long term and I don't know if it is random. Doesn't relate to the topic at hand; there is no "magic pixel" mechanic in game.
Got it. Thanks for clarifying.
Is it only me or could the game benefit alot from a bit more Fauna? Where are the rabbits, foxes, crocodiles, whales, dolphins etc? 😁
There are rabbits in the game already by the way 😁
Ah ye i see in the Mistlands 😆 But some more Fauna also in the Early Game (Meadows) would be great. 🥰
The amount of "animals" included only seems to relate to what the game needs in terms of balancing. And crocodiles are a tropical animal if Im not mistaken, which this game has no tropical settings.
Also, my point is kind of nullified by the giant lizards in the meadows anyways, Im not sure what they are supposed to be.
Not something based in real life, so your point still stands.
Yeah I mean, idk. Maybe it was just a random suggestion to throw it out there.
They look like Japanese giant salamanders.
salamanders ain't fluffy but ya, i see your point in the general looks.
Are necks fluffy? 🤔
I didn't think so? Maybe he means compared to the plushie, heh.
Although, when they're on fire they kind of look fluffy.
#suggestions message @quartz totem This item already exists, except it has a cooldown AND functions during casting. I don't think there needs to be a no-cooldown variant as magic is already overtuned as is.
Yeah I just realized how OP that was and took away my upvote lmao
Thank you, I havent seen the double vision thing mentioned before. That is such a crazy effect, and it is an eyesore when trying to fend off enemies
it might be the "shake" effect in settings. I have that turned off because it's annoying.
don't remember exactly where in settings, but every boss summons is effected by it and makes your camera shake when you get hit.
I have the camera shake off and the double vision is there for the shield generators. You just have to go to the edge of the shield and position the camera inbetween the outside and inside.
It happens by accident too. Im just trying to give an example.
wtf who is this guy
i drink meads all the time
unlimited stamina
The lox should be buffet ,it's cool but it don't have any good futures
Personally, I think every biome should at least have both a light/heavy armorset for some variety in builds. Though I think the game in general in terms of weapons/gear should have more "filler" content to appease to different playstyles. Maybe not every biome needs a certain type of weapon or whatever, but what about being able to upgrade a weapon cross-biomes, for example? Just have it require exclusive materials from desired biomes so it's still behind that "progression-wall"
@desert turret
I wouldn't see books as very "valheim like" since there isn't an analog already, but something like the apples in god of war (idunn's apple) might work since food is in game. I wouldn't think it would be hard to make a recipe for some kind of skill boosting food or drink that may takes unique mob drops(like mini bosses).
Yeah, like just something to increase our skill really.
I get where the idea comes from and have seen it in other games, but also think as other have that it just would not quite fit the kind of gameplay valheim is going for.
They want skills to be something that just happens in the background.
Though I am also on the boat of the feature needing major revisions hehe
I agree that eating a special consumable to raise a skill doesn't mesh with Valheim that well.
The raw input of using that skill to make it better is the soul of the game
But, yes it could use some major tweaks to how that system works to make it more balanced throughout the entirety of the game.
i don't think the skill system is at all interesiting, its a grind to get them high level and a chore to lose them on death.
the game's only system to boost skill gain is the rested bonus, but the majority of the xp gain are single digits, so you are left with hitting things about 20k times, blocking things 20k times, jumping 20k times, which over the course of the game you surely will have done so at least 2k times.
I would rather have exploration, loot and other systems aid in xp gain and help you gear your character and build towards what you want without mindlessly grinding for it. Make getting skills part of the game in a more interactive way than just passively gaining through standard gameplay
Some examples are:
Wisdom stones: just like skyrim, find these blessed stones on the world and they boost a certain skill to gain more xp.
Skill potions: find them in chests, loot drops or craft them. Lets you pick a skill and level it up one level per potion.
Boss blessing: gain a lot of xp from defeating a boss for the first time, related to that boss relevant skills. Ex: Eikthyr would give you more levels in bows and spears.
Defeating specific enemies grants specific xp boosts: defeat an axe weilding monster? Get axe xp. Defeat an elemental creature? Gain elemental xp.
Shrines: find places of magic proterty and gain xp to the relevant skill of that area.
Mob spawners: destroy mob spawners, get a level for a random skill.
the mob spawner one would be particularly benefitial for players in ashlands
I think the gaining a larger amount of xp for destroying spawners, bosses, and minibosses would fit the game the best.
It needs to scale with what biome youre in though
Also, youre missing the fact that armor set bonuses boost skills
I think if youre in meadows gear and go to a mountain and manage to kill a golem you should be rewarded with a lot of xp for that
Yeah, I never said I liked it either hahaha.
I just know what the devs want it to achieve.... not saying it even does achieve it ofc
They don't want it to be core to the gameplay, they want it as a layer in the background
just because they want something its autmatically good
the skill system exists, its just very unengaging in they way its designed, when it shouldn't be.
I didn't SAY it was good rofl
But you can't also just tell the devs to do what they DON't want to do, because they won't do it hahaha
their game, not ours 🤷♂️
A good skill system should grow and evolve as the player does
Currently the requirement for gaining more levels grow
The benefit from levels grows
the level lost penalty grows
but the way you gain exp DOES NOT grow
of course, it's not like 99% of suggestions are ever drawn upon for implementation of features, and those that are we would never know they were haha
yeah daily reminder the skill system is terrible. all the levelling happens in bronze era then its snail pace after that
Yepp
that's when the single digits increase is the most blanced to gameplay at that current progression stage
after that, it becomes exponentially insignificant
going to devcommands and setkey skillgainrate 200 feels good ngl
is that double the normal gain I'm guessing?
yea its percentage
Ah
is that something we can do in a server?
you can also do setkey skillreductionrate 0 if you are tired of losing skills on death too
i think so, if you have console commands. otherwise i think theres a mod that allows devcommands in server (?)
I just wanted to point out that you gain benefits from leveling up the skills but ain't no way you getting anything to 100 to reap the benefits except for maybe running... Unless you use cheesy methods. Skills need to get worked on so that people actually are able to reach 100 by simply playing the game. I seriously wouldn't mind losing skillpoints if they weren't so dang slow to get 😅 But as it stands now, I have 500 days and my running is 74. And running is something I do 24/7. And noone should have to rely on console commands.
Yeah no that's accurate
exp should passively increase as you progress
from either modifiers from the enemies you fight/kill to the biomes you are in to even the bosses you've killed
something in the game needs to be introduced to balance ever rising gap between xp needed to level/level loss on death and xp gain without the need for dev commands.
I feel a lot of us share this opinion
Also this gives the impression that you are not expected to reach max level or even get over 75 on your skills with just regular gameplay.
(the cap where 100% of your weapon's damage becomes possible.)
just doubling xp gain is boring, you have to implement that feature in the gameplay loop of valheim. Find an artifact in the world that boosts xp by 200%, it lasts 30 minutes, then you have to look for another one, it gives players incentives to explore low tier biomes as well
that's also pretty boring hahaha... also 30 minutes passes faster than you would expect
thats the beauty of valheim, you dont have to immediately use the artifact, mark on your map, save it for when you need it
and also its much more interesting than tab devcommand give me xp
and objectively not as boring
your suggestion so far is "if the devs dont wanna do it, why bother"
which is extremely boring
i would shudder to imagine the scenario where some dev decides to aggresively motetize a game with microtransactions and when called out for it the npc brain response is "well its their game"
I dont care for looking for something to boost xp for 30 mins, just bigger rewards if the enemies youre fighting are much stronger than you, and scale that based on what weapons, armor and food you are using
There should also be a set and unscaled amount of xp for killing certain bosses. That way you can train and that gives you an actual reason to go and resummon the forsaken.
wasnt the only thing i suggested see: #suggestion-discussion message
but its just brainstorming LITERALLY ANYTHING so that the skil system isnt a complete terrible design
I think it just needs scaling and the extra boss XP, nothing else really bothers me about it. Milestones should only happen if you reach 50 imo.
If you reach 100 I dont necessarily think it should stay there if you die several times in a row
Thats assuming you run out of the "no skill drain"
if it reaches 100 i dont even know why it goes down, game should reward you with that skill capped since you clearly went out of your way to engage with this terrible system
I mean you could say the same thing about dropping everything on death. Its inherently punishing and just forces you to do extra tasks.
But to be honest, the whole game is designed around punishing the player. So if youre not into it, there are settings to turn the game more into a standard action rpg.
Ive played it with those settings. Its fun. I also like it in the punishing way that the devs intended.
reaching lvl 100 on a skill is an event that happens once in a playthrough. Death is a constant possibility.
different systems can be balanced differently
not everything has to be an all or nothing deal
Im talking about if and when the system is reinvented to incorporate scaled XP, which in that case, reaching 100 might not be impossible anymore.
its not impossible, just tedious
if you really wanna max jumping you jump in place for 6 hours
thats good gameplay?
my run is always capped out on immersive
I see it as impossible in a practical sense, because Ive capped out run at 70, never any higher.
But I also like exploiting corpse run.... So of course I lose skills
has anyone suggested that yotun bane make a small gass cloud like the ooze bombs? seems like a cool idea to make a meh weapon more practical.
I know the suggestions I made revolved around attaching XP modifiers onto enemies and bosses throughout the game that would scale the XP you would gain as you fought them.
Starting from 1.05x and going all the way up to 2.5x as you progressed through the game.
I also suggested modifiers on killing blows, and distance traveled for arrows/bolts that hit the target
These modifers can be tweaked but it was the idea to implement the skills system in a more rounded manner.
I wanted to share my thoughts on this idea. Instead of having an item that boosts XP gain by a percentage, which can make the system feel too focused on numbers, I think it would be better to integrate increased XP gain during bosses, minibosses, and dungeons. This approach would not only provide more XP but also better the immersive experience. I also like the idea of increased xp gain in later biomes.
how about making hares drop 2 meat and one hide instead of 2 hide and one meat?
my chests are overflowing with useless hides and i never can get enough meat
You don't use the meat after mistlands so not like it matters that much.
There's even one cooked meat in Ashlands that's better than literally every previous hp food and only requires one step: To cook the meat.
And it can be abundant/easy to gather as well
Agreed, I think the hare drops are in a good spot 🙂
well i guess they wont balance the game around me being in immersive and trying to get a camp set up for ashlands that is just taking years.
i keep running out of food and having to sail back to my mist camp which is half a globe away
its 10 weight units each though, so its corpse run food
or, boss food
You don’t need to carry any in your inventory so the weight isn’t a problem. Leave food in a chest by your bed to eat every time you wake up. It lasts long enough so you still have the buffs when you sleep again.
that requires you to return to your bed every day
In regards to what? Bosses? Corpse run? I know you dont carry it in your inventory for either of those.
For regular stuff? Hell yeah Im keeping atleast 5 of everything I need. Potions & 3 foods
Also if you care, I have zero issues with inventory space, Im just talking about the weight
Then leave only that one inside the chest and keep the rest
Sounds good but the values seem too extreme to me.
Example: If you wear one 10% movement penalty gear you're already gaining 25% less XP.
I would understand this value for 30, but 10?
This would make it a lot harder in late game to level it up.
For Stamina on the other hand the multiplier values are really low, only giving 5% more XP for 150 extra stam.
I realize this might be example numbers and I still liked the idea. Hoping the devs will sort that out.
I think sneak should level higher if youre a light armor but yeah idk it seems a bit much, overall though she has great ideas
Oh, sure, there were regular actions to reduce HP. Then it could be used in its current state.
however, it is somewhat frustrating to have to devote a meal slot to Eitr meal.
Your first point: From this point on in the game, heavy body armor by itself has never gone over 10% penalty (hemlets are freebies)
Weapons and shields will usually give the extra 5-20%
I was laying out those modifiers for a stealth build where you'd have light armor and a knife or bow
0-5% movement speed penalty.
The reduced xp on heavier armor and gear was to employ the DnD heavy armor stealth penalty a bit, while giving incentive to wear lighter armors, but since light armor isn't available in all biomes, the modifiers do seem too harsh, regardless I do feel making stealth easier to level for light armor users makes sense
Toned down, they would be like this:
0 - 5: 120% XP
10: 100% XP
15: 80% XP
20: 60% XP
30: 40% XP
Second point:
The modifiers do seem small but keep in mind that most of these skills are on a 0.2 per second base. (0.3 Rested)
Lets use 100 as a goal
With 0.3 it would take 5 mins and 56 secs to reach of running.
5% increase with stam max bonus, it would only take 5 mins and 29 secs to reach. Almost half a minute less
But I do suppose it could be tweaked to just a bit more (maybe 10% at 150 and 15% at 200)
I would say the only alternative is to just take calculated hits from enemies to keep your damage up
#suggestions message hoping for the fall damage thing, and also enemies shouldnt be able to attack when swimming
or allow us to hit them (with a swimming mechanic overhauled)
This is an interesting idea. Might it be better to just add lily pads to the environment though?
lily pads already exist in some shallow water areas much like cattails, but they are not harvestable and disappear if you modify the terrain.
Oh that's true. Forgot about that. They should make them harvestable or at least plantable
that would make fish ponds feel less man made for sure.
weird how I can't vote sometimes on random peoples suggestions, people whom I have never interracted with. Just assuming for one random reason or another I was blocked, and yet I don't even know them kekw
an unfortunate side effect
You probably downvoted someone and they blocked you.
Yes, those people exist, and are here. People with the mentality of a 6 years-old on an eternal tantrum
silly way to squelch downvotes yeah
Which makes it even more stupid, so people can only upvote
yo this guy blocked me first
let me just block everyone who disagrees with me and then whine about being blocked. Very mature
what?
not sure I follow, I never block anyone hahaha. easy to ignore them without that well enough.
the guy you just talked to
ah
I always voted for the idea and not the person suggesting it.
As it should be hehe
sadly the same can't be said about two certain members in this community, they downvoted literally everything I suggested and spammed clown emotes, because they're butthurt about losing an argument...then block me and expect me to let you continue to downvote every single thing?
So I block them. Very easy solution. So if you don't want all your suggestions downvoted just block stranded at sea and rianu.
Yea, he has some issues with people disagreeing with his very purist ideas of the game
Imagine calling someone a 6 year old on an eternal tantrum and you do the same exact thing that you're describing 😵💫
adding to this, I think if you fully commit to the stealth playstyle, you should get double XP. as you suggested initially. (0% movement penalty)
However, I'm afraid it's not really possible to play a stealth build in some biomes, due to the lack of light armor as you already pointed out.

On other discords I've been to, the voting is fully anonymized, the discussions take place in a thread below the suggestion, rather than having a cesspool of discussions going on simultaneously.
Lol. Maybe just don't get into arguments online? Especially about games? Done my fair share and it is never worth it
yeah, the suggestions site for Enshrouded for example is supperior. (For the most part)
only benefit of this way is it is super easy to keep track of every suggestion without much effort.
for sure, You have nothing to gain here.
The importance of these suggestions is like... -100 anyway
wasn't exactly looking for an argument, I was suggesting a stamina slider and got insulted
That's always frustrating
People can be really rude in communities. Theyll tell you youre a worthless human being for wanting a game to be more accessible. Best to just ignore it the best you can really.
- report it if it becomes too much
I do like to take a jab at those people, because they take themselves too damn serious.
They're the kind of person to review bomb a Chinese restaurant, because they let people pick if they wanna eat with chopsticks or a fork and knife for the casuals.
There's more than one "correct" way to play a game, or eat food. If we wanna play the game differently, how does that affect your personal experience if it's an optional setting?
If someones asking for it to be a 3d Terraria and its not accessibility then I mean thats kind of their fault for that expectation, but things like difficulty settings are necessary especially so that kids can have a stab at the game and grow with it
(or people who don't wanna wait 50% of their in game time for their stamina to recharge)
Thats just a part of the game idk, I wouldnt insult you for wanting that though. I mean, trust me, I get it. But the game is intended to be punishing and so if you mis manage stamina thats intended to be on you
I must also say, prioritize stamina foods. You really only need 100 HP for most of the game, if you think about it. Most enemies cant one shot you if you have adequate armor, blocking, etc. Pls. Also dont die so you can level your run and jump skills : )
The stamina system is fine in combat, but deeply flawed anywhere else. Mining, woodcutting, even planting crops and building takes stamina, which is realistic I guess, but realism isn't always fun. Once you discover better food in the later biomes, it's less of an issue, but in the first 2-3 biomes it's just boring.
what's there to (mis)manage when mining a copper deposit?
You swing until you run out of stamina then wait for it to recharge.
the only way you could possibly mismanage it, is if you waited for the recharge after every swing.
Minig often attracts mobs. If you're out of stamina, when that troll or wolf from the nearby mountain shows up, you're in for a bad time
There is the power that assists in gathering wood & I think the mining power should be available sooner and not be the Queen power.
I think that would make most sense for solving that issue
Idk, that doesnt really bother me that much, it makes me have to strategize when mining silver and oh suddenly theres 2 wolves and a drake, and im out of stamina but manage to survive by walking then running then walking then pulling out my weapon and fight and then done idk
adding it to the elder power would make a lot of sense to me.
Yeah, I could see that. : ) I just dont view stamina for gathering resources as unfun, as it adds a layer of urgency to a sudden encounter with enemies
I'm not against that in general, I just think it uses too much stamina.
I mean, getting upset at the game is just part of the experience for me. Like when a golem aggroed my wolves from like 200 meters away
Also, I play with a controller LMAO
everyone as they please
Yeah, maybe a slight decrease would make a big difference
it's just really a problem in early game. Increasing base stamina would help a lot, but the suggestion wasn't well received at all.
I think making elder a catch all for mining & woodcutting would be great.
about sorting recipes in the cauldron/workbench/forge, it's a very old request but why is it so hard to implement? does it need to be in a big patch? :/ sorry I don't know anything about programming tbh..
yeah elders power should buff both mining and chopping.. 🙂 that'd balance it
in that way maybe there wouldn't be a need to change the tin + copper into bronze thing..
I cant tell if youre serious but Im not really worried about balancing with the powers. If anything, they should be a little bit OP to justify their existence. And they also last 5 mins and have a 30 min cooldown.
Thats not regarding the issue of multiplayer having the same powers spammed over and over which should be fixed
I also think the tin + copper is meh, Idk if bronze is made like that IRL but its like that in Runescape which I grew up with LOL
the thing is that its one of the first tiers and very tedious to farm, a good buff to mining earlier in the game would be great
i've found many players that get tired of the bronze grind
ok great then, i totally agree, i think bronze is the worst, iron takes equally as long but its easier to gather if you have a decent swamp around
yeah the bronze grind sucks
I skipped eikthyr and used trolls, just for fun
Yea it's pretty awful. Especially since most newbs won't be aware that pickaxe splits dmg with the ground and you have to position yourself accordingly.
Copper era feels ok with resources turned up to 1.5 :p
it should be very easy tbh. There is no "new" technique there
- They have text boxes
- They have tooltips
- They have dropdown menus (resolution)
- They can already update lists since discovering components update crafting lists
i guess they wait for a big patch or don't believe it's so important. Don't starve together added that last year and it's on steam since 2016
Yeah. The values could very much be tweaked, but without equal spread of light armor options in the game, making the modifiers as significantly rewarding as I previously did doesn't seem too viable nor too balanced.
Plains and Mistlands has no light armors to spec into.
Eitr weave is close but it still slows you down 4%
I could easily see a lox pelt and needle light armor for plains
And hare scale hide and eitr armor for mistlands
Or some permutation of those.
Loxpelt could give +15 riding skill or spear skill
Scale hide armor could give slash resist and a miststalker ability where you reduce enemies detection range an extra 10% when you are in the mist or dark.
That seems to be how items are already ordered in the crafting menus and most of the IDs use their prototype names and not their finals.
yeah I play DST, the thing is that valheim's progression is slow while in DST you could move forward pretty quickly
the amount of time wasted looking for a craft/recipe in valheim adds up to multiple time wasters
lox armor giving +15 spears would be absolutely amazing if they decide not to add a black metal spear
Yeah because fang spear is good
Tho if they did a plains spear
Ancient bark + tar + needle would be a good canidate
Is fang spear to carapace spear a big gap or a relatively small one?
i can just check sorry
yeah theres space for a Plains spear that would do 95 pierce
Yeah.
Either using needles or deathsquito trophy to make it a bit more difficult to obtain.
Tho maybe having it only obtainable after you get the dragon's tear would be better
So incorporating either black metal or linen thread would be good
I think itd be cool if it was not only a needle spear but dealt a tar slowing effect if it used tar
this would be terrible for balancing
Or it did poison damage
yeah thatd make more sense