#suggestion-discussion
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You could also just disable raids completely considering you're not losing anything significant anyway
Raids suck.
Not because of their danger, but because they're disappointing
This tbh.
Not really a productive way to go about suggestions though.
The surtling raids are always nice free coal straight to my doorstep
Am I the only one that got foul smell from the swamp 4 times in a row and never got the they sought you out, what's up gjall, or whatever the fuling raid's called?
I'm in ashlands and I've only gotten trolls blobs and drakes since I beat bonemass
Raids are randomly chosen when they trigger and some raids get disabled after their boss is defeated (so if you have beaten Mistlands boss it disables Seeker and Gjall raids).
Ah. So if I should either play slower or increase raid rates for my next playthrough
There is 20% chance to random raid triggering every 46 minutes. Defeating certain bosses and enemies unlock certain raids that become available to trigger and some others get disabled after defeating certain bosses. Those that get disabled are called boss army raids.
You can adjust raid rate from world modifiers.
You can read more from https://valheim.fandom.com/wiki/Events.
@eager hinge what are you suggesting?
I don't understand either to be honest
sounds like the whole buildsystem should be removed to allow free building with no limits?
I understand the suggestion as « building limit should relie on the base width instead of the block height ». But honestly, it would be hard to implement and would probably still allow some illogical builds. The system is great as it is now IMO
No limits like in Minecraft: just floating blocks in the air 
I believe they are talking about the difficulty of meeting the structural integrity limit when building on high locations such as mountains... and thus want that mechanic removed to no longer be limited by it (or require planning your builds around it).
Personally I also think how things are now works out perfectly fine 
Does terrain altitude have any effect on structural support? š¤
Not entirely certain, but to keep a flat base over not flat land would mean some spots have to stretch the supports further and thus lose support on the way up the build.
Perhaps that's what they are trying to point out 
The suggestion isn't clear, obviously 
the building system and kinda semi realistic requirements for support are actually a great part of the game. Build something in other games and its kinda meh. Building is a minigame in valheim especially with fire enabled which should be basegame on! Other games its just boring. Same thing with the raids. Why people want to get rid of all these things i can only chalk up to laziness.
I mean people want to build things, make food, etc and not have to worry about getting a bunch of enemies advancing onto their base randomly
I just think raids don't work nearly as well as one would want them to, and its more an issue of being a 3D game were the AI has far too much to consider to actually effectively attack your base if you make any sort of good preparation.
They might be able to be made better, but they likely can never be perfect.
And that's fine.
Valheim is not a base building survival game in the vains of something like They Are Billions.
7 days to die might be more similar as a 3D game, but AI manipulation is a thing there too 
Wouldn't hurt to have a few new more siege focused enemies ofc, that are solely for raids 
Some people, sure.
And for those people the setting to turn them off was a very welcome addition. 
i was suggesting an improved building system that allows a player to build in higher altitude without builds breaking instantly. I mean that if u make a very high build or a build on a mountain, that needs a lot of pillars or builds to sustain walls or other parts of the base, i suggest to make an improved building system that allows a player to build higher in the sky, obviously it needs placing the right amount of pillars, but at least that ACTUALLY sustains a block, because i had a lot of problem building high builds, even if i placed a lot of pillars to sustain builds, some of them would break instantly without a reason onestly, and that kinda just pmo tbh.
I make all the builds and my friend just keep on doing something else like cooking or making armors and other stuff. Im alone building and everytime i need to think about something that would look good and that also sustain my build, and its kinda hard to me considering that me and my friend just got on this game the 20th of december 2024 or some
There are materials that will let you build much higher iron beams and such. have you tried those?
yea i tried almost everything but some builds just keep falling, fortunately for the build i'm currently on i got everything lined up and nothing falling down but its just the start so i know something will fall down later
and another thing i literally hate its the fact that i need a workbench or a stonecutter and some other workbenches just to build in a predefined area, i mean its kinda unique to the game theme and its kinda cool but AT LEAST improve the area for every workbench so i dont need a lot of em
like to build the outer part of my castle i needed almost 10 workbenches and 10 stonecutters and it kinda ruins the game in my opinion.
You can expand the workbench size using the upgrades, just so you know š
fr? i didnt even notice that tbh but i think i'll need more of 1 or 2 upgraded workbenches and stonecutters for the build im currently making but thanks š
This force me to work in a realistic way with only one building station: I must finish a part of the building and then move to the other position, etcā¦
And I like this. It is not handy but it make my brain ācreating an historyā
My character is now truly building a castle, not raising a videogame survival base
Honestly, I think the building in Valheim is pretty close to perfect. Building feels like a simplified construction project; staging work stations and materials, building a framework out of beams. Also, bases have a ton of important features that grow progressively with the player, which is probably my favorite part. Building in Valheim is like a 9.9/10 lol
Very well said Matt, bases feel like homes instead of just a place of operations.
i agree with you two about these things, i really like valheim building style and i never built like i build in valheim, but i recognize some issues about it that i explained before, but i'd give it a 8,8/10. I also recognize that me and my friend are really like newbies to the game and we have a lot to discover so i'll not judge it as it is right now, because i heard that valheim its a game that is in beta from 3 years too.
No worries, yeah when it comes to building, thereās a bit of engineering that comes into play for sure. Yeah, itās coming up on 3 years in early access (donāt know if thatās the same thing as beta? Not a super technical guy lol) but the next major update is bringing it to release. Itās come a long ways in 3 years š been here for quite some time now haha
Hope I didnāt come off like I was picking on you or anything! Just wanted to share my perspective and maybe offer some building tips.
no no dw just didnt see your message lol
Almost reached 1.0 now though. only one more biome and then whatever they do as far as an ending. š«”
Because no matter what you do, the structure WILL reach the maximum height at some point.
You are basically suggesting for the to just increase the height, as there's nothing wrong or broken about the system
24m with iron beams is very high, enough for most builds.
@arctic wharf ?
you needed help?
oh, I deleted the message after the spam here in chat got removed. not sure if a helper got it or not, but was just spam for some $50 offer nonsense with a link.
Why aren't there occasional minor QoL updates? There's things that are extremely wanted by the players, that wouldn't take too much effort. There's only content once or twice a year and it's not even QoL changes but just a new biome or NPC.
It does get QoL
It just doesn't need a lot. It would make the experience worse if they consistently added new QoL features. It would end up being too much QoL
There's a plan and they're sticking to it. If nothing needs to be done, it typically won't be. Small unintrusive QoL typically comes alongside necessary bug fixes because there's nothing planned to contradict/conflict with that change.
You mean the new NPC that literally added QoL features?
Hope it's okay to randomly start a chart about my own raised suggestion - I always appreciate games that tie existing assets/lore into endgame. So thoughts on post deep north integrating elements of yggdrasil, the sacrificial stones, and world edge?
Sure, I think the suggestion presumes too much, and could take away from ending possibilities that are already planned.
Do you mean "They may already have a plan, so your suggestion might just be useless"
Not necessarily, my response is more or less theorizing that if it were added, there could be a negative impact on what was already planned. It's hard to support that without knowing any plans surrounding an ending.
Yeah, the last update was basically āsuggestions and QoL: The Updateā š hard to say we donāt see those things.
#suggestions message Hate to say it, but yeah, rat pot is pretty damn powerful. Iāve been using it pretty extensively on my current playthrough.
Itās an extremely good counter to weapons that give movement speed penalties. Hear me out- what if an acorn or two were added to the crafting recipe? š¤ You know, because squirrels
Donāt think increasing cost is an effective nerf to it tbh
The effect is way too strong
shh 
Hear me out now... perhaps we buff fenris armor a bit š
Being real, movement speed is a hugely important stat.
Perfect for exploration and a big deal in combat too since walking/running away some is still more energy efficient than dodging.
Not sure exactly how to properly address movement speed in valheim, but I have not given it a whole lot of thought either. Will only say that nerfing it again and again is not the fun option. 
Mostly joking ofc
Okay okay almost had a stroke
Best way to sort of lessen the impact of movement speed (in combat at least) is consider some nice new enemy attacks with mechanics that moving faster doesn't neccessarily get you away from.
Ghost that can vanish and reappear behind you.
Mini Root effects that force you to either dodge or block instead of run.
Few more slows.
Enemy that grapple hooks onto you 
In general enemies could be a bit more creative in valheim anyway.
Their attacks are usually very basic.
Run at player -> attack.
Run into ranged attacks range -> attack.
A bit of circling around player at times, and a few AOEs, but nothing too fancy.
It could be interesting to include some meads/tonics with large effect timers in the food digestion system, have their effects weaken as time goes on, and make their replenish window 1-2 minutes rather than 10. A special 4th food slot could pop up above the 3 normal ones to indicate buffs given.
@finite vapor With how many people complain about difficulty over the years, and the devs constant development of power creep I think it should stay as it, or add a minor and major ratatosk with the major keeping current stats and the minor being the current ingredients with worse stats
yeah unfortunately people only want the game to get easier and easier
I remember seeing videos back in the day where people were always in the plains with like 120-130 hp lol
Nowadays you are able to go in rocking immunity to deathsquitos, like 180 hp, ratatosk, root harnesk and god knows what else but the thing is you have to explore and travel and earn all these items which is fun. I think a fair compromise is stretching the range of difficulty rather than constraining it, what about a hard mode with new enemy attack patterns, ai etc instead of just adjusting stats
yeah we need better modifiers rather than haha game bugged and mob hit you while its staggered and 1 shots you
more attacks/challenging behaviour in harder difficulty modifiers than pumped up numbers
larger groups of enemies/more frequent spawns at the bare minimum i mean comeon
Better raid mechanics, like waking up in the middle of the night to Fulings raiding you
raids should be in waves or something yea
its silly as it is, you let everything spawn, walk around until yellow text disappears then kill everything
more random raids that can happen in the wilderness like hunted event
"they sought you out" should occur anywhere in plains/mists after yag dead
They could even make the fuling raid mechanics tie into replenishing a cleared fuling camp, youāve been raided by so and so tribe and theyāve re conquered this village
and gives you a marker on the map for which village
Yeah Iād love to see something like this. Iāve been really enjoying the Charred Warriorsā feint attacks for this exact reason.
Would love a separate world modifiers that improves the enemy AI
Seekers and Fulings with wolf AI would be fun
seekers pre nerf were basicallylike that. was scary but awesome. makes no sense for a killer bug to run around like a fuling
Some more aggressive AI on top of some other changes could make for a really cool ābrutalā mode š¤
Scales talks about V- rising having a really cool difficulty mode, I know terraria has a real neat expert mode. Valheim could have a Ragnarok difficulty setting 
Yeah, the V Rising brutal mode was how I would hope such a feature is done. Specifically pointing out the addition of harder mechanics that might be seen as on the ruthless side added to each boss š
You sign up for it by picking the difficulty setting after all hehe
Boss design is certainly not the teams expertice. It's difficult to make "harder mechanics" withouth the ability to "succeed" becoming luck dependant.
I would really enjoy a good implementation. But my standards for good implementation would probably require years of work.
I would imagine a ruthless difficulty mode would feature more than just tuning up the bosses; I was thinking pretty much every aspect from enemy patterns, spawns, environmental hazards, etc.
Iām in my āworkshopā (notes app with a Valheim themed page lol) cooking up some ideas? Maybe Iāll share what I have so far once I put my baby down for a nap lol would be a fun collaborative effort!
@pearl cave #suggestions message Hereās my suggestion on some broad landscaping ideas in case you want to support š
Hmm I think my list is too long to post š¤
Ragnarok Difficulty
A customized expert mode featuring greater challenges. In addition to buffed stats, enemies and biome become more difficult in various ways. Perhaps there could be new loot?
Meadows
-starred creatures can spawn anywhere in the world.
-boars inflict a debuff a debuff āgougedā that slows the player for 5 seconds.
-necks spawn in greater numbers and are far more aggressive.
-skeletons can spawn anywhere at night
-Eikthyrs presence brings rain, player is always wet whilst fighting him (lightning damage become more dangerous)
Black Forest
-Wraiths/ghosts rarely spawn at night.
-burial chambers have a higher chance of having rancid remains.
-Burial cambers have a chance of spawning surtlings in core rooms.
-New skeleton variant: armored skeleton wielding greataxe.
-Troll caves always have starred trolls inside.
Swamp
-Bats spawn
-Spending too much time in the water can start to deal small amounts of poison damage (think similarly to the boiling waters of the Ashlands)
-Elite Draugr can spawn in the swamp at all times.
Mountain
-Starred wolves can spawn at all times.
-Ulvs can spawn at night accompanying fenrings.
-Nightime will always at least inflict the cold debuff, even if youāre wearing cold-resistant gear.
-Golems have a new variant where they are 150% larger with additional hp.
-Drakes move faster and have a faster fire rate.
-Moder gets a wing beat attack that attempts to whirlwind the player off the mountain.
Part 1 I suppose. Scales, as an enjoyer of pain high difficulty, do you have any input? š
*skill expression 
I like swamp 2 and Mountain 3 and 5.
Looks good tbh, Iād stray away from increasing starred enemies and focus more on variance in attacks and attack patterns but Iād play the shit outta that if it existed 
Starred / later enemies usually just means more damage sponging and less forgiveness.
Improved patterns sounds good, but again, good implementation would be a massive amount of work.
One way to (maybe) increase combat difficulty, without making it luck dependent, is to speed up both enemy and player combat actions.
That would also mitigate the sponginess if we want to up enemy stats.
As a person who doesn't quite enjoy Valheim combat, it is hard for me to say whether this would fix it for though. The real problem might be with the moves and camera.
Plains
-Fuling berserkers have a chance to spawn at night.
-Fuling berserker variant that wields a great bow.
-Fuling berserkers can rally/buff nearby Fulings to increase their movement speed and make them more aggressive.
-Fulings have a 50% chance of being aggressive (wolf AI)
-Some fuling camps have ātamedā armored trolls to help protect their camps.
-Yagluth gets a new ice attack
-Stretch idea⦠Yagluth gets a phase two where he flies kinda like a wraith and is far more mobile and has a whole new moveset using fireballs and lighting strikes. Perhaps after a large attack, he lands for a time so the player has a window to attack with melee.
Mistlands
-Dvergr squads/outposts have a 50% chance of being hostile.
-Seekers have a 50% chance of having aggressive (wolf) AI.
Ashlands
-Asksvin can spawn in groups of three.
-Morgen killing nearby charred increases their size and/or regens their hp
Part 2
Love the Eikthyr change since I've sort of experienced it myself. He knocked me back into the ocean during my very first time fighting him and the wet debuff actually gave him a legit chance at killing me
I think a lot of these changes look great! The poisonous waters in the swamp makes a lot of sense and would add an interesting dynamic to navigating it
I like your ideas ! One point : the tamed troll is a big WHY for me. I instead would add lox-rider fuling and give ability to berserker to sometime throw their hammer at low range.
Just imagine this big lox acting with fuling AI instead of lox IA⦠bonus if the fuling can throw spears xD
Thank you! Eh, just wanted to pitch an idea to mix up the plains- while doing the write up I realized there isnāt a a lot of diversity in the plains to work with š¤ couldnāt think of anything clever for the deathquitos- I feel like upping their spawn rate would be more annoying than challenging? Armored trolls would be an interesting shock value for the player, and potentially make them think twice about engaging them š but it is pretty random, Iāll admit. Probably will scrap it.
You gave me an idea about trolls : they are at least a little bit civilised, so why not some of them crafting armors with wood, bones and hide ?
Plus they could have a chance to drop their armor pieces so the player have a special trophy
Thought about that for the Black Forest, but I feel like that would essentially just be a starred troll š¤ but maybe?
Thatās a thought- I havenāt put a lot of thought into the rewards of a higher difficulty mode⦠something to think about.
Fair point
Oh, instead of global armor bonus, it could make them immune to pierce damages on the specific position the armor piece is
That mean early game player will have to aim while flying
Ooooh remove their pierce weakness, might be a good idea!
Dvergr fighters would be cool also, wielding hammer and strong armor. They would be « the last elit guard »
These ideas should just be new game plus, but the starting biome is switched to Mistlands 
I think we are actualy creating a « harder valheim mod » xD
I actualy donāt want to see the majority of these ideas in the normal game
But⦠it sound so great and fun and full of pain :)
The idea was to have a difficulty mode that has increased challenge that has more depth than the standard āhigher hp and damageā mode š #suggestion-discussion message
Comparable to Terraria expert mode or V-risings brutal mode
Yes but right now it look more like 1.1 considering all the content we want to add
Yeah I read up no worries, I do think it'd be applicable to a new game plus reading through them. Nothing overly challenging, just unique increases to difficulty.
My goal was to find ways to increase the difficulty in an interesting way without it feeling like a huge overhaul, still needs some tuning no doubt š
That way, the standard experience of Valheim doesnāt feel watered down, but the challenge mode offers unique obstacles and difficulty for players who welcome the experience.
You are right, I was too far from the original objective
Armored troll, lox-riders and dvergr fighters clearly are new content, not difficulty improvment
I keep the āberserker throwing hammerā valid still
On fuling berserkers, you know how they can sometime just roar and they shake their club up and down and be all intimidating? Well on brutal that "attack" should act as an alert to all near fulings or maybe that "attack" could act as a blood rage, increasing attack speed and damage of the berserker and maybe all other nearby enemies, say an 8m radius (Same as most bows aggro radii) . idk just a thought, problem with fuling camps for me is its way to easy to disect them one at a time and on a brutal mode i feel like you shouldn't be able to do that as easily
See I would say the opposite. If Eikthyr=rain=wet=more lightning damage, and also Eikthyr is the only present source of lightning damage, then that's just the same as removing the effect of wet and boosting Eikthyrs lightning attacks.
Currently, there is a meaningful choice, although trivial with hindsight, of when to fight.
do devs have a way to gather all of the suggestions that has a lot of thumbs up? i feel like theres so many everyday and they just get lost in the flood lmao
I think you put too much stock in the votes here. Even if they compiled such a list it wouldn't really do anything noteworthy (high votes mean absolutely nothing if the idea is something they don't want for their game for instance). Not to mention a lot of ideas with high vote counts are just common generic repeat ideas they're already well aware of (and have long since made up their minds on).
@soft hemlock not possible
Good idea, added it to the list š
why are buckets not possible?
Itās technically possible but would need so much stuff to be added and changed and would definitely not be good for performance.
I can understand that. Just took it from the tar physics that something like that was possible.
@bitter totem why do you disagree with my suggestion?
already too many crafting stations
Personally Iām all for more crafting stations š
understood
i was simply wondering why someone would be against that because you cant disagree with the fact that its hard enough to browse through any crafting station as it is, adding 3 new crafting recipes for every ashlands weapon clutters it to hell
Ashlandās seems kinda empty,
Fallen Valkyries could have a screech attack that pings all nearby enemies to her location as she approaches the player
Loving all the ideas tho
If you want feedback on your suggestion, better to ask generically instead of asking someone directly! Nbd.
I agree, more workstations to clean up the clutter is a good way to break up the lists in an immersive way.
Morgen killing nearby charred increases their size and/or regens their hp
Like as if theyāre consuming all these bones lol
if there was just a way to filter stuff in the crafting stations that would be a very good thing
there kinda is with the sortcraft but it's a fraction of what it can be
𤷠eh could be better
Still exists
if there was just a way to filter stuff in the crafting stations
This statement is about whether the options existing at all or not, and it does. Whether is good, bad, or not is irrelevant.
If it's not the ability of reading I'm sure reading comprehension will be a factor on humanity's downfall
lol
If a tool is dogshit it basically doesn't exist
What is the point of having a hammer if it can't hammer a nail? It's useless and doesn't exist.
I will quote a perfect sentence for this statement because it's too "xd" not to
lol some kinda logic
I will quote a perfect sentence for this statment because it's too "xd" not to
If it's not the ability of reading I'm sure reading comprehension will be a factor on humanity's downfall
In general I would love a way to increase our map reveal radius... by a lot even.
Is a mod that adds gems you can socket into gear with some that increase it.
And a sailing skill mod that levels up and increases it more while sailing.
I loved both just for the completionist in me who really likes to fully reveal large swaths of the map.
Its nice not to have little gaps of brown fog of war on the map. 
um
I could agree on boats. but not on land
increased radius on boats would be nice bcs having to turn around the boat to get this little unexplored spot annoys me very much
Even for land, you don't realize how nice it is until you get a bit more.
A trinket for say 20%-30% larger radius surely wouldn't hurt 
But yeah, just my own opinions and experiences. 
has there been discussions around a way to get more inventory slots ?
like a 9th column of 4, with the "9" key able to equip something in hand, and 3 other inventory slots, it would not be much but really needed in mid-end-game when you have a few potions, a few accessories, a full armor... I'm not even talking about tools
Many times, it has also been stated many times that there will not come changes.
It has been stated that inventory management is a skill that need to be learned when going to different tasks in game, as you don't need to bring everything to everywhere. Not every tool need to be in inventory while exploring and not every different weapon is needed either (while recommended to have at least slash/blunt/pierce covered at minimum). Now food management is also easier thanks to newly added feasts that last longer and can save up some inventory slots.
I tried a mod that makes the discovery radius larger on land and It sucks because you'll never be sure you've actually seen everything there is to see. On boat instead It makes a lot of sense because it's impossible to miss something, in fact your vision Is much larger than that and you resort to using pins to remember a mountain or such
It can depend on the biome, time of day, and weather when traversing on land.
Some of the open biomes like gaps in Meadows or most of the Plains biome you can see super far compared to the map reveal radius. Considering it's not super dark from night time + poor weather conditions.
Just as is the case while sailing.
But yeah, on land of course you can have other objects that block your visions compared to while on the sea.
Forests obviously being the most noteworthy with all of the trees.
This is proposefully not mentioning cases such as how far out you can see when high up in the mountains looking away from the biome.
Ofc you can see further when elevated.
My point mostly being that there are many cases on land where you can see way further than the map reveal radius, just the same as or sometimes more than when sailing.
The other way is also true, sometimes you can see way less than what the map reveal radius reveals.
Yep, from factors such as Time of Day, Weather, and Obstructions.
Obstructions being the big one for while on land.
Yeah, it would be nice if the reveal radius reflects that, so you have a more correct idea of what you have actually seen.
You would discover poi's easier if a side of the mountain or hill you haven't seen isn't revealed on the map till you have actually seen it, instead of it revealing because you are on the other side of it.
Yep, but is sort of impossible to fix that with the direction taken for the minimap.
That has never bothered me as much as having to zig-zag over and over just to visually reveal the map despite obviously knowing what's in that area though š¤
Why I am more pro bigger reveal radius.
Forgot the stupid light bulb and now I gotta wait 30 minutes just to repost? Why do we even need the light bulb?
Else the bot won't work.
Yeah it would need a massive overhaul and that time should be spent on more important things.
#suggestions message Can you provide an example in Valheim? š¤
Not the OP but I feel like they probably mean that the mid-game biomes add less new content than the Mistlands or Ashlands
I can kind of see that for the Mountains and Plains but imo the other ones are probably in a fine spot
The Mountains in particular feel like they have very little new content if you're a heavy armour player
How many people feel like Eiktyr should be buffed ? The first boss is IMO very easy to kill and does'nt give a very serious image of the game (many could think "oh, this game is so easy") while later bosses are very hard even when prepared and full-suffed
#suggestions message
š
I think he needs to be buffed a little
#suggestions message
make overall gameplay more homogenic in amount of content may also mean removing content from late game biomes 
Yes, that's the point
I may work on a suggestion about that then
That suggestion will be dead on arrival, since a lot of situations only seem easy once you've already experienced and learned how to deal with them. To a new player that hasn't learned all of the different fighting techniques it can end up seeming like a tough fight at that early stage. Difficulty is also supposed to start off easier and more tame and ramp up as you progress, so it's already in a good spot as is. The game is balanced around a new player's experience/perspective, not that of players that have done dozens of playthroughs and have vast knowledge of the game.
of course, I mean that even for newplayers Eiktihyr really feel easy
but you are right on the point that I may be influenced by the unconscious knowledge I have from past runs.
Meadows - swamp seems pretty good right now tbh? If the beginning was as saturated as later stages of the game new players would feel overwhelmed, itās important to have a progression in the depth of the biomes to allow people to get the hang of the systems in place
I donāt think Eikthyr should be difficult because it serves its purpose as the tutorial boss
Meadows/black forest/swamp are all good š
Iām not against having new features that allows you to fight beefed up versions of the bosses of course
just that Eiktihyr is easy even comparing to Elder (keeping in mind that stuff is upgraded of course)
you need significantly less preparation for this one
BUT it is good to remember that Eiktihyr is the tutorial, thing I had forgotten
Meadows teaches you basic building mechanics and combat, Black Forest has you learn about more advanced crafting stations and food stations, swamp builds on all of this (stone and iron beams) and has further development into potion brewing, mountains provides the player a period of time to further master all these mechanics
Swamp teaches you the importance of mead, for sure 
Yeah, Swamp also has feasts now as another thing for new players to get used to
#suggestions message Sounds like if it needs to be forced that it isn't actually something you want to be doing in the first place. And if you have 0 self control, that's a personal problem that's your responsibility to fix/manage, not the developers.
Maybe Iām misunderstanding, why would you want to lock your world out of modifier options? š¤
In a sandbox game I mean, specifically. Totally understand for other types of games where you pick your difficulty at the beginning of the playthrough or something.
#suggestions message. Welp, that didn't go down well. I can't really see why tho
Because ashlands has been nerfed enough
Ashlands is fine where it is
Not lock out, but lock to whatever setting you originally set. So you can set it to hard, then lock it do you can't change it, or you can leave it unlocked and then be able to change it whenever you want.
The biomes have slightly different roles, some more nuanced and creative than others.
Ashlands is just combat land. No point if the combat becomes too easy.
Thats my usual argument, especially for games like elder ring, etc being given difficulty settings. Casual gamers shouldn't miss out just because the sweats want to gate keep.
Those games are different though. They are built to make people enjoy difficulty that they don't necessarily like from the start.
that's fair, i agree that ashlands is no longer a super difficult biome, but i think that the most fun difficult times are when there's a morgen, valkerie, and army of charred on your heels that you have to use your skills to dodge, block, and whittle down the horde.(it's so fun weaving between the arrows of like 5 charred marksmen). to me, being spammed by 2-3 valkeries at the same time isn't a fun combt encounter, but a tedious one.
Damn fr? I find it exhilarating when Iāve got multiple valkyries on my tail
maybe it's cuz i really can't do very much damage to them as a melee build
you have a bow ( or u should anyways)
Games like Elden Ring are designed to have the difficulty locked in, and are not meant for everyone. The players aren't gatekeeping them, the people that want those games to be something they are not are simply in the wrong. It also has nothing to do with this discussion. We're talking about individuals forcing these settings on themselves, and the only reason for wanting options to do that is due to a lack of self control (if you do have the bare minimum amount of self control, there is literally 0 reason to even need an option to lock those settings in place, and you can already accomplish what you want as is by simply not changing the settings after making the world).
i do, but it takes 50+ end-game arrows to take one down
Iāve always meleed valks š¤
If there are multiple Valks/Morgen etc you can let them deal with each other as they deal friendly damage.
no it doesn't?, sneak attack with the ashlands bow already takes like half their hp or even more then u just shoot a few more arrows and they die easily, I did it with a draugr fang just as easily
Crystal Battleaxe deals with valks so nicely
Ah yeah, another Crystal battleaxe enjoyer. 
Crossbow/Spear combo is my usual against Valks.
I switched off crossbow for Ashland, the silver arrows do too much to resist
Frost arrows still are one of the best option.
You could just set it to hard and not change it.
Lacking the will to not do something is not the game/dev's responsibilityƧ
i'm talking bows 10
bow skill is irrelevant
doesn't change the fact that there's better options than silver arrows in the ashlands
@pearl creek That's not a channel for questions...
in before š¤ āļø erm well akschually poison arrows gain more value at lower levels
ah, i was talking abt. ashwood arrows with the ashwood bow
i honestly just cant find where to make a ticket because i have record of someone griefing and i think they should be banned from this server so they dont do it to other people
Send a message to modmail
Silver arrows coupled with Spinesnap and the spirit weaknesses found in Ashlands, it's unmatched in ranged, it will 1 hit all charred & decimate valkyries.
And there's still better options
Name one
The stats speak for themselves
Frost arrows
Frost arrows are pretty much objectively better
Frost arrows are 26 pierce and 52 frost, and when charred are resistant to pierce... and when silver arrows are mostly pierce...
Not to mention a certain slow effect on the frost 
Frost arrows do 6 additional damage only and are resisted by some creatures in Ashlands. The weaknesses far outmatch frost arrows.
Morgens resist pierce and charred resist pierce
Pretty sure the only thing that resists frost is the warlock
Right, so the charred resist both arrows, not exactly a reason to favor either
Not sure why you'd argue with that lol
Well here's the thing, frost arrows are MOSTLY frost, silver arrows are MOSTLY pierce
That's the thing that differientiates them and is the key factor
That's fine because you still get 1.5x the spirit damage
The math doesn't work out I've done it
Silver arrows are only 20 spirit dude
what's 1.5*20 vs 52?
Right, with the Spinesnap it's quite a bit
Frost arrows with spinesnap is better then lol
wouldn't poison arrows be even better then?
You're doing half the pierce and getting no weakness bonus
okay, frost arrows = 26 pierce and 52 frost, which then becomes 13 pierce and 52 frost for a total of 65 damage, silver arrows do 52 pierce and 20 spirit, which becomes 26 + 30....
no poison is just bad because it doesn't stack
aw, darn
Frost still isn't as good across the board in Ashlands though, it's not even a good play against Reto
Reto also resists them
sure add reto to the list
I'd definitely rather use the damage type that is covering more bases for 9 less damage
It's not going to account for a win or lose
Also, I'm not going to go farming obsidian for arrows tbf
ok
I think you also severly underestimate how valuable the frost slow effect and how huge that 9 damage can be
Crowd control > all in the ashlands
Not only that but that 9 damage can be huge with a certain sneak attack modifier from the bow...
I would definitely say the same to you for Silver Arrows, not having to think about what I'm encountering and having a low resource dependant arrow that 1 hits charred is fantastic.
Frost arrows 1 hit charred to fyi
Also idk turn brain off because I don't want to use it while i play game is something i just can't understand, I think what makes valheim cool is using the right tool for the right scenario
Right, but I can use 1 silver per arrow, not 4 obsidian as well as frost glands. Doing the same thing, with lower cost, and more flexibility when it comes to Charred Fortresses is huge.
I'd argue silver is more expensive than obisidian and frost glands but w/e
Maybe it's the different seeds we use, but silver is abundant and I'm overflowing in it.
Most of the Ashlands mobs are immune to poison. Those that aren't immune are Morgen and Asksvin.
I have often said games need multiple difficulties so that casual players can enjoy it too. "The sweats are the ones that argue back saying no, if there's choices, it'll be too tempting to lower the difficulty, its better when the game forces you"
And now, for some reason, I'm here with other casuals, and you're making the SAME argument they do???
Do you not understand that I am on the side of the casual gamers? Have I not explained that properly?
I don't even know what your point is anymore...
Why adding the option of forcing settings to not be changed after world start? It would have 0 purpose
It would help people with no self control to lock the difficulty of a world.
Let's completely forget that the player with no self control could either create an easier world and go there with all of its acquired gear or even use the console to make it easier.
Then what I said earlier about "lack of will" was perfectly accurate then
People really need to stop expecting games to adapt to them and not taking responsibility for what they do.
It's never NOT annoying
@proud mason #suggestions message Try writing a support ticket to Nitrado, this channel is for suggestions for Valheim š
Who are the āsweats?ā I havenāt seen anyone asking for a super hardcore mode that locks you in š¤
#suggestions message finally someone who knows wisptorches are a thing and has a good idea
what is the point of the ā»ļø? honestly it is just a waste of a reaction
I mean... Just means it's not the most original suggestion.
And by now it means more when suggestions don't have it 
I personally having been here a long time try not to make suggestions unless I know they haven't really been suggested before (or anything somewhat similar).
But sure, it doesn't mean very much all things considered.
š/š the real meat of the channel.
And even then, the suggestions channels don't mean a whole lot as a whole either 
True. Let's just hope we don't run out of reactions anytime soon because of that.
I wouldn't like another incident like the Great Reaction Shortage of 2014
Not mentioning the following events.
Those wars were awful
I also forgot to mention, Ashlands provides silver as well, I'm seemingly using less than I'm acquiring from the biome itself.
I am a sweatlord 
And I donāt argue that lol
#suggestions message
why would someone choose to restrict their vision?
First person can be fun. never tried it in Valheim, but in other games it can be good, even just to switch up when/if you get bored of 3rd person
First person can be very helpful for a handful of activities, such as building.
But it's not necessary by any means either.
If considered, for sure it would be a toggle as is the case for most games.
Don't particularly care about it myself for valheim at least. š«”
I'm sure that missing enemies due to vertical hitbox in first person doesn't sound infuriating at all
LOL
Dodge rolling in first person would be fun 
The people that can feel dizzy easily would absolutely love it
Nothing would say you are locked into first person though... one would hope.
Just toggle to 3rd person for combat 
new gamemode be like: Super hardcore no map first person locked 0.5 res, no portals XD
only ultra sweats would play that through lol
some people are masochists of the highest degrees though
TooMuchDogg put together a nice difficulty the other day, nothing insane, but it's still a step up #suggestion-discussion message
No map no portal isn't that crazy. It's just tedious, and also you can't really take a break from the playthrough, which is a bad combination.
dont some people make a hand drawn map when playing that no map mode?
Probably, althought the senses of distance and location would be lost regardless.
If they stopped at a point of interest, and the map had straight lines, then they could relocate things, but you won't look at a map and even know what places you have.
My personal 'hard mode Wishlist':
Apply "freezing" instead of cold at night.
Night+Cold Biome would require double sources of freezing immunity.
Wet should remove freezing immunity from clothes.
Fire spread is on.
Raids are more destructive. For example, might set things on fire.
(Although both for this and generally, I would like raids bound to biomes, not bosses)
No health/stamina regen without food.
Increase attack/movement speed of all creatures, player included.
#suggestions message Hmm I think the amount of comfort-giving objects is in a great spot right now š¤ Iām not opposed to some variations of some of the pieces; thrones, hearths, tables/chairs, etc. We will almost definitely get more furniture pieces come 1.0.
Higher tier rugs should give more comfort but yea comfort is in a nice spot atm
Higher tier chairs give more comfort I really don't see why higher tier rugs shouldn't
Huh?
Huh what?
NOO I WAS GONNA MAKE A BANGER SUGGESTION BUT I FORGOT THE š” and I have to wait 30 min
#suggestions message this would be a good reward for placing the last trophy at spawn. After you sacrifice it Odin appears, congratulates you, then the credits roll.
Oh I didn't see that that's a bit sad
I get that there are mini quests but it is not enough for players, the game becomes repetitive and lackluster, that's why random quests like a weird task from Odin or Thor would be interesting if added
it would still make the game repetitive and lackluster, because after you beat the game if u are not a builder there's nothing to really do in terms of content
And I'm trying to give ideas that can help rid the lackluster aspect by having the player travel different regions to get small things like a deathquito stinger, and other things to give the player a better experience, maybe just for it to be something like that
Well I say we make the world tree into a biome like some eldin ring type shit and the boss would probably be trying to stop the world tree from re continuing to valheim so fighting the tree itself
Asking for turning the world tree into an actual place is a waste of time because devs already stated multiple times how the Deep North is supposed to be the last they'll add. Not to mention how this is not a game supposed to be infinitely playable after ending it, even if technically possible, so asking for post-end content is pointless too.
Hmmm, I mean. It's been quite some time since we got a good few new ones. We also have not properly been getting additions which increase the buff with mistlands and ashlands...
To my knowledge, between the two biomes there is a single item that actually allows us to tier up the buff by 1.
(The lava lamp)
There might be more items, but they are just cosmetic variations and not all even being competative with prior comfort giving objects. 
If anything, I would mind 3 or so more added just for those biomes that actually were worth aiming for.
2 mistlands
1 ashlands
That way there is at least a couple each biome rather than being so super frontloaded into the early biomes. š¤·āāļø
.
Not that it is particularly lucrative to get +1 / +3 minutes more of the buff...
Which is why I really wish each tier also made the buff a bit better š
In the past I said like 1% stronger with each tier of the buff.
But I was thinking recently it might be nice if it was instead a nonlinear increase and got stronger and stronger the higher it got, thus making each level more valuable than the last š
But ofc... this is just my own opinions on the matter. 
I could always see the buff being nerfed a little to make more room for the scaling.
So rather than power creeping the buff a ton, it's more of a rework that makes it a linear progression fitting of the rest of valheims liner progression gameplay style. 
I remember being disappointed the black marble throne didn't escalate the comfort level one bit, I can't remember the last time I cared to focus on comfort either. It used to be a main facet of designing my main house, but now not so much.
It was such an awesome mechanic when I first started playing valheim... but I feel like past the initial release and the harth and home update, it just sort of was put on the downlow and never really given much more attention.
All for a mini-rework and expansion of the mechanic, because it truly is one that set valheim apart for me in the early days. 
.
The way I imagined it in the early days was making the best grand hall I could = rewards.
I even foolishly thought trophies might contribute and put a ton up 
Boy was I so blissfully ignorant then.
Yeah, I definitely enjoyed having an actual reason to upgrade my base. Having no real reason to use newer materials outside of aesthetics is surely strange, I think the only use I've had for black marble was to make a little statue platform for my wards.
Balckmarble was perfect for the refinery room IMO, and I personally donāt need to need it more than that.
I already had one put together by that point personally, but the point was more broad surrounding comfort and biomes, not so much black marble.
Though I do still wish the black marble throne offered 4 comfort.
The 'issue' with comfort is lack of granularity: if a +1 meant just 20 more seconds of rested buff, for example, there would be much more room to account for slightly better furniture/decor
But game will be harder at beginning
Except if the buff progress as a logarithmic function: first basic comfort needed for survival (bed, roof, fire) gives lot of comfort and the rested buff is less and less incremented for nexts furnitures because they are not a requirement for basic comfort
Rested is a bit awkward when it doesn't sync up with food's duration tbh, it can negate some of the larger windows when you're going to return home with 8-10 minutes of food bonuses left. This only becomes more awkward and out of sync with feasts.
I did try that, all they said was that Valheim "didnt give them the option to let you change that" (i call bs)
It doesn't need to be harder because It could account for multiple instances of same type, for example 1 trophy = +1, 5 trophies = +2, all the trophies = +3 etc. Anyways It wasn't a suggestion, just and explanation of why the system can't really account for every minutia
And what would happen once you complete all those new quests?
You are basically suggesting "game is repetitive, so add repetitive tasks so it's not repetitive"
You're not fixing an "issue", you're just postponing the inevitable
Repetitiveness is like Thanos?
Why I said there might need to be some adjustments / rework to the whole comfort system in order to give room for a not so linier progression and growth to the mechanic.
Rested gives the fallowing buffs regardless of rested level.
Health regen +50%
XP gain +50%
Stamina Regen +100%
Eitr Regen +100%
Duration is 7 minutes without any levels and +1 each level.
We cap at 17 levels normally or 19 with the maypole + yule tree.
That is 24 to 26 minutes duration.
Let's say we want to cap rested duration at 30 minutes by the last biome, the deep north.
(Assuming the devs wouldn't want it even longer)
-
First, lets reduce time added per level to 30 seconds, down from 1 minute.
-
Then let's aim for a nice and neat final rested level of either 40 or 50, and adjust the base duration accordingly for rested to achieve this at either 5 or 10 minutes.
This alone gives us 21 to 31 more levels over what we have now to work with! -
Now we have a hard choice.
We either can have each level give a linier additive addition to the buff strength (say 1% each level), and then distribute the rested levels so you gain more levels to the buff each biome than the last for a nonlinear ramping growth.
OR
We can keep the amount of levels you gain each biome a little more evenly distributed throughout your journey, and instead make the bonus you get to rested nonlinear and increasing with each level of rested you get.
I prefer this direction, but it is not as straightforward to implement.
Finally, as a quality of life adjustment, regardless of which direction we take!
Make the rested buff actually show what the current benefits it provides you are when you hover over it.
Including finally showing the player the buff to XP gain. 
This is what I would do as far as a rework to the system at least... or something like this 
This was something interesting to think about as well yeah, but I also could see that being really hard to make work š¤
Not sure about it overall due to that, if it would be worth it even.
In some ways it might be, and in other ways not so much.
As a final note, I thought about many many different ways to go about it and little tid bits to consider.
Just as an example.
Things would easily change from the example I gave above if say we wanted the final rested duration by deep north to be more than 30 minutes, which we might want considering food buff durations and wanting it to last with our food better.
The whole book I wrote above was mostly just to give a general idea.
.
Its these decisions the devs would have to make now, and then rework the system to accommodate for our final 1.0 version of valheim 
Assuming the devs would even consider such a thing over leaving rested as it is now and not caring. 
Totally didn't just spend my first hour of the day rambling... š
I will respond to your rambling with some rambling of my own⦠after my coffee š
#suggestions message
With a staff of protection, you don't need health
What would be the point of this?
rested and comfort is a super important mechanic for the game and shouldn't be neglected--i particularly like the idea of the buff not only getting longer but more powerful with progression
it's fine where it's at
they could buff the XP gain rate to scale with higher comfort levels, offsetting some of the exponential grind of higher skill levels (which still only yield the same linear per level buff, but there's no in-game way presently of 'leveling' faster--like more difficult enemies don't provide more XP for instance)
Xp won't change too too much, mostly because of how flawed skills are as a system.
XP required just inflates for too much.
As for rested being fine where it's at.
Sure... it's fine.
But it could be really great given a touch more love and further consideration into the later biomes.
Feels like there is a handful of core systems that just have been forgotten about in favor of new gimmicks.
Mistlands with Magick and ashlands with a eh siege attempt.
Though, this is not a hill I will die on.
Rested is in no way not functioning... like skills 
I feel the opposite personally, rested progresses steadily until it is seemingly forgotten, while skills has less nuance and does what is intended throughout a playthrough.
Today was a triple coffee kind of day, finally got a break in the day 
So on comfort, I think how it functions is pretty solid at the moment- I think if you add to many complexities (adding %ās based on rested level, adding levels based on # of comfort objects, etc) it would be more difficult for players to engage with and most would just ignore it š
Scales mentioned tier based rugs; I think I actually prefer the way it is now. I like being able to choose between early options like deer rugs vs later options like Asksvin rug without sacrificing bonus. Note: I know you can hide objects to get the buff even while the object is out of sight, but I donāt think thatās organic š¤
I did not realize that the Mistlands did not have a unique comfort object! Would not be opposed to seeing more comfort objects added. Wrote this out while Iām really tired, sorry if something needed clarification lol
And as per the tradition of conversations about comfort⦠letās take a moment to remember the first suggestion to hit triple digits 
Aren't the rugs quite organic though, as they are made of animal pelts. 
||Except the jute, though jute sounds organic material too||
Oh the times when each rug gave +1 to comfort before the fix/"nerf".
I didn't expect the nerf to still feel so prevalent 3 biomes later š
Maybe a the rug bonus could be +1 for each rug type, maximum of 2? š¤
I recall the max resting bonus being 30 minutes (during Mistlands) with seasonal decorations too before the fix.
Yeah, the nerf was severely felt when discovering nothing in the Mistlands offered additional comfort points. Ashlands having only the Lava Lamp when it's already made to feel unimportant has definitely hampered my want to even bother building a Lava Lamp where necessary.
I feel like the grouping items mechanic is necessary for sure, but why are we not getting any increases to newer/better/harder to acquire items.
The Asksvin rug in it's current comfort state will probably go down as one of the most under utilized building pieces, because it goes with nothing, doesn't look that great, and the materials needed to make it are better suited to use for armor and weapons.
The askvin rug looks like something youll find in a nursery, idk how to describe it
Well, to top it off... what does the lava lamp even do for you really?
1 more minute onto the 23 minutes duration
(Not including seasonal item or maypole).
That is like a 4% increased in duration.
Very impactful 
It's just as impactful as any other item with +1 comfort
They become less impactful the more you have though... I would argue at least.
Iām gonna say it- itās really strange seeing a lava lamp in Valheim š
But yeah, itās only a 4% if you have every other comfort object available, right? š¤
Just never was gonna question it, being a fantasy game and all hahahaha.
But you are not wrong.
How?
Originally posted by IronMontilyet:
A brief note on the carpets:
It was never intended that each individual carpet would increase the comfort score, so altering this is merely fixing something that was overlooked previously.
As it stands, the earlier max comfort would give you a rested bonus of 30 minutes, which is a full in-game day and night. Now it gives you 25 minutes, which is still a full day and part of the night. If you visit your base to sleep nightly, you will not actually notice the decrease of the timer.
Rest assured, there will be further items added later in the game that will increase your comfort again, this is merely making room for that! š
I suppose it's because they don't want to cross the day/night cycle threshold. That ideology is seemingly broken with the addition of feasts anyways..
The playmat with the roads on specifically, maybe brits might get it
Not including seasonal or maypole. Becomes less if you have those. And each item after is even less, ofc.
It seems too modern to be in Valheim š¤
I tried to post a suggestion but the bot kicked it. What do you guys think about the idea of upgradable Fire arrows? Not upgrade like upgrading a bow, but like different materials to keep them relevant, such as Core wood Fire arrows (could be increased fire damage and knockback), Finewood arrows (increased pierce and fire damage), Surtling arrows (Increased overall fire damage.) Unless these sort of arrows already exist and I haven't found them yet (only in the mountains currently.)
You need to start a suggestion with š”
Put a š” before message
This also contributes to why I refuse to utilize them, we made the jump from 1600 B.C. & viking mythology to 1960s groovy vibes a little too quick
I did, I got the notification and have to wait the 30 minutes, so just making a discuassion about it at this point
if it seems like people are interested then I will repost it there
I don't think we need any more arrows, but I don't use bows much anyway
I wouldn't mind a fletching station to utilize different wood types, so long as the workbench/forges aren't more cluttered by arrows I'm not against it.
I use the bow mainly for dealing with archers because they are my bane. I would like to be able to have relevant level fire arrows, I think it would be banging. or like the Drauger bow, ability to imbue fire damage to arrows
I think elemental arrows donāt need to be upgraded, for they serve a specific purpose : hit the specific weaknesses of a creature
I just got the Frostner One handed Hammer and it made me think about it
I didn't mean upgrade in that sense, just giving a higher elemental damage effect for higher strength enemies, or rather Higher HP enemies. a 1-2 point tick damage is super low for a creature with hundreds of HP
Using a bow, I shoot only with normal arrows and WHEN I find a creature with specific weaknesses, I use one special arrows then turn to the normal one while the effect is active
This way I deal a lot of damages
What's wrong with the current arrow upgrades available throughout progression? Why do we need them to have fire too?
As mentioned above, it's like the Drauger bow and its ability to poison, I think having either higher power elemental arrows, or bows like the Drauger one, that can imbue elemental effects.
Plus, bows already deal great damages and allow you to stay far from most of the harm
So, I donāt think having better special arrows is a good thing: you will lose the strategic aspect and just spam your favorite elemental arrow on any creature
Something tells me we will have some sort of progression with the fire element, considering it was useful in the Mountains to a degree.
Also yes, basic fire arrow is likely to be very efficient in DN
Because the point of fire arrow is fire, not arrow. Fire damages scale according to the creature weakness. Physical damage is just one more hit IMO
Even if something is weak to fire the later pierce arrows will be much better
Reason why I use both
And consider it as the good use for special arrows
One hit, set your target on fire/poison/ice/etc and then turn to physical damage while effect is active
But you do more damage by just using the pierce arrows
I could see a mild progression with Sulfur and Proustite powder, an explosive arrow with some residual burning in the AoE.
If an enemy is very weak to fire they'll take a total of 55 damage from a fire arrow. The charred arrow deals 82 damage
(Out of subject)
#suggestions message Runestones already have meaning donāt they have?
The majority of the lore we know comes from here, and there are advices and tutorials
I could see this option more suitable for crossbows as they lack any elemental ammunition option. Or maybe just AoE impact like those unstable lava rocks.
Even if we dont get elemental arrows, Knockback arrows could be useful as well
Oh that'd be really nice ngl
knocking enemies into traps/holes/ off cliffs
Isn't the entire lore stored in these stones.. this person must just assume it's nonsense š¤·āāļø
Too bad enemy mobs don't take fall damage, would be fun to shoot them off cliffs and they would die.
Munin and Hugin also provide some lore, and structures we found also in a certain sense.
They don't have a use in gameplay though, except for some that spawn creatures once
imagine knocking a flying enemy out of the air so the melee can get into it
Right, I just don't know what they would want from them additionally, all they do is provide lore surrounding the world and it's inhabitants.
IMO, lore is part of the gameplay. Players like me want to discover the lore, and runestones are here in this purpose. Other players arenāt seeking lore, but this is up to them and I donāt see why the runestones would have more effect on game. This is just āhiddenā lore.
And tutorial/advices are melt in the lore
This is a functionality that impact gameplay a lot
Oh I think I understand what they meant by the suggestion now, I understood it as "clear up" to mean elaborate on each biome's reason for being at war.
I thought it was about revealing a wide area on the map
...maybe I still don't get it
I thought it would reduce conflict and possibility of creatures becoming aggro by finding these stones.
š¤·āāļø
āFog of warā is the term to describe the hidden part of the map, initially created for tactical/strategical videogames where you canāt see where is your opponent on the minimap
Maybe that would help you?
Ohhhh, yeah I was taking the term more literally, where it's speaking to the mental fog of war where thinking and reasoning isn't so cohesive.
But I would be very happy with stones explaining why biomes are all at war
Your idea was great
I wouldn't mind that at all, and some fortresses/outposts could use some more personalized runestone lore to be sure.
I want lore onto why I ||keep seeing odin every where I go||
He's probably making sure you're doing what you're supposed to and not wasting time trying to befriend a neck
It could offer some sympathy to creatures like Draugr, who are simply drowned undead Vikings that were lost at sea during voyages to new lands, and were denied Valhalla.
SAME ! Is he only āwatching if we are doing the jobā
There is actually a runestone about them
https://valheim.fandom.com/wiki/Runestone#List_of_Runestones
Long ages ago, the world of Valheim was home to a race of proud and noble people. They built great towers that touched the clouds and delved deep into the earth for precious metals. But their pride was their undoing. They challenged the very gods and went to war against the Aesir and the Vanir, destroying themselves completely. Great Odin levelled their cities and Loki consumed their mines in fire. Mighty Thor broke down their towers and Freya sowed their fields with salt tears.
Now they are sunk many hundreds of years deep. No songs sing of their stories, and the earth has claimed their cities. But pride cannot be killed entirely and the warriors who fought in that final battle will not surrender until their bodies are dust and the dust long gone. They return as Draugr, unholy walkers in ancient armour, creatures of rust and despair.
Break them, bury them, let them know they are dead.
Oh? That's awesome I don't recall ever finding one like that!
One of my favorite because it really feel āold lore left here by no-one-know-whoā
knowing how Odin is, He likely is worried that you are getting TOO strong, and is worried you will try taking over
Iām gonna make a suggestion about āmore loreā
Damn I wish that Runestone was more abundant, I've explored so many swamps and never read that!
One of these often surrounded by draugr
it is the most common swamp runestone since it's the only one not included in the "runestone_swamp" category, instead using its own, "runestone_draugr"
It spawns surrounded by green torches
same reason the greydwarf runestone is the most common one in the black forest, though much less extreme
Maybe I have found it but was too surrounded or became distracted by an Abomination or something š
But to be fair, I've only explored 2 large swamps and I typically am just running crypt to crypt like an insane naked person
This one I have the music in my head the second someone mentions it š
I used to go to these places before they release the musics on spotify xD
so much great lore in the black forest stones, but all you ever find is "let all who read me beware of the greydwarfs"
Saddly yes
I know the beginning by heart, having read it a thousand times
āOh, that one againā
Seriously though.. I wonder how seriously they'd take feedback around making some runestones generate more commonly
i mentioned that one in a bug report long ago, can't remember how it was resolved, i think it was marked as "fixed" but if anything changed, it wasn't changed enough imo š
This is not hard to implement and will really ad something for people enjoying lore
afaik, all runestones within a group should currently have an exactly equal chance, but most biomes have two runestone groups, the latter of which is a singular runestone focused on one kind of enemy, the entry of which gets added to your compendium (boar, greydwarf, draugr, drake....i think it might actually end there. there are other runestones that could be interpreted as creature runestones but they're part of the biome runestone groups and don't add anything to your compendium)
I think the original intention must be to allow some lore acquisition to happen in an order that makes sense, but it could just be resulting in some never being found
yepp, iirc the greydwarf runestone is mostly concentrated near the center of the world, while all the other black forest runestones occur further away, which is where most people stop exploring black forests š
The text on a runestone shouldn't be determined at world generation, and instead shows one you haven't seen yet if possible.
Except for those that spawn things such as boar and draugr runestones
Random generation has this issue, unfortunately. Players will never see all the possibilities (maybe even you the devs and game designers will never see all the potential)
i like that approach~
That's sad, I imagine Haldor/Smouldering Tomb has given some reason to discover these stones outside of that range, but I can't think of any other reasons to continue to explore these biomes outside of tomb robbing
I would upvote this so fast
I'll make a suggestion now
We are awaiting. First to react the upvote won :)
Damn idk who won, mine popped as soon as 2 others
I saw Omni first
Someone was quicker than me but I think I reached the 2nd/3rd place
i saw me first
clicked the moment odin reacted, but who knows how much delay there may have been for me
𤣠We all win
š š š š
everyone wins in friendship š¤
I had disaventage, was on phone
And now, letās go making a suggestion for more lore
Good idea, I want to know why Haldor is the arbiter of chicken eggs
Can he travel between realms? Does he lay them himself? Is he consciously cornering the market by murdering chickens across Valheim? I must know.
If that second answer is correct, the dvergr would throw eggs at us instead of using crossbows 
šØ
Small quality of life changes like that suggestion for runestones... that's the kind of changes I like 
Even the ones that spawn creatures... could always just have the invisible spawner which is normally spawned at world gen also spawned on first interaction.
Yeah, that'd just take a small additional check.
Yep 
You could even do a check to see if a spawnpoint for a mob is within a certain range, so a boar lore runestone could indicate nearby boars or having them roaming around whilst you read about them.
If that kind of a change were to happen though... I could see adding some new runestones to the game being worthwhile too, since now they won't compete nearly as much with finding them all.
Almost all creatures don't have spawnpoints, they spawn completely randomly
Really? I thought for sure because Necks are always in this tiny brooke near my village.
Interesting š¤Æ
Do you kill the necks there? If not (AND YOU SHOULDN'T
), you're just seeing the same necks.
Sort of.
There is a handful of single time spawn locations such as ghosts in burial grounds.
And then there is some super rare invisible spawners, such as boars at stones or drakes around egg locations.
Oh I often kill them, as do the raids and random fuling spawns
Aside from that, you have the actual mob spawners we know of and can destroy... and then random spawn based on biome / location.
There's always 3 mulling about almost in the same places every time
They'd be more likely to spawn in the same place than other creatures because their spawning is restricted to low altitudes
Ahh that makes sense, well maybe just a check for nearby mobs themselves and not to much spawning points.
Like a Pokedex reading out information on what's being looked at š
Suggestion done !
Hares are the only mobs in the game I don't want to kill but have to in order to make Krom
I wish I didn't have to
I put some ideas of my own, but I can modify if you want to add others
Killing hares is good because you can make lightfoot mead
oh right,, get rid of those too
They're really cute, I wish they had more common starred variants to reduce the slaughtering
Necks are really cute but you don't mind slaughtering them 
hares do not deserve to die 
First time I saw them : āa rabbit ? Quite big⦠and these are scales? It is a Valheim mistland creature = dangerous 99% chance. I donāt get closerā 
for real especially the 2 starred ones
They won't stop yelling outside my walls š«£
yaaaa!!!! 
Added merchants to the suggestion :)
All shall be revealed.
Btw, Ymir flesh is technically dirt (donāt remember who taught me that but it was funny) since Ymir IS the ground
I want (to know) it all
-# Queen reference
i like the ones that spawn creatures i wish there were more like that
why do people like killing rabbits they are harmless creatures 
Would be nice if there was more use for the food but at least the scale hide is used in a few things i always have too much
Scale hides go to lightfoot mead for me now 
#suggestions message Fantastic idea š
#suggestions message Ooh I actually this one a lot!
#suggestions message Can you incubate a character while youāre playing though? š¤
Nine months isnāt long enough to wait unless you want to be the size of a neck
whys everyone šing my suggestion lol, I guess this is what it feels like to post a suggestion 
Why should either of those things not require scale hide?
well Krom is a sword which u can substitute leather scraps, and the mead I haven't thought about that one but I'm sure u can do something else like maybe use Neck Tails since lizards jump high??
Just silly...
That's not going to change and it would be a negative to the game to remove uses for the scales.
Leather scraps are overused, and scale hide is far more relevant for the biome that you gain access to krom in. And why should an already fitting material be set aside for something else for the lightfoot mead?
there's already many items which have 1 use only and scales are not 1 of those, they are used for tons of things
So you want to give some of their uses to other materials that also already have plenty of uses? Not following your logic or reasoning here.
no, I want to give their uses to materials that have limited uses only instead so they can be used for more things, something like bile bags for example only get used for 2 things, bile bombs which are good, and jotun bane which is outclassed by the ashlands axes
scale hides are used for 12 things
Leather scraps and neck tails were your examples, neither of which only have 1 use, and many materials don't make sense for the recipes in question.
I won't lie, I didn't see your suggestion as being a serious one. @bitter totem I think killing hares being necessary for Lightfoot mead not only makes sense for the biome, but it's also a great reason for perpetual hunting. This can't be said for a lot of things in the game, so it is refreshing(for me) when something like this comes along. If your interested in reducing how much something is needed by the player, it's a good chance it will receive down votes. Typically suggesting additives goes over a bit better.
I would suggest that maybe killing hares with knives or the butchers knife will result in more scale hide dropping per kill, or making starred hares more common to steadily increase how much scale hide a player effectively has. That might accomplish a similar goal while taking nothing away ultimately.
#suggestions message The solution to keep the food from despawning is to place a work bench nearby. There is no need for feeders to be added to the game when they are functionally the same as what can already be done.
Only benefits to a feeder would be visuals, no items left on the ground, possibly extended features.
Perhaps slightly longer eating range if from a feeder, or some other benefits.
This is me just playing devils advocate btw... I personally am impartial to such an addition.
Perhaps some troughs and additional methods could be considered, because it's only really normal for Boars to eat from a trough. Lox could eat berries from a large barrel-like structure similar to the hot-tub(like a wine stomping barrel), wolves could utilize the meat pile object as a re-fillable/buildable object, and chickens could have a hay pile alternative with seeds scattered around it.
Also, I thought this to myself when playing and maybe it'd be worth suggesting, but it'd be nice if tames could eat planted crops, so I could just plant seeds and let animals feed as they grow. It could lead to some funny situations where escaped or roaming boars could break in and eat up your crops.
The loxes at Haldors and Hildirs eat from a big flat wooden bowl/barrel thing
Iām new here so sorry if itās already been suggested/asked but will there ever be an update to coop, as in being able to play while the server host is offline
would also make it so u dont have to turn off auto pick up which could be nice as well
Should specify that Iām on console, idk if that makes a difference
This is already possible through dedicated servers. If youāre interested, check out https://discord.com/channels/391142601740517377/1202550119191412736 for help on how to get one š
Thanks, do you know if that is pc only or also crossplay
And...?
Thanks
Again: For what?
What purpose would they do that's different from throwing food on the ground?
And "just so you don't need to press auto pickup" doesn't work as a justification. It takes you less than a second to press it
Just to allow for consistent breeding without much oversight, myself I will bring just enough food for how many animals can breed, and continue that cycle when I'm around doing things in the base. I worry that items can despawn if my tames walk too far from where things are dropped and I don't return to help things along in time.
Same here, impartial if something like that were added, I just don't see any real/significant need or reason for it to be added or considered in the first place.
agreed, as there are far better additions/changes they could make in my opinion. š
I also think it could mitigate how often Lox pile up near walls if you position their food strategically to reorient them every so often.
And
And
Would love a few more tracks for every biome honestly.... There is a few things that would be real magical if they were ever considered.
mysterious forgotten tunnels ridden with overgrowth that lead to some long forgotten tomb still haunted by a viking fallen in failure... all paired with a fresh track only played within the dungeon. 
Or just a few more tracks in the overworld to enjoy.
I listen to the mistlands music pretty often funny enough. Soothing soundtrack before bed haha
I just listen to Wardruna everytime I play š¤
And
Feeding troughs been requested for a while now
Atm it's just a mod
After deep north we'll probably start modding
š¤ hope we get the good stuff without mods
Please make Megingjord an armour piece not an equippable item ā¤ļø
Not sure what you're asking for, it is already an armor piece technically, armor is just equippable items..
I think they mean like a belt armor piece (which doesn't exist), rather than a trinket.
Which is a š from me 
Ah okay, I was like-- I am wearing the thing right now
I think what he means is that he wants a separate location for it so he can equip wisplight, etc at the same time.
Yeah that's a no go from me, just use the Wisplight to plot out Wisp Torches for your paths in the Mistlands if you want to use the Megingjord there
@foggy axle why though? That'd just be a nerf
Because I don't want to unequip it to equip the wisplight or wishbone. Now before you call me lazy. I've got 600+ hours on Valheim (rookie numbers compared to others, but still allot) and without Megingjord inventory management simply becomes and annoyance rather than a some sorth of challenging gameplay mechanic
Its not a nerf... because then you would just wear the belt always š
Since then we would have nothing competing with it.
No, it wouldn't be a nerf, it would be a separate slot from wisp light or wishbone
You will only ever need one of them, there is no situation where you will need to use two accessories at the same time
Use wisplight to find a resource, found it? Unequip it, place wisp torches, equip megingjord and gather
For silver just replace wisplight for wishbone
when mining and exploring and you have stuff gathered you do want to use both Megingjorg and Wisplight for example
Create a path with wisplights
I have 600+ hours, I already know how to handle all of that
Such a change is just not what valheim would want to offer really.
Everything we get with carrying weight tends to be temporary, so the belt already has the positive of no time limit.
Seek out bog witch time maybe (which is new).
what exacly would make things worse to have both Megingjorg and wisplight equiped? I don't get it
Then why are you complaining if you have the solutions?
Its not worse, it's just not really how the devs want the situation to be. At least from what we have heard.
The extra carry weight is a conscious buff, not a perminant upgrade.
If anything, maginjord needs more competition in the trinket slot 
Choice. Use what you need depending on the situation.
Something that's set and engraved on stone since the very beginning of the game
It would make the accessories become less important to begin splitting them into new categories, the point is to utilize them in specific ways, not to gain every benefit as you go. Otherwise it'd just be a passive set bonus or a forsaken power.
Is it a meaningfull choice though?
Well, those are bad comparisons...
It would be more lkne a perminant upgrade over those.
Not comparing them, just highlighting the difference in utility.
I would say yes, considering you really want the carry weight but the mistlands makes you consider giving it up in favor of seeing better.
You could also decide to use something like the mist clearing sword during loot hauls with the belt. š«”
That you want both and both are useful makes the decision meaningful.
You just really like that carry weight and so find yourself hard pressed to not have it always š¤
Exacly. In which case why not let the wisp and Meginjorg at the same time, if you allow light sword and Megingjorg with the same effect
Meaningful in what way?
Because that defeats the purpose of the choices imposed on you with the whole trinket slot...
In a way that you can feel you're making a game changing decision. An game changing means you make a choice that improves something about your game overall
Because mistwalker is a sword and a completely different piece of equipment over megingjord, not mentioning that it still has s much lower mist clear radius
And it does.
ZionE essentially explained it above.
Finding silver without wishbone is a lot more tedious without exploits, so finally getting it makes my gameplay a lot easier
Which is exactly what the choice between magingjord and the whisplight is 
See better OR carry more, both of which are a big positive impact on gameplay.
Just not in the sense of other styles of games where there is more combat focus. You are choosing between utilities.
Going through mistlands without wisplight Vs going with it is an extremely different experience
The amount of times we had to call in search and rescue to find ZionE.....
This is a decision, between: Should I wasted more time carying less and going back and forward, or should I save time by not seeing where I'm going. Again a meaningless (even stupid) decision
Its fine that we disagree on this.
Part of the challange in my opinion.
Its on the new end, but at least you can consider the new carry weight potions now.
Wisp torches
Now you can see better and carry more at the same time
Wisp torches are like a band aid on an infected wound. The problem is still there but harder to see it.
Why? They fulfill their purpose perfectly
What can I say... am a child of the mist 
There are plenty of challenges in Valheim that are to be appreciated, which make the game both difficult and rewarding at the same time. Not being able to carry in order to be albe to see is not on one of those challenges, it's an annoyance to live with.
oh no. it's a mist opportunity again š
I understand you guys don't agree with me but I wouldn't agree with me a few hundred hours back either ...
but that's the entire point of the mist in mistlands
I thought the point of the mist is to make exploration more dangerous, not more annoying
no..?
then we would have added acid rain or a minefield
the whole entire point of mist land, is the mist. keeping you unable to see extended range
just as we want you to go to bed during nights.
hence you get cold, more spawning enemies, darkness so it's harder to see
Instead you might just want to support some suggestions that might be more ideal in terms of keeping with original design, there have been some interesting ones lately. One suggested a small window of time each day where mist clears, another suggested a larger clearing radius wisp torch option, and another suggested that killing the queen would clear the mist for a period of time.
You mention that as if they were mutually exclusive
All of these I'd much sooner support personally.
There's a great feeling beeing able to carry a full stack of ore+ from Dark Forest, through Swamp, Mountains and Plains (because you can use Megingjorg almost 100% of the time) but once you reach Mistlands it feels like falling off a clif
that was never the original design
Accessories?
all you said
no, you won't get larger clearing radius
it has to do with performance issues if we did that
No, I listed recent suggestions that don't change mechanics fundementally.
the more mist you push, the bigger the performance inpact will be
because the belt and the wisplight share "slot" ?
Just making the point that I'd sooner support that then suggest changing accessories.
What if we can prove that our PCs can take it with a pic? š
prove it with a Xbox One S
Mistlands doesnāt have many heavy materials so you donāt need a megingjord there
True, but those carapaces add up after some exploring
From The pragmatic Game Developer 101 book
Also, the larger clearing radius was in reference to a larger wisp torch, not increasing the wisplight radius. In practice this wouldn't do much more than placing 2 torches near each other. Think that might've been misread there.
One can just.. build portal back to base, gather materials, empty inventory at base and go back.
Please donāt make meginjord have its own unique slot- mistlands is the first biome we actually have to consider a different accessory, donāt take that away š
?
it shares slot already with other accessories
Exactly, it should stay that way š
ok
There is another way as well, Troll Mead
Oh yeah, almost forgot about that- extremely useful mead! A great way to increase carry capacity and still use the wisplight
Yeah, lasts long enough, stacks nicely, and allows you to carry more than the megingjord š
#suggestions message This would be good, to notice starred one before it's too late lol. Maybe darker tones for starred variants like Gjalls?
They start to look more and more like charred the more stars they have
Pickaxe skill?
Oh right, Iām guessing a pickaxe skill- Iāll fix it!
I would imagine when you break rock, thereās a chance you can get some gems/geodes, something like that.
(I just copy/pasted the suggestion by request of Nut)
"Pickaxe skill - Deal increased damage with pickaxe and get more enchanting gems from mining"
Player with less than one hour of playtime: There are gems? There's enchanting? I can get them from mining just rocks? What the fuck does this mean?
Reality: Said gems are SIX biomes later
Gems like rubies and the like, not the enchanting gems
You should absolutely clarify them...
Fixed ā¤ļø
Itād be cool if the types of gems depended on the biome and height
Idk how it works in real life but say more likely to get rubies from high up in mountains
Black Forest coastline rocks giving higher drop chance of sapphires etc
Honestly a wisp light is not 100% needed to explore the mistlands but it makes it a lot easier because you can see mines, dvergr camps, bones etc easier than you would without. However the radius on it is just too small. I'd rather be able to carry more stuff then use the light since I can just make a torch and place it, use command to remove mist entirely, and after I get what I need just leave the biome entirely. You don't really need much from the mistlands depending on what play style you are going for. This is just what I think 
I find 300 inventory weight is more than enough for the mistlands, and you can always have both on you and equip the belt when returning rather than exploring since you donāt need to see as much then
The devs have mentioned itās a performance limitation, the game has to be able to run on Xbox one s and larger mist clearing radius would be too performance heavy @bitter totem
How much fps do console versions run at? Because I've found when I clear the mist my fps actually slightly goes up instead of down, and I'm talking about removing almost all of the mist from an island when I was testing the command for it one day
The command works differently from how the wisplights work, I imagine it aims for 30fps
Even with the wisplights and those big torches that clear tons of mist temporarily fps always goes up when there's less mist
Well idk then but the devs have stated itās a performance limitation
There's a large difference between removing the mist in a stationary way, and removing the mist in a dynamic way as you move along.
Wisplights vs bigger sources of mist removal, doesn't really matter because fps goes up either way when removing any sort of mist, using anything
Even when moving vs when not like in the command example
Yes, but a bigger wisplight would require more processing power
It would be the same because more mist is being removed as well
A bigger wisplight would also make the mistlands feel more like lands.
Iām sure the devs have tested all this and decided this is the best size they can get the wisplight, while I would also like a better way to clear mist it doesnāt look like this will ever be the case
Yea probably š¦
It's really not, static mist removal is far more simple than removing mist as you move in a dynamic way.
Why is the jotun bane a downgrade from the blackmetal axe? From my testing it uses more stamina and does less damage. I also read it swings slower so what even is the point of making it if I am using axes for my playthrough?
It should swing the exact same speed as all other axes
it does more chop damage, its better for cutting down trees
Okay but I wasn't too sure about the swingspeed anyway that's fine. The weapon should be an upgrade and not a downgrade. Mistwalker feels like an upgrade from blackmetal swords
Which is pretty ignorable still
It has more total damage but some of it is poison which gets lost when re-applied
redundant though its such a small diff
not rlly
I get that. Since there arent that many poison weapons maybe it could be buffed? I dont know how the damage is calculated.
Any queued damage ticks are removed when poison gets re-applied
Well I have gotten close to 90 chopping in a playthrough and I felt no difference in swings needed. If it was one less swing per tree then Id understand it more
But with other damage over time effects the queued damage is added to the new damage
Jotun bane has 70 chop damage
I just 1 shot a tree with jotun bane which took 3 hits with a black metal axe, both t1
Black metal axe has 60
Oh okay so everytime i apply poison it just resets the timer i figured
Thatās correct 
Not to be a total downer but that doesnt really work well with a melee weapon since u swing continually on enemies sometimes lol
Mistwalker sword has the spirit damage e.g. which does something really neat even if its just to a few enemies so I feel like thats way more justified than the poison from the jotun bane does anyone agree?
it also does frost dmg and just does alot of dmg in general
If slash is the determening damage from the axe anyways it should maybe have more of that?
Does it really? To what?
A way of buffing poison could be by making it stack but not resetting the timer
To everything that receives damage
If its not too complicated add a new better type of poison altogether like poison II or something idk
For... what?
Is it a hidden stat thing? Didnt know it did any frost I havent noticed
So for example, dealing 60 poison damage with three ticks left on the effect would make those ticks deal 20 more damage?
ohh yeah the mistwalker mb
I was discussing the jotun bane
I didnt pick up on what we discussed that it was the mistwalker
More like similarly to how fire works.
But fire recalculates the damage as it stacks from the new source of fire damage AND also resets the timer left
for jotun bane. Doesnt bonemass for example have a poison that overrides the poison resistance mead?
No, it's the exact same poison everything in the game uses
Poison resistance resists all poison
How do i still get poisoned by the bonemass with the mead?
If it worked that way, then the poison mead would lose 80% of its usefulness
It reduces the damage, but doesnāt make you completely immune
Just like other resistance meads
Im saying that the poison damage from jotun bane would be better and was just bringing it up as like an example apologies if I am not making myself clear
okay
At the moment I oneshot skeletons on hard difficulty with blackmetal axe but not jotuns bane for example
Would like to see a buff to the jotun bane.
We all would 
Because black metal axe has more slash damage than jotun
And jotun theoretically only has better damage due to poison. But considering how poison works...
They really need to reconsider the foundations they built this game on, it will get worse on the long-term
How about if every hit adds more time to the poison duration timer? Poison would be more unique damage type if it was like that.
It would still be significantly worse than fire and spirit because it would be much slower
In my opinion the poison doesnt add any value to the weapon. What you're fighting would usually be dead before the poison does meaningful damage
I searched in suggestions and saw one that suggested that fire damage is added which could make sense since bilebags come from gjalls, and they do fire damage mostly
Its not all too important since berserkir axes are so good and come right after anyway idk
Jotun Bane looks really cool but IMO it would look much cooler as battleaxe.
(||Yes, I said it again.||)
But you could reapply the timer infinitely and kill enemies eventually.
Much slower but it would certainly be an improvement
would be cool. I havent been convinced to try and use any two handed weapons
tried the crystal battleaxe and It was very underwhelming for the materials it cost imo
Fire damage and spirit focus on dealing dot quickly but are short-lived while poison is much slower but you can essentially afk if you choose to
Things like ooze/bile bombs, poison arrows, jotun bane, etc would get a drastic improvement
And the bombs are already amazing
Poison works for like the draugr fang where attacks are further between iykwim
I shoot a drake and it actually dies to poison before i shoot it again
Twohanded weapons dont work for me. Too slow endlag or windup and low damage for the stamina it uses
Maybe poison damage could be stored during the effect then dealt as one hit of damage at the end?
I wouldnt really speak for all poison items when i advocate for a poison buff. I want the jotun bane to be better mainly.
Battleaxes shine in swinging against groups as it doesn't have MTP, has some knockback and stagger multiplier is higher (1,5x). For example, one successful swing could easily stagger multiple wolves at once.
Secondary attack is swift and knockback and stagger multiplier are even higher (6x).
But -20% movement speed penalty is rough, I agree with that in slowness.
Also, Crystal battleaxe is viable even in 7th biome thanks to its high spirit damage.
Atgeirs are really good 2h weapon type, you could try those. Longer range and good AoE secondary attack with high knockback and stagger.
Might work too.
Tbh almost anything regarding a buff for poison is an improvement to how it is now vs other dots
Why does the jotun bane poison not even last that long š š
Hit a tick, It lived through the swing, and didnt even die to the poison
Rianu is cooking today š
Poison in this game seems to work best when the enemy is using it and not the player lol
Definitely lol
Also looking at poisons resistances and weaknesses it is literally the weakness of only 2 enemies that being the mountain ulv and cultist
Itās underwhelming because a huge swath of enemies simply resist or are immune to it
29 are immune to it, 10 resist it, 29 take neutral damage, 2 are weak to poison
really true
Whatās weak to poison?
does every enemy in the game just have poison resistance or whats the deal
ulv and cultist
iGod said it in his message
Oh, I mustāve glossed over that š
Looking at fire it has 11 immunities, 7 very resistant, 12 resistant, 21 neutral, 14 weak to it, 5 very weak to it
Spirit has 38 immune, 20 neutral, 12 weak to it
Frost has 7 immune, 8 resistant, 45 neutral, 10 weak to it
Frost is MVP tbh
and Frost is slowing the target, a serious advantage no matter how resistant the creature is
frost is so nice for isolating fights because of the slowness effect
Frost also deals damage instantly, so it's much faster than the other elemental damages except lightning
Frost is š
And Frostner look cool
How about Lightning?
and poison..
lightning is something I don't meet enough
Lightning is pretty good too having 1 resistance, 5 weak to it and 64 neutral
I'd say lightning is the best because it deals stagger
Yeah, which is why Himminafl is goated even in Ashlands.
The only thing that resists lightning is the skugg
My bad, still don't know all the creatures in this game !
(didn't finished ashlands)
yeah i never understood why exactly is it better though compared to other mistland-weapons? Its a polearm and who uses those?
My friend tried it and hated it
The skugg is found in the Ashlandās
It's not a proper creature though, I'm pretty sure it's technically a build piece or whatever the ballista is
I found the himmin afl pretty underwhelming too but it works great in multiplayer scenarios where you can stagger pretty much everything and then have your friends pick them off
Itās great with friends and when surrounded
Atgeirs have very good secondary attack, which is rather quick, deals AoE and has high stagger and knockback. There are many people who use them a lot and say it's their favorite weapon type in game.
My friend was complaining about the stamina use since its a twohand. Falls back to what u said earlier about it being good for multiple enemies, but it doesnt seem versatile like other onehanded options
Honestly though I find myself just using the thundering berserker axes now Iāve managed to get axe skill lvl 50 and considering nothing in the game resists lightning thatās worth considering (sorry skugg) you really only need axes and a ranged weapon in the endgame
Axes are also very heavy stamina wise thatās definitely something you need to play around with 2 handed weaponry
lingering stamina, rested buff and best stamina foods available to you can help mitigate that problem tho
even switching to a HFS food setup for some extra stamina helps
Stamina management is important surely, having HSS foods grant more stamina to use and there are meads for stamina recovery. But skill level also decreases stamina usage a bit.
Also, some late game gear also reduces stamina usage for attacks.
Yeah okay. Probably part of the reason it cost so much stamina to swing was also a low skill-level. Weapon got dropped before we even got to ashlands tho
Whos using polearms till mistland tho bfr
The bronze atgeir is a menace in the Black Forest, you are able to fight a troll with multiple greydwarfs swarming you no problem
I can see that. Knife is also great for trolls and is a far better weapon throughout the game. Not to drag this discussion too far but I dont wanna commit to a weapon that cannot swing and hit spawners in the swamp. I like to pick a weapon and use that class for the whole game
Thatās fair
Many players do. Bronze is good in BF and swamp, iron is good from swamp up to plains, blackmetal is good from plains to mistlands and Himminafl is good even in Ashlands.
Sure, your preferences matter the most. š
Iron Atgeir is still insane even in Mistlands
I will try to use them more in my next playthrough and maybe Itll change my mind.
spears and atgeirs deserve more love I think. Nothing that makes them stand apart
blunt weapons have cool and unique weapons like porcupine and frostner but spears and atgeirs havent got anything going for them really
atgeirs r the best aoe tools in the game?
Maybe I am biased but onehanded gets the job done
two handed if ur feeling different lol
I'd say Himminafl is quite special in it's category due to partial lightning damage.
yea definitely. Comes around later than other special weapons i feel
it does the most lightning dmg out of any weapon
Nuh uh
Im not trying to just crap on the weapons that I havent used thats not fair, but I dont have any incentive to use them
Thundering berserker axes
nah
janky hitboxes that cant clear spawners is a drawback I cant look past even if it means just switching to another tool to break them
Yes it says 10 on the tin, but in actuality you are hitting lightning bolts that deal 75-150 damage
I dont know but maybe more dps and not per swing?
Himmanfl says 40, and with chain lightning its even more
Upgrading it increases the lightning damage, so it will be 58 at quality 4.
right but I can stunlock a morgen with the thundering axes with enough luck and kill it in seconds
oh yeaa I forgot abt that since mines t4 and i couldnt remember what it was at t4 lol
himmin afl is just not as fast
I can do 1 swing and morgen is stunlocked then just left click and it dies? lol
If I can ask on another note. How is the lightning 'proc' different in functionality to the lighting dmg per swing from the himmanfl? Do the thundering gem weapons have set lighting dmg too?
You can stunlock a Morgen with Himminafl too, look here #memes-and-clips message
The himmanafl cannot proc like a lightning chain thing can it?
the thundering gem weaps do less thunder dmg in total even with chain lightning, but do more in slash & stuff
The thundering berserker axes deal 10 lightning damage per swing, and a 25 or 20% chance I forgot which to do 75 damage per hit
No, it is only the iolite infused weapons.
It can? Didnt know that. Does it chain infinitely?
idk
Himminafl doesn't have chain lightning like iolite infused weapons do.
Oh wow, what level atgeir skill is that?
It just has more base lightning damage.
that stinks
Nah itās fair the himmin afl is more consistent in damage
Well, it's Mistlands tier weapon.
yeah tbf makes sense. Was it also added before iolite?
I think it was around 65ish in that clip.
the iolite weapons have higher damage potential but itās not guaranteed
What difficulty is that
ah thatās probably why you have a better view on the himmin afl, I was rocking like lvl 30-35 polearm skill in Ashlandās and found it underwhelming for the most part
Mistlands was added in Dec 2022 and Ashlands last year, so Mistlands weapons have been much longer in game.
I'm 99% sure it does have chain lightning otherwise it wouldn't destroy even Ashlands enemies really quickly, but I do have 100 skill in Polearms so idk if that plays a big deal
Normal difficulty.
Okay another talking point against twohanded weapons is parrying. They cant really parry mobs from one biome above where theyre from on higher difficulties
Lvl 100 skill makes a huge difference lol
onehanded lets you use shields and they are great
depends on ur block skill
140% more damage on average, minimum damage is like 240% higher than at lvl 0
They're meant to be offensive weapons, not defensive
Was 64 blocking, and even with a level 3 blackmetal shield I couldnt parry a lox on hard difficulty. I dont know what other factors play into the stagger mechanic. Pretty sure u take less stagger with a better timed parry so it only worked someimtes
Health
^
ohh makes sense. I was probably running two stamina at the time
Yeah on the harder difficulties you will get staggered wayyyyy easier
It doesn't have chain lightning. It's only a visual effect when hitting.
Okay but if you need more stamina foods to use twohanded effectively that contradicts and further proves my point about parrying with them. U cant parry with a twohanded on harder difficulties i guess even with high block
just use 1 stamina food, u don't need 2 but I can see why u would want it
coughs Atgeir secondary attack. 
i thought the point was brought up that to use them effectively u need stamina
On harder difficulties the intended balance gets thrown out the window i
yeah thats fair
Maybe i should just read instead of ask this but what changes on hard/very hard?
Enemies are 20% faster, take 70% of the usual damage, deal 2x damage oh yeah and are 20% larger
For very hard, hard Iām not too sure
ty
Hard I believe it was 10% faster, take 85% and deal 1,5x damage.
can someone help me find more abt this on the wiki?
I think you might find it by searching "world modifiers"
jotun bane barely onetaps greydwarfs on my world bruh š
axes 53 and it dies to the poison
This is v-hard settings, there're also more starred enemies the higher up you go
#suggestions message why downvote this
would be great to only have multipliers for stuff like farming wood, but not for stuff like black cores
I think itās just a lot of work on the backend for too little pay off on the front end š¤ seems like a little too excessive fine tuning. Maybe Iām just a Scrooge though haha
aaaahhhh man not this again. pleeeeeaaase dont babysit the devs. u dont know their engine
I donāt know anything about engines, development, or anything like that š I just think a huge list of fine tuning each individual item seems a little much.
pls just worry about if u think it would be cool to have in the game (within reason ofc)
Thatās all I worry about tbh š
no but u just said u downvoted because it might seem like a lot of work
Fair enough. Regardless, I still think it would be a feature that would get very little use. Me and my friend have been using x1.5 resource rate, seems to be functioning as advertised š¤ yeah you get double cores, but I feel like thatās better than getting one core if you specifically raised the resource rate to get more resources, yeah? I will say, for honey itās pretty crazy. One nest = 2 queen bees = 16 honey (x4 compared to regular resource rate!) but itās a non-issue really.
Man... this barney starsoup.... what a troll
won't be surprise if you end up on the block list hehe

As for the suggestion tho, I agree it is a lot of work for not nearly as impactful of a difference.
At least for now, the time could go to far better additions.
(I did see the after 1.0 note btw)
And should such a feature ever see implementation (whether by the devs OR a mod), I would prefer the option to fine-tune drop rates on a per-item basis like you can in say, Don't Starve. Messing around with a whole bunch of slider levels or different category sliders has a pretty high chance of still not giving each player that wants that sort of control exactly what they want.
I think it could be the existing button slider as is, with an advanced option that opens a on/off for categories. Easy, simple, engage at your own desired depth. And as stated: after the 1.0 release. š¤·š¼āāļø
There are dozens or hundreds of materials, are you really imagining dozens or hundreds of sliders in the menu? Even as a drop-down box, that's still a lot
Noooo, plus it would be spoiler.
And if they did it so they're grouped such as a slider for metals, a slider for stones, etc.
Then someone will just start pestering about the sliders being like I commented above because it would still be "too limiting"
wait until you see Don't Starves World Gen settings 
Can think of a few other games with such control as well.
but yeah, would not expect that for valheim.
That can be a good point though 
If such a feature was ever added, I think it would have to be within Mod territory, and possibly consider a few levels to the depth of the control.
Is already a couple sliders from the existing settings I wish did not bundle certain features together hehe
The mod already exists
I just think there is room for a subtle nuance because the all or nothing right now doesnāt work quite as intended. Repeating from the post: treasure is quartered on half resource. And 1.5 still doubles many things. And double on foods, seeds, enemy drops creates even more unbalance on things like bone, honey, needles, etc.
Like with hard mode: Iād love to limit skill drain but lose unequipped items. But thatās not possible as is. I wish they were separate clicks
Its not a clean implementation for resource sliders for sure, but it was the fast and simple one to get it in there ye.
I suggested they be separated before the feature was even pushed to the live version 
I just think, humbly, thereās room for nuance without changing too much. š
I rest my case šš½
I need to take a look at what mods do/don't exist by now.
been a while 
Hayaah. You guys are the most ardent defenders of even stupid game mechanics in the detriment of any proposed improvement. Anything that is that "Status Quo" is best and anyone proposing a change is wrong. Game dificulty? Nah, it's not needed in Valheim in fact it's better that it doesn't have that. Devs add dificulty: You, wow that's amazing!. Teleport Ores: Nah, that's a bad idea, Developers shoudl never add that ruins the immersion. Developers add ore teleportation. Wow that's amazing, now you can play as you like the game. I can literally add any feature proposed by community and you guys argued agaist it .. but when the Devs added it? It suddenly became amazing and all previous objections gone puff .. dissapeard in thin air ... "mistlands is the first biome we actually have to consider a different accessory". Great I'm so happy that you're happy to not use something that made your life easier and consider that to be a good thing.
someone seems salty...
do try to come up with a better reply.
I don't think it's anything to upset about ultimately, you're dealing with community members majority of the time, and things can only be considered to the level of our understanding. There's nothing being decided here, just opinions based on experiences and previously gathered information from developers/other community members. Anything suggested here won't be implemented 1:1 if at all, and should you wish to have a larger impact with your feedback, you should seek to help in a larger capacity through the public-test.
I fully aggree that it's just our opinions after all
So according to you, we don't have the right to defend what we like and we should only agree with you?
Wild
Still dislike portals, and especially stone portals. Not fond of it before and after being added.
Just because they add something doesn't mean I agree... and I have been one of the louder voices on skills really needing a rework 
but I kinda wish people wouldn't be so closed to suggestions and more open to discuss posibilities
we as developers want you to activly make decisions
I'll reword that to what you actually mean:
but I kinda wish people wouldn't be so closed to MY suggestions and more open to discuss posibilities
that's a you say you like pancakes so you must hate waffles type of argument if I've ever seen one
I understand the frustration, but you've suggested something that has been discussed countless times, and the positions on the Megingjord being utilized in other ways are fairly clear to the active users here.
You are literally labeling us as the mean discord users that disagree with you which means we absolutely hate every single idea in existence...
yeah maybe you do, however this community just seems to hate ANY suggestion that isn't from a well known person in this discord
you do hate every single idea in existence š¤Ø
If you cannot accept disagreements then there's nothing we can do
Any time someone suggests something I always see you hating on it lmao
I would remind that there are other ways to achieve better carrying capacity than the Megingjord, and if you seek out the Bog Witch you can brew the Troll Endurance Mead, which lasts 5minutes per item, and allows for +100 more weight. You can utilize this and the Wisplight with no conflictions.
Yes, that is completely true. I absolutely hate every single suggestion in that channel. You see the ones I posted? Yup, i especially hate those.
||There, in case someone needs a message to use against me, you found it lol||
that potion helps but with some things it is still not enough even with the belt, and now your saying to get rid of it for some stupid light which barely does anything when I need to carry tons of new things in this new area
the community don't. they are just silent
sure. but it's preferable they are meaningful decisions not just to decide for the 10.000th time unequip your wisp so you can cary a stack more so you won't waste a couple of minutes to come back .. that's a decision sure, but not a meaninfull one
There has been like 100 suggestions today only, now show me the 100 messages hating on every one of them
what is great about this is you have no suggestions posted and Skadush has a single suggestion posted š
Will just say I vote on every suggestion based on my own objective opinion of the suggestion, regardless of who suggests it. Can believe that if you want to or not. 
Meh, it's just the 100th case of "you disagree with me and that makes you a mean person. You have no right to disagree with me and should only say yes to what I said. Oh, and you are disallowed from defending what you like because I personally dislike it. bad bad ppl"
Let's just move on. There will be 100 more cases like this one
I'm unsure how you find it isn't helpful, you must be trying to move a lot of black marble or something, in which case you could always use Wisp Torches, a cart, and a hoe to ease the journey. As Smiffe said, it's meant to encourage creative problem solving and decision making prowess.
The community does. I saw a post about taming hares (passive creatures that do not harm you in any way, seems like a fantastic idea, you can get rabbit meat, and scale hide from them which are used in lots of recipes) and people DID NOT want it????
#suggestions message what if it also pinged to bring you to NON buried POI chests?
it's just a noticeable pattern, no need to feel attacked
the wishbone definitely feels too niche in use value--you use it to find silver once, maybe, then you're done with it mostly forever
So you saw all the almost 25k active users vote on that suggestion? Seems like your discord is broken because I remember only seeing like less than 20 votes
it's very tiering to hear over and over and over and over again. "you only downvote others suggestion"
I've heard it to the point of me no longer voting at all since people kept calling me out for it
I enjoyed the chest finding at the stone formations in the Meadows, this should be developed further imo!
I never used that phrase
@granite geyser is very hard to impress, unlike some people, like me, who will vote up nearly every single suggestion where I can squint and see the outlines of a possibly good idea
it takes all kinds, and all that
The one acting like being attacked is calling me out to not feel attacked...
At this point is just laughing material lol
If it's any consolation I always appreciate your feedback, many times it's made me rethink my own reasoning in a good way!
sees suggestion that would absolutely decimate game balance for little reason
Me: downvotes without even saying anything
"bruh you hate everything in existence what's wrong with u"
#suggestions message These 2 from Rungar sound like cool new additions, since we do not have anything like it in the game, and NOBODY except me wants it?
perhaps time to take a breather... at the end of the day this is a bucket of opinions and nothing more. Getting heated in this chat just isn't worth it.
possibly due to me explaining we won't add any of that 100 times before
Shocking news: People have different opinions.
Here you are being salty because others have opinions that disagree with yours...
Airships insanely break the mold for valheim
and the huge raid concept is pretty out there as well
Ofc the votes speak for themselves š
Valheim don't suit having "pirate ships"
and no one want massive attacks on your home base
indeed. why not just add a button "win the game" if we add airships
That sounds awesome. Pirate ships with undead crews following you around and hunting you ... soudns fun
Following what I said here:
"you only downvote GOOD suggestions (aka the ones I personally like)"
The suggestion in question: allow us to breed with moder
vikings were BASICALLY northern pirates
yeah. there is an entire game based on being a pirate
no
many, even
vikings didn't have that kind of ships to start with
Vikings = Pirates (sort of ye)
but the term was fantasized into meaning a whole lot more than it really does haha
doens't make having ghost pirate ships in Valheim less awesome
it doesn't matter if they didn't have those kind of ships, they didn't have magical weapons that can summon mythological Trolls down either?
yeah. but that ain't happening
go play sea of thieves
lol ok, in the TECHNICAL sense of preying on other seafaring vessels, no
had ship-to-ship combat
Didn't they tho?
no
guess not. but the "ideea" is still awesome
a game which tries to do everything. fails and falls flat