#suggestion-discussion

1 messages · Page 17 of 1

delicate mauve
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#suggestions message That will make this potion even more crucial and reduce difficulty of two boss fights almost to zero. Also it will fully compensate feather cape weakness and players will likely stop unequiping it in ashlands

olive yacht
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@granite geyser please dont and please dont complain about the sea content and the loves of it all

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You act like a king for what needs to done for valheim lol

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You need a break

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And need to stop

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Honestly I don't care what you like

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Reduce your cost of stanima

cedar palm
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Stamina management is a skill

lofty wave
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This would make blocking cost more stamina than parrying so there would be no reason to ever block with a normal shield.

tranquil kindle
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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.

keen mortar
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To people down voting the Wisp fountain idea, would like to hear your thoughts

limpid oasis
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you'll get more wisps than you need in a short period of time anyway. Just try next night.

granite geyser
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And they don't even need to be night, as long as it's dark wisps would spawn

rose swan
azure cargo
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#suggestions message

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

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and the worst thing is that this thing is not very much different from basic sea serpent

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I actually supose that this might be the inspiration for it

devout lake
azure cargo
rose swan
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Some sort of plesiosaur creature might be interesting. Maybe with a frost breath or something?

lofty wave
rose swan
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That would be interesting!

limpid oasis
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uuh wrong server?

sonic dock
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It's just another spam bot... block it, and don't click on the link

azure cargo
azure cargo
sonic dock
azure cargo
sonic dock
azure cargo
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Wow, a really nice person here. It’s kind of rare in this channel

keen mortar
granite geyser
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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

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@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.

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That part should be a separate suggestion

granite geyser
stoic flint
granite geyser
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Because that patch is not live yet...

stoic flint
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Thought it was. Thanks for headsup.

wise granite
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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.

vivid ridge
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I think stronger carts should appear in Mistlands if anywhere

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That way you can use them for 3 biomes

granite geyser
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A war wagon...

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Ashlands was released too early

finite vapor
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yes

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or just a way to expand inventory in ashlands

azure cargo
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#suggestions message

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

granite geyser
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@halcyon stump you will end up being disappointed...

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I'm 100% sure the current magic system is here to stay

azure cargo
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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

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but this idea might actually work in DN. If it's going to be balanced correctly and all

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and I always wanted to have a wind related magic weapon that would be more complicated than just shooting one spell

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I think that DN would work really good with some wind based mechanics

unique rover
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or make a quick inventory tab where you can switch staffs

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overhaul the equipped weapons system

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circled inventory weap eqquip system like GTA

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or a magic item that lets you summon any staff that you have (sort of like a mini inventory system only for staffs)

granite geyser
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Because magic is certainly the one playstyle that needs the most buffs...

unique rover
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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

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BeFresh 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

halcyon stump
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the button for the secondary attack on the staff could have been used to cycle through spells of a given staff

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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

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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

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frost magic is just one spell, where's the blizzard? Wheres cone of cold? Where's ice spike?

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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

unique rover
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fully agreed, if they have decided to implement magic it should be a bit more polished

plush trout
limpid oasis
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@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.

azure cargo
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If you play tank than you actually might have a good time in the Ashlands

limpid oasis
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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...

azure cargo
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they are also super fast so there is a huge potential in the nature variant of them

limpid oasis
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oh yeah they are but good luck with that valkyrie lol. morgen can mess you up too

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I also only had 30 something axe skill that was part of the issue aswell

azure cargo
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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

limpid oasis
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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

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killing the charred works great with axes but I wouldn't consider them then main enemies

azure cargo
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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

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also morgen is a night exclusive mob so I thing it's good they are hard

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Lots of players forget to go to sleep and this is a good reminder

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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

limpid oasis
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haha sounds about right

azure cargo
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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

granite geyser
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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...

granite geyser
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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

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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

halcyon stump
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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.

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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

granite geyser
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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

azure cargo
granite geyser
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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

halcyon stump
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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

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we have 1 frost spell, we will get more on deep north

granite geyser
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The way ashlands was done and released was an eye-opening experience that made me question lots of stuff in the game

halcyon stump
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and its gonna be a frost spell for each new staff

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like how is that not an obvious mess of a design

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if they have a cool idea for a new spell for lightining, another element we only got one spell for... new staff

unique rover
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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

vivid ridge
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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

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I personally think there should be a couple food options that are a 50/50 split between eitr or stamina, or eitr and health

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if there was seeker jerky it could be eitr/hp

blissful nest
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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.

granite geyser
vivid ridge
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Definitely need more jerky for sure. When they just mysteriously disappeared after mtns I was sad lol

granite geyser
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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

blissful nest
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Yeah. The only balanced food you see now are individual food ingredients you forage With stats less than that of wolf jerky

vivid ridge
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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

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I think Seeker jerky would be hp/eitr because stam/eitr would be a bit too powerful for Mistlands I feel, but idk

blissful nest
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Stam is lowest priority with eitr foods

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So yeah that would make sense

vivid ridge
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yes because if you can run infinitely and sshoot fire balls it would be undoubtedly the best weapons in the game

blissful nest
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Yeppp

vivid ridge
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the last jerky would have to be in Deep north for the 53/53 probably

solar vigil
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@stoic flint please remember the old adage while in the ashlands, "slow and steady wins the race" Condolences on losing/reduction in skills. rip

vivid ridge
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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

vivid ridge
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That includes myself. Ashlands can be quite hard.

arctic wharf
finite vapor
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Yup lost a lot of hope and interest after their attitude with ashlands

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It's just whatever at this point if they want to leave stuff half finished

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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.

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I feel like there's too many unnecessary items in ashlands that don't need to be there and are just inventory/box clog

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Stuff that has like one recipe

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Using rabbit meat a bit more would've been nice too

unique rover
finite vapor
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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 👀

unique rover
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I was about to suggest something like that, I found one suggestion that's pretty similiar

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💡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
finite vapor
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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

finite vapor
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Such an old game but they really nailed a lot of gameplay aspects and QOL hats off to them

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I do like how valheim night time becomes a PARTY after a few bosses are dead

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You get seekers skeletons and goblins running around in meadows and mountains at night lols

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Night time post queen mountain is such a blood bath

unique rover
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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

granite geyser
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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

limpid oasis
stoic flint
halcyon stump
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I ask that question to the staff of fracturing every day but it just stares at me drooling.

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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

stoic flint
# solar vigil <@448610700009406464> please remember the old adage while in the ashlands, "slo...

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 @$$.

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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.

stoic flint
unique rover
# stoic flint Haha, then if they did that you be saying the opposite, “great that they used ol...

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.

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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

umbral cobalt
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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.

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I think I once read someone suggested summoning ones corpse. That would be interesting.

granite geyser
granite geyser
rose swan
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#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.

stoic flint
# granite geyser Why would frost be found in a land of fire? And frostner is crafted at mountain...

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.

stoic flint
stoic flint
stoic flint
granite geyser
# stoic flint lol, it has nothing to do with finding frost stuff or elements in “Fire burning ...

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

stoic flint
rose swan
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But honestly, that’s kinda just how survival games go.

granite geyser
stoic flint
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@granite geyser are you dev or something? You have a lot to say on this channel.

granite geyser
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White name =/= dev

rose swan
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(I was about to say, shouldn’t white name = no dev lol beat me to it)

stoic flint
granite geyser
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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

stoic flint
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So, when I said… my @$$ that was because it’s too brief.

granite geyser
stoic flint
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Once you grab your death bag it goes away or it goes away within 30-60 seconds.

granite geyser
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Corpse run, that's the bonus.

The no skill drain lasts a lot longer

stoic flint
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Yeah, sometimes you just don’t even have a chance to book it

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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.

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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.

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So, yeah… no skill drain… “ ☝🏻 “ .

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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.

stoic flint
brave pecan
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I have a question, do the creators plan to bring many more biomes to Valheim in the future?

stoic flint
# granite geyser Frost would be **extremely** op in ashlands... Like they could've literally NOT...

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. 🤔😵‍💫🧐🤨

stoic flint
vivid ridge
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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.

stiff stag
halcyon stump
# stoic flint I get what you’re saying… I was referring to the mage weapons that a lot of peop...

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.

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#suggestions message

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.

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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.

arctic wharf
arctic wharf
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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.

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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.

stiff stag
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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.

arctic wharf
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Yeah, just wish they did not bundle so very many features together in each slider.

halcyon stump
arctic wharf
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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.

stiff stag
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Even survival elements are handled differently between games, so it's not just about the themes of games being different.

halcyon stump
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you guys are implying i cant compare warcraft 3 and command and conquer because one is modern military and the other is fantasy

arctic wharf
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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.

halcyon stump
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this is a very silly hill to die on

arctic wharf
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Those as RTS are a lot closer in their goals and gameplay...

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Of which I have also played both btw haha

halcyon stump
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Valhem and v rising aren't as well because...?

arctic wharf
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They are drastically different in their goals and intended gameplay, far more than the example you gave at least.

halcyon stump
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no they are not

stiff stag
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I'm going to compare apples to oranges.

arctic wharf
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Ragnar_laugh oh but they are...

halcyon stump
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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?

stiff stag
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Minecraft

halcyon stump
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correct

arctic wharf
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You could use that bare bones setup for so much
.. doesn't mean their intended gameplay and goals are anything the same.

halcyon stump
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except for the boss part, minecraft doesnt actually gate progression behind bosses

arctic wharf
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Just the entirely different control schemes sets them too far apart already for a lot to correlate between the games.

halcyon stump
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yeah almost like both games are in the same genre

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they are obviously not the same exact game, are you expecting game comparrisons to only apply to games where its a 1:1 clone?

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of course v rising focuses on faster pace combat and spells

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their core, however, is much alike

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they are survival games with very standard dna

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they mix up the formula in other creative areas

arctic wharf
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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.

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I have played a lot of rts 🫣

halcyon stump
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brother v rising can be playied in third person too, you gotta drop this asinine point

stiff stag
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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).

arctic wharf
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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.

halcyon stump
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no they are not different at the core

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you gotta stop claiming that without providing any argument that isn't "well the camera is different"

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they are different in things adjacent to the core survival loop

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such as the combat speed, spell selection, boss mechanics

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and in that similar survival core that i have pointed out that THE COPRPSE RUN is solved in v rising

arctic wharf
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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.

stoic flint
# halcyon stump You have completely ignored the suggestion for other types of magic related to f...

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.

arctic wharf
#

I can go on, and these huge differences are at their cores.

halcyon stump
#

i can use the same examples to describe how close they are, do you not see how self defeating this is:

arctic wharf
#

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.

halcyon stump
#

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

halcyon stump
arctic wharf
#

Some elements sure, but many are aiming to be different things and are in big ways.

arctic wharf
halcyon stump
#

also several v bloods are the same level you can pick which you wanna do first

arctic wharf
#

Its a a soft order yes... but half are optional

halcyon stump
#

caring too much about details on a very silly hill

arctic wharf
#

Hahaha 🤭

#

Beta for 1.0 was fun, but wish they did more of an end game. Shame it shipped without something more there.

halcyon stump
#

if they took any longer it would be like valheim stuck in perma early acess

arctic wharf
#

Its funny just like valheim they both sort of went the mob seem like Diablo route at the end stages of progression

halcyon stump
#

v rising clearly has more combat mechanics geared to turn into diablo than valheim slower paced combat

arctic wharf
halcyon stump
#

i dont like how ashlands became clownland for mob spam

#

after beating fader i feel a relief im not going down south ever

arctic wharf
#

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.

halcyon stump
#

i think i lost more fights to terrain than i did to mobs

arctic wharf
#

I feel ye there

halcyon stump
#

enemy either in higher elevation or lower and the weapon hitbox just refuses to comply

#

also spear hitbox is a travesty

arctic wharf
#

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

halcyon stump
#

v rising only suffers from elevation issues on slopes and spells that travel through ground

arctic wharf
#

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.

halcyon stump
#

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

arctic wharf
#

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...

halcyon stump
#

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

arctic wharf
#

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.

halcyon stump
#

i like my first fort raid, the third onwards i was already bored

arctic wharf
#

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.

halcyon stump
#

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

stiff stag
#

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.

halcyon stump
#

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

arctic wharf
#

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.

stiff stag
#

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.

arctic wharf
#

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.

dapper wagon
# unique rover This. A staff that summons vines like the 2nd boss abilities does not fit ashlan...

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.

azure cargo
#

#suggestions message

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.

charred rover
#

#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.

rigid rivet
#

i know of that, i just thought that itd be better to have a vanilla version of it for non modding players

charred rover
limpid oasis
limpid oasis
blissful nest
#

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.

limpid oasis
#

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

blissful nest
#

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

limpid oasis
#

ok weird

blissful nest
#

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.

arctic wharf
#

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.

blissful nest
#

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

arctic wharf
#

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.

blissful nest
#

which the level reqs at that point are a lot

#

Enemies should give a set exp

arctic wharf
#

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.

blissful nest
#

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

arctic wharf
# blissful nest Enemies should give a set exp

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.

blissful nest
#

harder to harvest resources give more exp

arctic wharf
blissful nest
#

what about blood magic and running and jumping?

arctic wharf
#

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?

blissful nest
#

fairrr
more movement penalty could reward more exp too

arctic wharf
#

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. 🤷‍♂️

blissful nest
#

Yeah :/
I understand that mentality
keep expectations low to avoid disappointment
story of my college life

finite vapor
#

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

blissful nest
#

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

finite vapor
#

Forest is moving rewards more skills levels than an infested mine Ragnar_laugh what a joke

blissful nest
#

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

finite vapor
#

Yeah it's terrible as current

blissful nest
#

Once I get to the mountains, it's harder and harder to level up

finite vapor
#

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

blissful nest
#

yeah that actually sounds like a good way to implement that

finite vapor
#

Really shouldn't be that complicated to setup just needs some time

blissful nest
#

too bad they will never do it

finite vapor
#

Back to mods we go

blissful nest
#

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

finite vapor
#

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

blissful nest
#

Feels like sunken cost
they spent a lot on them already.

#

like I wouldn't mind if they at least told us "why"

vivid ridge
#

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?

finite vapor
#

"we won't change it" -smiffe

blissful nest
#

yeah
but why?

#

I keep hearing that they ran out of time

vivid ridge
#

It makes sense why its so small and simple on the outside, cause it was going to be half underground

blissful nest
#

I only did enough for the bell fragments
didn't care after that.

vivid ridge
#

I like cheesing it with the troll spawns : ) It also destroys the walls

hexed jewel
arctic wharf
#

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

blissful nest
#

Yeah they even showed different layouts for the fortresses
One was like this circular maze looking structure

arctic wharf
#

Really am hoping they revisit them among other things... 🤞

lean storm
#

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

granite geyser
#

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

unique rover
#

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

granite geyser
#

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

stiff stag
#

I can attest to that. Most of my deaths are rather stupid and dangerous situations I put myself into.

unique rover
#

Also add potions or meads that could increase a skill temporarily BeFresh

granite geyser
#

"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?

unique rover
#

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

lean storm
# granite geyser If they were to remove skills, how could they punish death? The game is meant to...

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.

arctic wharf
#

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. 🤷‍♂️

finite vapor
#

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

covert olive
#

#suggestions message
Hope the devs could patch this up it looks cool to have 3 eggs display on my cooking station

granite geyser
#

@soft raven building "massive portal rooms" has never been necessary. You do it because you want to

limpid oasis
#

you can probably swim to the ashlands aswell if you try hard enough

limpid oasis
#

@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.

limpid oasis
arctic wharf
#

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.

granite geyser
blissful nest
#

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.

finite vapor
#

#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

granite geyser
#

@finite vapor how do you know a biome we have 0 clue about will be a joke because of one single staff?

ashen tinsel
#

#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.

https://valheim.fandom.com/wiki/Stamina

finite vapor
granite geyser
#

And you think they will simply not gonna take that into account and balance the biome according to the weapons you craft right before?

stark furnace
finite vapor
#

or, you could, nerf the extremely overtuned weapon as suggested, instead of balance an entire biome around one weapon

lean storm
#

That's more a commentary on the lackluster nature of Dundr and staff of Fracturing than the utility of Staff of the Wild

granite geyser
#

It receives pickaxe and chop damage.

stark furnace
#

Still massively overtuned

finite vapor
#

you're a fool to play without staff of protection. put it that way

stark furnace
#

It's just that strong

lean storm
#

Lol, maybe if your blood magic skill has been trained

granite geyser
#

(at high levels)

finite vapor
#

no, its still fine at 0 blood magic ....

stark furnace
#

No at 0 blood magic it can be the difference between life and death

granite geyser
#

For one single attack

stark furnace
#

Which saves you...

lean storm
#

It's absolutely not. One free hit for the drawback of light armor and loss of health on re-cast? Death that way lies

granite geyser
#

One attack is immediately followed by 1-3 more, especially if facing multiple enemies

lean storm
#

Especially as you are almost certainly sacrificing stamina to use eitr at all

stark furnace
#

Man no wonder Ashlands got hard nerfed lol

granite geyser
#

No much saving there.

They should remove pickaxe and chop damage from it

granite geyser
lean storm
#

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

stark furnace
#

Do you bubble jump glide?

blissful nest
#

#suggestions message

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.

granite geyser
#

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

blissful nest
#

yeah
Idk why that also takes that damage type
is that intentional
or an oversight?

granite geyser
#

Hard to know.

#

Seems like it.

arctic wharf
#

Just my 2 cents hehe

blissful nest
arctic wharf
#

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.

blissful nest
#

Valid
What could be other ways to help fix the skills?

lean storm
#

Gates

finite vapor
#

so mr rianu, u really think staff of nature is inline with everything else?

blissful nest
granite geyser
# finite vapor so mr rianu, u really think staff of nature is inline with everything else?

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

finite vapor
#

right so you havent actually used it

granite geyser
#

I have, that's why I'm saying that it definitely does not deal +160 dmg per hit

ashen tinsel
finite vapor
#

maybe it scales off of difficulty then

granite geyser
#

That's a very possible thing

finite vapor
#

im at blood magic lvl 20 and ele 40~ and they are hitting 160 a pop easily

lean storm
#

My elemental magic is at level 30 and I have never seen them hit even close to 160.

granite geyser
#

The world I used them at is all normal settings

finite vapor
#

im playing on hard

stark furnace
#

It has to be based on combat modifiers then

lean storm
#

Ditto. Default settings

finite vapor
#

but thats so stupid then, it becomes extremely op at very hard and makes it not very hard anymore..

granite geyser
#

With 50-70 then it's 100-140 at very hard.

Idk what my elemental level is

stark furnace
#

Another reason why difficulty sliders need a complete overhaul...

granite geyser
#

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

finite vapor
#

just smacked a fuling infront of me for 191

lean storm
#

Why on earth is increased difficulty affecting weapon damage at all?

finite vapor
#

because they're summons its a stupid bug that shouldnt exist, another one of many unfixed bugs

stark furnace
granite geyser
#

The slider seems to affect everything that isn't the character.

Maybe not build pieces, but it does to entities.

The roots are entities

finite vapor
granite geyser
#

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

finite vapor
#

so the morgen is resistant (50% reduced dmg) to blunt pierce slash, and the roots still smack him for 90+ in this clip consistently.

lean storm
#

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.

granite geyser
#

Different behaviours and AI seems better for a separate slider

stark furnace
granite geyser
#

Or a toggle instead of slider

finite vapor
#

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

blissful nest
#

harder difficulty = more variety of moves with higher damages?
but same HP 🤔

finite vapor
#

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....

arctic wharf
#

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.

stark furnace
finite vapor
#

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

granite geyser
blissful nest
#

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

finite vapor
#

actually cursed that valheim doesn't display how much damage summons do on the weapon when you mouse over it.... wtf

blissful nest
#

yeah I noticed that too
had to wiki it

granite geyser
#

There are many things missing in the stats panels

blissful nest
#

bombs don't tell you the damage they do either

finite vapor
#

really hope they polish all this up.....

granite geyser
#

It's just a template that they re-use every time and never bother to improve it

finite vapor
#

just like the stupid crafting window making you scroll up and down in an overcrowded menu

granite geyser
#

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...

finite vapor
#

sigh we hope and pray for 1.0 ...

stark furnace
#

Yep, wouldn't hurt to do an overhaul on the UI either, it does the absolute bair minimum.

blissful nest
#

where the names go off the panels
and the cauldron has an "upgrade" section

finite vapor
#

what's the base damage on staff of the wild, ill re-evaluate my suggestion if its lower than i suspect

granite geyser
blissful nest
#

Yeahh..

finite vapor
#

been playing on hard and i tell you its giga-busted and you better believe it. valks die in about 3 seconds

granite geyser
#

Re-using stuff is not bad.

But it can go so far

ashen tinsel
finite vapor
#

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

ashen tinsel
finite vapor
#

is it elemental or blood magic?

#

elemental

#

70 is still way too high. thats still 100+ with 40 levels in elemental magic

ashen tinsel
#

Wiki also says theres a cap on root count, but I can have 10 or so

finite vapor
#

considering it also poisons, and causes the "rooted" effect

blissful nest
#

Damn that does sound OP
maybe I need to give it a try
I am already a blood tank right now for my group

finite vapor
#

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.

granite geyser
finite vapor
#

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

granite geyser
finite vapor
#

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.

granite geyser
#

True

#

Imagine having powerful weapons and the biome itself is weak

#

Especially magic.

Still annoyed enchanted weapons don't have full potential

finite vapor
#

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..

blissful nest
#

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.

finite vapor
#

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.

finite vapor
#

same

granite geyser
#

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:

finite vapor
#

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

granite geyser
finite vapor
#

ugh never set these stupid timelines and just release it when its ready

#

they dont even want to fix the awful fortresses now 😭

granite geyser
#

2024 would've been a... Less worse estimate

stark furnace
#

Now we gotta live with subpar fortresses forever

granite geyser
#

Until someone mods the scrapped designs into the game

finite vapor
#

hit me up when the modders cook something up, i am keen. it cant go on like this 👌

blissful nest
# granite geyser I hope the people that kept pestering them about it are just as or even more dis...

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.

finite vapor
#

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

blissful nest
arctic wharf
#

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.

blissful nest
#

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

granite geyser
#

"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...

visual goblet
#

I swear people lodge all their personality and ego in this discord.

granite geyser
#

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...

blissful nest
#

I also think having the ability to keep all on death goes against the dev's intentions too

visual goblet
granite geyser
#

Allowing children in discord is a bad idea

granite geyser
#

Got tired of exploring? Jump off an edge, done, you're back at home

blissful nest
#

Yeah
trivializes the boating back and forth of metals mechanic

visual goblet
#

And creative mode trivializes every other mechanic in the game! XD They are optional World Modifiers! Aahaha.

blissful nest
#

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

granite geyser
#

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

granite geyser
brave delta
granite geyser
#

You literally signed up for that by choosing to play on that mode

visual goblet
blissful nest
granite geyser
#

Or right click them

granite geyser
#

And it's more like hiding them

blissful nest
#

I was not aware of that

granite geyser
#

Letting the toggle stay would solve the issue of markers clogging up the map

stark furnace
granite geyser
#

Which I hate...

stark furnace
#

Ragnar_laugh I agree

granite geyser
#

People should adapt to the game, not expect the game to completely adapt to them.

There are options, use them...

blissful nest
#

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

granite geyser
#

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.

granite geyser
blissful nest
#

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

granite geyser
#

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

blissful nest
#

that is true
another half baked idea
good in concept though

limpid oasis
blissful nest
#

I feel a lot of us hope for that

quick marsh
#

Same.

arctic wharf
#

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.

granite geyser
#

Of all things I'm sure money is the least of their worries

granite geyser
#

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

arctic wharf
#

yep, their team is only roughly about 10 people to begin with you know 🤭

blissful nest
#

Right I keep forgetting how small their team is

arctic wharf
#

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.

vivid ridge
unique rover
vagrant ridge
#

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.

ashen meadow
ashen meadow
#

Wards and cartography table are decorative. And the table can be used if one has multiple characters that share one world

arctic wharf
#

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.

broken tendon
stiff stag
#

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.

granite geyser
#

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

blissful nest
#

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

unique rover
#

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

blissful nest
#

As nice as that sounds, I don't think that's going to happen

granite geyser
granite geyser
#

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

blissful nest
#

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

unique rover
# blissful nest As nice as that sounds, I don't think that's going to happen

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

blissful nest
#

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

unique rover
#

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

blissful nest
unique rover
#

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

granite geyser
#

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

granite geyser
#

And I can't see them adding new land biomes but those areas do have oceans so it does seem feasible

unique rover
blissful nest
#

Always liked the idea of the further out oceans being more threatening

#

as well as harboring more things to do and see

granite geyser
#

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

limpid oasis
limpid oasis
rose swan
#

Really like the idea of east/west oceans, really great idea!

vivid ridge
#

#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.

blissful nest
rose swan
#

That’s a neat idea, I just really like the idea of sub-biomes in general.

blissful nest
#

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.

arctic wharf
#

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.

blissful nest
#

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.

vivid ridge
#

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

blissful nest
#

Well I'm sure after the team's R&R, they will state their immediate plans.

vivid ridge
#

Yeah the next blog Im hoping, which will be this month

blissful nest
#

Really?
I was expecting not to hear anything till August

vivid ridge
#

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

blissful nest
#

Like they are still doing final tweaks and testing to Ashlands before they move on so I assumed they weren't on break yet

vivid ridge
#

Early game Ocean could very well be just the Leviathans and Serpents though. I hope they add a 3rd feature though!

blissful nest
#

if they did
It would be like X mob spawns after this boss is killed

vivid ridge
#

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

blissful nest
#

Dutchmans at night after bonemass
Storm drakes after moder
etc

vivid ridge
#

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

blissful nest
#

yeah true

vivid ridge
#

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

blissful nest
#

well whatever it is, I would love to encounter other ships on the ocean

vivid ridge
#

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

blissful nest
#

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

vivid ridge
#

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

vivid ridge
blissful nest
#

oh not raids
like they just start spawning in the ocean after that boss has been killed

vivid ridge
#

Oh, alright. It could work if it was exclusively at night. But that would also interfere with serpent hunting which is already a thing

blissful nest
#

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.

vivid ridge
#

Thats true

blissful nest
#

make the ocean evolve and grow as the player does'

granite geyser
blissful nest
#

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

granite geyser
#

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

blissful nest
#

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.

vivid ridge
#

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

granite geyser
#

That works on some raids but not all, like wolf event.

Others can be wave-based.

blissful nest
#

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

vivid ridge
#

This one time, me and my good friend were in the Plains and a wolf raid came and attacked us out of nowhere

granite geyser
#

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

blissful nest
#

fun when that happens
no other raid like that happens after moder tho
gjall is close but only mistlands

granite geyser
vivid ridge
#

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

granite geyser
#

I suggested that.

But it wasn't an item

blissful nest
#

time to prepare would be a good addition

vivid ridge
#

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

blissful nest
#

I honestly detest the earth wall/moat strategy
I like using actual stone walls and traps and ballistae

vivid ridge
#

I would say using the Greydwarf eye for the telescope construction but it seems like they have very poor vision so maybe not

blissful nest
#

also it's a pain in the ass to build a huge wall with a hoe around your base

vivid ridge
#

Does it take more stone? I think it might

blissful nest
#

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

granite geyser
#

They did years ago

#

A very reasonable fix to that clear exploit

blissful nest
#

gotcha
I hadn't tried it till Ashlands to extend out the land in our base

#

Yes I agree

vivid ridge
#

Ive never done the traps or ballistas or anything

blissful nest
#

traps are better than people think

#

have them set up at spots watched over by your balistae

vivid ridge
#

do they stop movement?

blissful nest
#

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

granite geyser
#

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

granite geyser
blissful nest
#

I have two anti troll towers that specifically aim at trolls

blissful nest
granite geyser
#

@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...

vivid ridge
#

I was gonna say bigger Fuling villages would be sick and I saw you already suggested that so I upvoted it

granite geyser
#

Well, the suggestion was only specifically for the one that spawns near yag's altar.

Technically not the same

timber heart
# granite geyser <@737536309039464448> you just described things that are already in the game... ...

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.

granite geyser
#

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

vivid ridge
granite geyser
#

The altar being in the middle of a giant filing village/city seems much better.

A fuling capital

vivid ridge
#

Yes

blissful nest
#

@wicked trail what do you mean by magic pixel?

tough reef
#

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?

desert turret
#

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.

finite vapor
# tough reef And we already have the "cant transport metals through portals" -setting but it ...

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

tough reef
#

did that like come across from the suggestion? did i say it badly?

open dagger
#

#suggestions message i like that this would mean that haldor always scavanges the boss corpses after us defeating them

vivid ridge
limpid oasis
#

@wicked trail would you elaborate a little? What do you mean by "the perfect pixel"

quartz totem
limpid oasis
#

I'd rather see haldor sell new items tbh than reworking an existing item to essentially make it weaker

vivid ridge
#

#suggestions message
Listen I like these for the most part, but I think Eikthyr is good enough as it is as an escape plan

quartz totem
#

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

limpid oasis
#

buut yeah, you think I should remove that part? I also think eikthyr's power is good as it is honestly.

quartz totem
#

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

limpid oasis
vivid ridge
#

Eikthyr + corpse run is insane so yeah idk

quartz totem
#

After yagluth that is. But bonemass and moder and the queen does not make Haldor a "better" trader. I'm also suggesting other stuff

limpid oasis
#

what if the belt can only be obtained through some quest, for example if you bring haldor a troll trophy?

granite geyser
#

Imagine spending like five game sessions looking for haldor and then... 50 weight extra if you find him early.

quartz totem
#

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.

granite geyser
#

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

quartz totem
#

But we do have that decision with the wish bone, than with wisplight...

granite geyser
#

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

granite geyser
quartz totem
#

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.

vivid ridge
#

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

quartz totem
#

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

quartz totem
vivid ridge
#

Good thing the game isnt realistic whatsoever : )

quartz totem
#

yeahhh hehehe

vivid ridge
#

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

quartz totem
#

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

vivid ridge
#

Im just messing around tho

quartz totem
vivid ridge
#

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

limpid oasis
#

yeah and by that point you should also be able to craft a few meads

quartz totem
#

I avoided mountains because I was one-shot by a wolf before I could "see" what was there hehehe

vivid ridge
#

I just go for the onions

quartz totem
#

But yeah, the 1hp loss was a no-no to me until I had the mead

vivid ridge
#

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

unique rover
#

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

vivid ridge
#

Bonemass & Eikthyr and none else

quick marsh
#

if we were running into magic using enemies more consistently, then yagluth's power would be as helpful as bonemass IMO.

analog moss
unique rover
quick marsh
#

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).

limpid oasis
#

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

granite geyser
#

Frost and fire mead.

Done, you don't use yagluth's power now.

And the meads also last double the time

quick marsh
#

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.

granite geyser
#

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

rose swan
arctic wharf
#

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 🤭

tough reef
#

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

arctic wharf
#

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.

tough reef
#

hearth and home was a really good example when they made a system that affected all the biomes

arctic wharf
#

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 😁

magic jasper
#

@arctic wharf can you link me to the old one so I can thumbsup it? I saw the recycle emote

arctic wharf
#

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.

lusty pebble
#

I hate npc structure damage so much

#

why is my stupid ass skeleton swinging at my mast in my boat bruh 😭

granite geyser
#

Why do you have skeletts on your ship?

vivid ridge
#

for fun id guess

rose swan
arctic wharf
#

I had made that suggestion long ago too for rowing in single player hehehe

#

It's your skeleton crew 💀

lusty pebble
finite vapor
#

Lads got a bit seasick

magic jasper
wicked trail
# blissful nest <@452542956738707456> what do you mean by magic pixel?

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.

stiff stag
#

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.

ashen tinsel
granite geyser
#

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

stiff stag
#

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.

wicked trail
ashen tinsel
wicked trail
royal minnow
#

Is it only me or could the game benefit alot from a bit more Fauna? Where are the rabbits, foxes, crocodiles, whales, dolphins etc? 😁

rose swan
#

There are rabbits in the game already by the way 😁

royal minnow
#

Ah ye i see in the Mistlands 😆 But some more Fauna also in the Early Game (Meadows) would be great. 🥰

vivid ridge
#

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.

stiff stag
#

Not something based in real life, so your point still stands.

vivid ridge
#

Yeah I mean, idk. Maybe it was just a random suggestion to throw it out there.

hushed valley
#

They look like Japanese giant salamanders.

quick marsh
#

salamanders ain't fluffy but ya, i see your point in the general looks.

rose swan
#

Are necks fluffy? 🤔

hushed valley
#

I didn't think so? Maybe he means compared to the plushie, heh.

#

Although, when they're on fire they kind of look fluffy.

ashen tinsel
#

#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.

vivid ridge
#

#suggestions message

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

quick marsh
#

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.

vivid ridge
#

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.

olive yacht
#

i drink meads all the time

#

unlimited stamina

rough ginkgo
#

The lox should be buffet ,it's cool but it don't have any good futures

delicate drum
#

#suggestions message

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"

quick marsh
#

#suggestions message

@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).

desert turret
arctic wharf
#

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

blissful nest
#

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.

halcyon stump
# arctic wharf I get where the idea comes from and have seen it in other games, but also think ...

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

vivid ridge
#

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

arctic wharf
#

They don't want it to be core to the gameplay, they want it as a layer in the background

halcyon stump
#

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.

arctic wharf
#

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 🤷‍♂️

blissful nest
#

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

arctic wharf
#

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

finite vapor
#

yeah daily reminder the skill system is terrible. all the levelling happens in bronze era then its snail pace after that

blissful nest
#

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

finite vapor
#

going to devcommands and setkey skillgainrate 200 feels good ngl

blissful nest
#

is that double the normal gain I'm guessing?

finite vapor
#

yea its percentage

blissful nest
#

Ah
is that something we can do in a server?

finite vapor
#

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 (?)

desert turret
#

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.

blissful nest
#

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

blissful nest
halcyon stump
#

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

arctic wharf
#

that's also pretty boring hahaha... also 30 minutes passes faster than you would expect

halcyon stump
#

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"

vivid ridge
#

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.

halcyon stump
#

but its just brainstorming LITERALLY ANYTHING so that the skil system isnt a complete terrible design

vivid ridge
#

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"

halcyon stump
#

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

vivid ridge
#

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.

halcyon stump
#

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

vivid ridge
#

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.

halcyon stump
#

its not impossible, just tedious

#

if you really wanna max jumping you jump in place for 6 hours

#

thats good gameplay?

storm plank
#

my run is always capped out on immersive

vivid ridge
#

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

storm plank
#

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.

vivid ridge
#

for special attack that would be sick

#

I want a poison magic staff : )

blissful nest
# vivid ridge If you reach 100 I dont necessarily think it should stay there if you die severa...

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.

eternal wyvern
# halcyon stump just doubling xp gain is boring, you have to implement that feature in the gamep...

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.

storm plank
#

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

granite geyser
#

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

rose swan
#

Agreed, I think the hare drops are in a good spot 🙂

storm plank
#

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

vivid ridge
#

or, boss food

lofty wave
# vivid ridge 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.

storm plank
#

that requires you to return to your bed every day

vivid ridge
#

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

granite geyser
#

Then leave only that one inside the chest and keep the rest

limpid oasis
#

#suggestions message

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.

vivid ridge
dense hawk
blissful nest
# limpid oasis https://discord.com/channels/391142601740517377/1202312684364910612/125888524304...

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)

vivid ridge
#

#suggestions message hoping for the fall damage thing, and also enemies shouldnt be able to attack when swimming

quartz totem
timber heart
#

#suggestions message

This is an interesting idea. Might it be better to just add lily pads to the environment though?

quick marsh
#

lily pads already exist in some shallow water areas much like cattails, but they are not harvestable and disappear if you modify the terrain.

timber heart
quick marsh
#

that would make fish ponds feel less man made for sure.

arctic wharf
#

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

granite geyser
#

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

arctic wharf
#

silly way to squelch downvotes yeah

granite geyser
#

Which makes it even more stupid, so people can only upvote

limpid oasis
#

let me just block everyone who disagrees with me and then whine about being blocked. Very mature

arctic wharf
#

what?
not sure I follow, I never block anyone hahaha. easy to ignore them without that well enough.

limpid oasis
#

the guy you just talked to

arctic wharf
#

ah

limpid oasis
#

I always voted for the idea and not the person suggesting it.

arctic wharf
#

As it should be hehe

limpid oasis
#

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.

cyan needle
#

Yea, he has some issues with people disagreeing with his very purist ideas of the game

desert turret
#

Imagine calling someone a 6 year old on an eternal tantrum and you do the same exact thing that you're describing 😵‍💫

limpid oasis
arctic wharf
limpid oasis
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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.

timber heart
arctic wharf
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yeah, the suggestions site for Enshrouded for example is supperior. (For the most part)

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only benefit of this way is it is super easy to keep track of every suggestion without much effort.

arctic wharf
limpid oasis
vivid ridge
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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
limpid oasis
# vivid ridge People can be really rude in communities. Theyll tell you youre a worthless huma...

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?

vivid ridge
#

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

limpid oasis
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(or people who don't wanna wait 50% of their in game time for their stamina to recharge)

vivid ridge
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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

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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 : )

limpid oasis
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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.

lofty field
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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

vivid ridge
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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

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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

limpid oasis
vivid ridge
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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

limpid oasis
vivid ridge
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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

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Also, I play with a controller LMAO

limpid oasis
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everyone as they please

vivid ridge
limpid oasis
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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.

vivid ridge
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I think making elder a catch all for mining & woodcutting would be great.

unique rover
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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..

unique rover
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in that way maybe there wouldn't be a need to change the tin + copper into bronze thing..

vivid ridge
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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

unique rover
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i've found many players that get tired of the bronze grind

vivid ridge
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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

finite vapor
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yeah the bronze grind sucks

vivid ridge
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I skipped eikthyr and used trolls, just for fun

finite vapor
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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.

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Copper era feels ok with resources turned up to 1.5 :p

sturdy kite
blissful nest
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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.

unique rover
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the amount of time wasted looking for a craft/recipe in valheim adds up to multiple time wasters

vivid ridge
blissful nest
vivid ridge
#

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

blissful nest
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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

vivid ridge
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I think itd be cool if it was not only a needle spear but dealt a tar slowing effect if it used tar

vivid ridge
blissful nest
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Or it did poison damage

vivid ridge
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yeah thatd make more sense

blissful nest
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Also fenris set doesn't require silver to make therefore you don't need to kill bonemass to get it. From a dev intended view

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Should we have the lox set be the same?

vivid ridge
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Well, for linen you would need to beat Moder

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I mean, maybe it would require a certain workbench level but itd still be acquirable