#suggestion-discussion

1 messages Ā· Page 40 of 1

arctic wharf
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Have to with the flying mob raids ye.

granite geyser
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You could also just disable raids completely considering you're not losing anything significant anyway

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Raids suck.

Not because of their danger, but because they're disappointing

rose swan
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Valheim tower defense

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Lots of raid suggestions this morning/recently šŸ¤”

wet drift
crimson dock
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The surtling raids are always nice free coal straight to my doorstep

summer canopy
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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?

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I'm in ashlands and I've only gotten trolls blobs and drakes since I beat bonemass

peak bronze
summer canopy
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Ah. So if I should either play slower or increase raid rates for my next playthrough

peak bronze
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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.

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You can adjust raid rate from world modifiers.

granite geyser
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@eager hinge what are you suggesting?

wanton atlas
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sounds like the whole buildsystem should be removed to allow free building with no limits?

mellow crater
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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

peak bronze
arctic wharf
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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).

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Personally I also think how things are now works out perfectly fine Ragnar_laugh

rose swan
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Does terrain altitude have any effect on structural support? šŸ¤”

arctic wharf
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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.

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Perhaps that's what they are trying to point out ThinkingTroll

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The suggestion isn't clear, obviously Ragnar_laugh

wary nebula
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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.

bitter totem
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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

arctic wharf
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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 Ragnar_laugh

Wouldn't hurt to have a few new more siege focused enemies ofc, that are solely for raids NeckSmile

arctic wharf
eager hinge
# granite geyser <@929778168292855838> what are you suggesting?

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.

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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

wary nebula
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There are materials that will let you build much higher iron beams and such. have you tried those?

eager hinge
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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

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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

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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.

rose swan
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You can expand the workbench size using the upgrades, just so you know šŸ™‚

eager hinge
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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 šŸ™‚

mellow crater
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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, etc…

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And I like this. It is not handy but it make my brain ā€œcreating an historyā€

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My character is now truly building a castle, not raising a videogame survival base

rose swan
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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.

eager hinge
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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.

rose swan
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No worries, yeah when it comes to building, there’s a bit of engineering that comes into play for sure. Yeah, it’s coming up on 3 years in early access (don’t know if that’s the same thing as beta? Not a super technical guy lol) but the next major update is bringing it to release. It’s come a long ways in 3 years šŸ˜‚ been here for quite some time now haha

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Hope I didn’t come off like I was picking on you or anything! Just wanted to share my perspective and maybe offer some building tips.

eager hinge
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no no dw just didnt see your message lol

arctic wharf
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Almost reached 1.0 now though. only one more biome and then whatever they do as far as an ending. 🫔

granite geyser
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24m with iron beams is very high, enough for most builds.

wanton atlas
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@arctic wharf ?

arctic wharf
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😁

wanton atlas
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you needed help?

arctic wharf
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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.

wanton atlas
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oooh ok

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ye

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a moderator delt with it

surreal compass
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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.

barren oasis
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It does get QoL

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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

languid ibex
granite geyser
median beacon
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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?

languid ibex
median beacon
languid ibex
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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.

rose swan
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Yeah, the last update was basically ā€œsuggestions and QoL: The Updateā€ šŸ˜… hard to say we don’t see those things.

rose swan
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#suggestions message Hate to say it, but yeah, rat pot is pretty damn powerful. I’ve been using it pretty extensively on my current playthrough.

It’s 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? šŸ¤” You know, because squirrels

stark furnace
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Don’t think increasing cost is an effective nerf to it tbh

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The effect is way too strong

bitter totem
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shh crymocorgi

arctic wharf
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Hear me out now... perhaps we buff fenris armor a bit šŸ˜‚

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. skol

stark furnace
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No no no

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Fenris armor absolutely shouldn’t be buffed

arctic wharf
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Mostly joking ofc

stark furnace
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Okay okay almost had a stroke

arctic wharf
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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 Ragnar_laugh

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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.

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A bit of circling around player at times, and a few AOEs, but nothing too fancy.

languid ibex
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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.

crimson dock
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@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

finite vapor
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yeah unfortunately people only want the game to get easier and easier

crimson dock
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I remember seeing videos back in the day where people were always in the plains with like 120-130 hp lol

crimson dock
# finite vapor yeah unfortunately people only want the game to get easier and easier

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

finite vapor
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yeah we need better modifiers rather than haha game bugged and mob hit you while its staggered and 1 shots you

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more attacks/challenging behaviour in harder difficulty modifiers than pumped up numbers

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larger groups of enemies/more frequent spawns at the bare minimum i mean comeon

crimson dock
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Better raid mechanics, like waking up in the middle of the night to Fulings raiding you

finite vapor
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raids should be in waves or something yea

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its silly as it is, you let everything spawn, walk around until yellow text disappears then kill everything

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more random raids that can happen in the wilderness like hunted event

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"they sought you out" should occur anywhere in plains/mists after yag dead

crimson dock
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They could even make the fuling raid mechanics tie into replenishing a cleared fuling camp, you’ve been raided by so and so tribe and they’ve re conquered this village

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and gives you a marker on the map for which village

autumn idol
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Would love a separate world modifiers that improves the enemy AI

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Seekers and Fulings with wolf AI would be fun

finite vapor
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seekers pre nerf were basicallylike that. was scary but awesome. makes no sense for a killer bug to run around like a fuling

rose swan
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Some more aggressive AI on top of some other changes could make for a really cool ā€˜brutal’ mode šŸ¤”

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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 Ragnar_laugh

arctic wharf
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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 šŸ‘Œ
You sign up for it by picking the difficulty setting after all hehe

wet drift
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Boss design is certainly not the teams expertice. It's difficult to make "harder mechanics" withouth the ability to "succeed" becoming luck dependant.

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I would really enjoy a good implementation. But my standards for good implementation would probably require years of work.

rose swan
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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.

I’m in my ā€˜workshop’ (notes app with a Valheim themed page lol) cooking up some ideas? Maybe I’ll share what I have so far once I put my baby down for a nap lol would be a fun collaborative effort!

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@pearl cave #suggestions message Here’s my suggestion on some broad landscaping ideas in case you want to support šŸ™‚

rose swan
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Hmm I think my list is too long to post šŸ¤”

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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 ā€˜gouged’ 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 you’re 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.

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Part 1 I suppose. Scales, as an enjoyer of pain high difficulty, do you have any input? šŸ‘€

wet drift
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I like swamp 2 and Mountain 3 and 5.

stark furnace
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Looks good tbh, I’d stray away from increasing starred enemies and focus more on variance in attacks and attack patterns but I’d play the shit outta that if it existed NeckSmile

wet drift
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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.

rose swan
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Fair point on the starred enemies!

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Adjusted list

wet drift
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One way to (maybe) increase combat difficulty, without making it luck dependent, is to speed up both enemy and player combat actions.

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That would also mitigate the sponginess if we want to up enemy stats.

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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.

rose swan
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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 ā€˜tamed’ 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

autumn idol
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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

mellow crater
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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.

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Just imagine this big lox acting with fuling AI instead of lox IA… bonus if the fuling can throw spears xD

rose swan
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Thank you! Eh, just wanted to pitch an idea to mix up the plains- while doing the write up I realized there isn’t a a lot of diversity in the plains to work with šŸ¤” couldn’t 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 šŸ˜… but it is pretty random, I’ll admit. Probably will scrap it.

mellow crater
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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 ?

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Plus they could have a chance to drop their armor pieces so the player have a special trophy

rose swan
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Thought about that for the Black Forest, but I feel like that would essentially just be a starred troll šŸ¤” but maybe?

That’s a thought- I haven’t put a lot of thought into the rewards of a higher difficulty mode… something to think about.

mellow crater
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Fair point

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Oh, instead of global armor bonus, it could make them immune to pierce damages on the specific position the armor piece is

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That mean early game player will have to aim while flying

rose swan
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Ooooh remove their pierce weakness, might be a good idea!

mellow crater
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Dvergr fighters would be cool also, wielding hammer and strong armor. They would be « the last elit guard »

languid ibex
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These ideas should just be new game plus, but the starting biome is switched to Mistlands Ragnar_laugh

mellow crater
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I think we are actualy creating a « harder valheim mod » xD

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I actualy don’t want to see the majority of these ideas in the normal game

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But… it sound so great and fun and full of pain :)

rose swan
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The idea was to have a difficulty mode that has increased challenge that has more depth than the standard ā€˜higher hp and damage’ mode šŸ™‚ #suggestion-discussion message

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Comparable to Terraria expert mode or V-risings brutal mode

mellow crater
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Yes but right now it look more like 1.1 considering all the content we want to add

languid ibex
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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.

rose swan
mellow crater
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You are right, I was too far from the original objective

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Armored troll, lox-riders and dvergr fighters clearly are new content, not difficulty improvment

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I keep the ā€œberserker throwing hammerā€ valid still

stark furnace
# rose swan *Plains* -Fuling berserkers have a chance to spawn at night. -Fuling berserker v...

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

wet drift
hearty finch
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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

stiff stag
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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).

granite geyser
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@soft hemlock not possible

rose swan
bitter totem
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why are buckets not possible?

lofty wave
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It’s technically possible but would need so much stuff to be added and changed and would definitely not be good for performance.

soft hemlock
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I can understand that. Just took it from the tar physics that something like that was possible.

swift umbra
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@bitter totem why do you disagree with my suggestion?

bitter totem
rose swan
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Personally I’m all for more crafting stations šŸ‘€

swift umbra
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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

crimson dock
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Loving all the ideas tho

rose swan
crimson dock
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Morgen killing nearby charred increases their size and/or regens their hp

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Like as if they’re consuming all these bones lol

bitter totem
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if there was just a way to filter stuff in the crafting stations that would be a very good thing

stark furnace
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there kinda is with the sortcraft but it's a fraction of what it can be

bitter totem
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🤷 eh could be better

granite geyser
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Still exists

stark furnace
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An awful version exists but it still exists

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lol some kinda logic

granite geyser
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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

stark furnace
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lol

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If a tool is dogshit it basically doesn't exist

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What is the point of having a hammer if it can't hammer a nail? It's useless and doesn't exist.

granite geyser
stark furnace
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I will quote a perfect sentence for this statment because it's too "xd" not to

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If it's not the ability of reading I'm sure reading comprehension will be a factor on humanity's downfall

arctic wharf
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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. Ragnar_laugh

wanton atlas
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I could agree on boats. but not on land

obtuse wolf
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increased radius on boats would be nice bcs having to turn around the boat to get this little unexplored spot annoys me very much

arctic wharf
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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 Ragnar_laugh

But yeah, just my own opinions and experiences. skol

cinder needle
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has there been discussions around a way to get more inventory slots ?

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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

peak bronze
cinder needle
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I see, thanks

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This make complete sense in the way it creates the gameplay

peak bronze
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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.

eternal storm
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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

arctic wharf
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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.

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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.

short wing
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The other way is also true, sometimes you can see way less than what the map reveal radius reveals.

arctic wharf
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Yep, from factors such as Time of Day, Weather, and Obstructions.

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Obstructions being the big one for while on land.

short wing
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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.

arctic wharf
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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 🤭
Why I am more pro bigger reveal radius.

wraith temple
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Forgot the stupid light bulb and now I gotta wait 30 minutes just to repost? Why do we even need the light bulb?

short wing
rose swan
autumn idol
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I can kind of see that for the Mountains and Plains but imo the other ones are probably in a fine spot

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The Mountains in particular feel like they have very little new content if you're a heavy armour player

mellow crater
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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

lofty wave
lofty wave
south ravine
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#suggestions message
make overall gameplay more homogenic in amount of content may also mean removing content from late game biomes TrophyFrostTroll

mellow crater
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I may work on a suggestion about that then

stiff stag
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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.

mellow crater
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of course, I mean that even for newplayers Eiktihyr really feel easy

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but you are right on the point that I may be influenced by the unconscious knowledge I have from past runs.

crimson dock
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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, it’s important to have a progression in the depth of the biomes to allow people to get the hang of the systems in place

#

I don’t think Eikthyr should be difficult because it serves its purpose as the tutorial boss

mellow crater
#

Meadows/black forest/swamp are all good šŸ‘

crimson dock
#

I’m not against having new features that allows you to fight beefed up versions of the bosses of course

mellow crater
#

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

crimson dock
#

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

rose swan
#

Swamp teaches you the importance of mead, for sure Ragnar_laugh

autumn idol
#

Yeah, Swamp also has feasts now as another thing for new players to get used to

stiff stag
#

#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.

rose swan
#

Maybe I’m misunderstanding, why would you want to lock your world out of modifier options? šŸ¤”

#

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.

summer canopy
lofty wave
#

Because ashlands has been nerfed enough

bitter totem
#

Ashlands is fine where it is

wraith temple
wet drift
#

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.

wraith temple
wet drift
summer canopy
# lofty wave Because ashlands has been nerfed enough

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.

crimson dock
#

Damn fr? I find it exhilarating when I’ve got multiple valkyries on my tail

summer canopy
#

maybe it's cuz i really can't do very much damage to them as a melee build

bitter totem
#

you have a bow ( or u should anyways)

stiff stag
# wraith temple Thats my usual argument, especially for games like elder ring, etc being given d...

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).

summer canopy
rose swan
#

I’ve always meleed valks šŸ¤”

peak bronze
#

If there are multiple Valks/Morgen etc you can let them deal with each other as they deal friendly damage.

bitter totem
#

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

languid ibex
#

Crystal Battleaxe deals with valks so nicely

peak bronze
#

Crossbow/Spear combo is my usual against Valks.

languid ibex
#

I switched off crossbow for Ashland, the silver arrows do too much to resist

stark furnace
#

what lol

#

Silver arrows do 52 pierce and 20 spirit

#

There's better options

peak bronze
#

Frost arrows still are one of the best option.

granite geyser
summer canopy
#

i'm talking bows 10

stark furnace
#

bow skill is irrelevant

#

doesn't change the fact that there's better options than silver arrows in the ashlands

granite geyser
#

@pearl creek That's not a channel for questions...

stark furnace
#

in before šŸ¤“ ā˜ļø erm well akschually poison arrows gain more value at lower levels

summer canopy
#

ah, i was talking abt. ashwood arrows with the ashwood bow

pearl creek
granite geyser
#

Send a message to modmail

languid ibex
# stark furnace There's better options

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.

stark furnace
#

And there's still better options

languid ibex
#

Name one

stark furnace
#

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 NeckSmile

languid ibex
#

Frost arrows do 6 additional damage only and are resisted by some creatures in Ashlands. The weaknesses far outmatch frost arrows.

stark furnace
#

Morgens resist pierce and charred resist pierce

#

Pretty sure the only thing that resists frost is the warlock

languid ibex
#

Right, so the charred resist both arrows, not exactly a reason to favor either

#

Not sure why you'd argue with that lol

stark furnace
#

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

languid ibex
#

That's fine because you still get 1.5x the spirit damage

stark furnace
#

The math doesn't work out I've done it

#

Silver arrows are only 20 spirit dude

#

what's 1.5*20 vs 52?

languid ibex
#

Right, with the Spinesnap it's quite a bit

stark furnace
#

Frost arrows with spinesnap is better then lol

summer canopy
#

wouldn't poison arrows be even better then?

languid ibex
#

You're doing half the pierce and getting no weakness bonus

stark furnace
stark furnace
summer canopy
#

aw, darn

languid ibex
stark furnace
#

?

#

Only time frost arrows are bad is against warlocks

languid ibex
#

Reto also resists them

stark furnace
#

sure add reto to the list

languid ibex
#

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

stark furnace
#

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...

languid ibex
#

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.

stark furnace
#

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

languid ibex
#

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.

stark furnace
#

I'd argue silver is more expensive than obisidian and frost glands but w/e

languid ibex
#

Maybe it's the different seeds we use, but silver is abundant and I'm overflowing in it.

peak bronze
wraith temple
# granite geyser You could just set it to hard and not change it. Lacking the will to not do som...

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?

granite geyser
#

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

short wing
granite geyser
#

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

rose swan
#

@proud mason #suggestions message Try writing a support ticket to Nitrado, this channel is for suggestions for Valheim šŸ™‚

rose swan
open dagger
bitter totem
#

what is the point of the ā™»ļø? honestly it is just a waste of a reaction

arctic wharf
#

I mean... Just means it's not the most original suggestion.
And by now it means more when suggestions don't have it NeckSmile

#

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.
šŸ‘/šŸ‘Ž the real meat of the channel.

#

And even then, the suggestions channels don't mean a whole lot as a whole either Ragnar_laugh

granite geyser
#

Not mentioning the following events.

Those wars were awful

languid ibex
stark furnace
#

And I don’t argue that lol

lofty wave
olive yacht
arctic wharf
#

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. 🫔

granite geyser
#

I'm sure that missing enemies due to vertical hitbox in first person doesn't sound infuriating at all

hexed jewel
#

LOL

lofty wave
granite geyser
#

The people that can feel dizzy easily would absolutely love it

arctic wharf
#

Nothing would say you are locked into first person though... one would hope.
Just toggle to 3rd person for combat Ragnar_laugh

olive yacht
#

only ultra sweats would play that through lol

stark furnace
#

Sounds not fun

#

No map no portal is already enough masochism

unique robin
languid ibex
wet drift
#

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.

unique robin
#

dont some people make a hand drawn map when playing that no map mode?

wet drift
#

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.

wet drift
#

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.

rose swan
#

#suggestions message Hmm I think the amount of comfort-giving objects is in a great spot right now šŸ¤” I’m 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.

stark furnace
#

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

solid dawn
#

Huh?

granite geyser
#

Huh what?

summer canopy
#

NOO I WAS GONNA MAKE A BANGER SUGGESTION BUT I FORGOT THE šŸ’” and I have to wait 30 min

wraith temple
#

#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.

solid dawn
languid condor
#

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

bitter totem
#

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

languid condor
#

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

solid dawn
eternal storm
#

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.

arctic wharf
# rose swan https://discord.com/channels/391142601740517377/1202312684364910612/133143985841...

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. Ragnar_laugh

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. šŸ¤·ā€ā™‚ļø

#

.
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 šŸ˜…

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 šŸ˜‚

But ofc... this is just my own opinions on the matter. skol

#

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. NeckSmile

languid ibex
#

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.

arctic wharf
#

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. skol

#

.
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 Ragnar_laugh
Boy was I so blissfully ignorant then.

languid ibex
#

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.

mellow crater
#

Balckmarble was perfect for the refinery room IMO, and I personally don’t need to need it more than that.

languid ibex
#

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.

eternal storm
#

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

mellow crater
#

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

languid ibex
#

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.

proud mason
eternal storm
# mellow crater But game will be harder at beginning

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

granite geyser
#

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

short wing
arctic wharf
# eternal storm The 'issue' with comfort is lack of granularity: if a +1 meant just 20 more seco...

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)

  1. First, lets reduce time added per level to 30 seconds, down from 1 minute.

  2. 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!

  3. 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. Ragnar_laugh

This is what I would do as far as a rework to the system at least... or something like this NeckSmile

arctic wharf
#

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 skol

#

Assuming the devs would even consider such a thing over leaving rested as it is now and not caring. Ragnar_laugh

arctic wharf
#

Totally didn't just spend my first hour of the day rambling... šŸ˜…

rose swan
#

I will respond to your rambling with some rambling of my own… after my coffee šŸ˜…

lofty wave
granite geyser
hexed jewel
#

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

bitter totem
#

it's fine where it's at

hexed jewel
#

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)

arctic wharf
#

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 Ragnar_laugh

languid ibex
#

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.

rose swan
# rose swan I will respond to your rambling with some rambling of my own… after my coffee šŸ˜…

Today was a triple coffee kind of day, finally got a break in the day Ragnar_laugh

So on comfort, I think how it functions is pretty solid at the moment- I think if you add to many complexities (adding %’s 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 šŸ˜…

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 don’t think that’s organic šŸ¤”

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 I’m really tired, sorry if something needed clarification lol

And as per the tradition of conversations about comfort… let’s take a moment to remember the first suggestion to hit triple digits skol

#suggestions message

peak bronze
#

Oh the times when each rug gave +1 to comfort before the fix/"nerf".

languid ibex
rose swan
#

Maybe a the rug bonus could be +1 for each rug type, maximum of 2? šŸ¤”

peak bronze
#

I recall the max resting bonus being 30 minutes (during Mistlands) with seasonal decorations too before the fix.

languid ibex
#

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.

proper mango
#

The askvin rug looks like something youll find in a nursery, idk how to describe it

arctic wharf
#

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 NeckSmile

lofty wave
#

It's just as impactful as any other item with +1 comfort

arctic wharf
#

They become less impactful the more you have though... I would argue at least.

rose swan
#

I’m gonna say it- it’s really strange seeing a lava lamp in Valheim šŸ˜…

#

But yeah, it’s only a 4% if you have every other comfort object available, right? šŸ¤”

arctic wharf
#

Just never was gonna question it, being a fantasy game and all hahahaha.
But you are not wrong.

languid ibex
#

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! šŸ™‚

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..

proper mango
arctic wharf
rose swan
fathom bridge
#

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.)

lofty wave
#

You need to start a suggestion with šŸ’”

mellow crater
languid ibex
fathom bridge
#

if it seems like people are interested then I will repost it there

lofty wave
#

I don't think we need any more arrows, but I don't use bows much anyway

languid ibex
#

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.

fathom bridge
#

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

mellow crater
#

I think elemental arrows don’t need to be upgraded, for they serve a specific purpose : hit the specific weaknesses of a creature

fathom bridge
#

I just got the Frostner One handed Hammer and it made me think about it

fathom bridge
mellow crater
#

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

lofty wave
#

What's wrong with the current arrow upgrades available throughout progression? Why do we need them to have fire too?

fathom bridge
#

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.

mellow crater
#

Plus, bows already deal great damages and allow you to stay far from most of the harm

#

So, I don’t 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

languid ibex
#

Something tells me we will have some sort of progression with the fire element, considering it was useful in the Mountains to a degree.

mellow crater
#

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

lofty wave
mellow crater
#

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

lofty wave
languid ibex
#

I could see a mild progression with Sulfur and Proustite powder, an explosive arrow with some residual burning in the AoE.

lofty wave
#

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

mellow crater
#

(Out of subject)

#suggestions message Runestones already have meaning don’t they have?

The majority of the lore we know comes from here, and there are advices and tutorials

peak bronze
fathom bridge
#

Even if we dont get elemental arrows, Knockback arrows could be useful as well

languid ibex
#

Oh that'd be really nice ngl

fathom bridge
#

knocking enemies into traps/holes/ off cliffs

languid ibex
peak bronze
mellow crater
lofty wave
fathom bridge
#

imagine knocking a flying enemy out of the air so the melee can get into it

languid ibex
mellow crater
#

And tutorial/advices are melt in the lore

#

This is a functionality that impact gameplay a lot

languid ibex
#

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.

mellow crater
#

I thought it was about revealing a wide area on the map

languid ibex
#

...maybe I still don't get it

#

I thought it would reduce conflict and possibility of creatures becoming aggro by finding these stones.

#

šŸ¤·ā€ā™‚ļø

mellow crater
#

ā€œFog of warā€ is the term to describe the hidden part of the map, initially created for tactical/strategical videogames where you can’t see where is your opponent on the minimap

#

Maybe that would help you?

languid ibex
#

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.

mellow crater
#

But I would be very happy with stones explaining why biomes are all at war

Your idea was great

languid ibex
#

I wouldn't mind that at all, and some fortresses/outposts could use some more personalized runestone lore to be sure.

fathom bridge
#

I want lore onto why I ||keep seeing odin every where I go||

lofty wave
languid ibex
#

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.

mellow crater
#

SAME ! Is he only ā€œwatching if we are doing the jobā€

mellow crater
lofty wave
# languid ibex It could offer some sympathy to creatures like Draugr, who are simply drowned un...

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.

languid ibex
mellow crater
#

One of my favorite because it really feel ā€œold lore left here by no-one-know-whoā€

fathom bridge
mellow crater
#

I’m gonna make a suggestion about ā€œmore loreā€

languid ibex
#

Damn I wish that Runestone was more abundant, I've explored so many swamps and never read that!

mellow crater
#

One of these often surrounded by draugr

olive yacht
#

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"

lofty wave
#

It spawns surrounded by green torches

olive yacht
#

same reason the greydwarf runestone is the most common one in the black forest, though much less extreme

languid ibex
#

Maybe I have found it but was too surrounded or became distracted by an Abomination or something šŸ’€

#

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

mellow crater
#

I used to go to these places before they release the musics on spotify xD

olive yacht
#

so much great lore in the black forest stones, but all you ever find is "let all who read me beware of the greydwarfs"

mellow crater
#

Saddly yes

#

I know the beginning by heart, having read it a thousand times
ā€œOh, that one againā€

languid ibex
#

Seriously though.. I wonder how seriously they'd take feedback around making some runestones generate more commonly

olive yacht
#

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 šŸ˜…

mellow crater
olive yacht
#

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)

languid ibex
#

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

olive yacht
#

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 šŸ˜…

lofty wave
#

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

mellow crater
#

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)

languid ibex
#

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

lofty wave
#

I'll make a suggestion now

mellow crater
#

We are awaiting. First to react the upvote won :)

languid ibex
#

Damn idk who won, mine popped as soon as 2 others

lofty wave
#

I saw Omni first

mellow crater
#

Someone was quicker than me but I think I reached the 2nd/3rd place

olive yacht
#

i saw me first

#

clicked the moment odin reacted, but who knows how much delay there may have been for me

languid ibex
#

🤣 We all win

lofty wave
#

šŸ† šŸ† šŸ† šŸ†

olive yacht
#

everyone wins in friendship šŸ¤

mellow crater
#

And now, let’s go making a suggestion for more lore

languid ibex
#

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.

lofty wave
#

If that second answer is correct, the dvergr would throw eggs at us instead of using crossbows NeckSmile

languid ibex
#

😨

arctic wharf
#

Small quality of life changes like that suggestion for runestones... that's the kind of changes I like NeckSmile

#

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.

languid ibex
#

Yeah, that'd just take a small additional check.

arctic wharf
#

Yep skol

languid ibex
#

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.

arctic wharf
#

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.

lofty wave
languid ibex
#

Really? I thought for sure because Necks are always in this tiny brooke near my village.

#

Interesting 🤯

lofty wave
arctic wharf
languid ibex
#

Oh I often kill them, as do the raids and random fuling spawns

arctic wharf
#

Aside from that, you have the actual mob spawners we know of and can destroy... and then random spawn based on biome / location.

languid ibex
#

There's always 3 mulling about almost in the same places every time

lofty wave
#

They'd be more likely to spawn in the same place than other creatures because their spawning is restricted to low altitudes

languid ibex
#

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 šŸ˜…

mellow crater
#

Suggestion done !

bitter totem
#

Hares are the only mobs in the game I don't want to kill but have to in order to make Krom crymocorgi crymocorgi I wish I didn't have to

mellow crater
#

I put some ideas of my own, but I can modify if you want to add others

lofty wave
bitter totem
#

oh right,, get rid of those too

languid ibex
lofty wave
bitter totem
#

hares do not deserve to die crymocorgi

mellow crater
bitter totem
languid ibex
arctic wharf
#

NeckSmile yaaaa!!!! NeckSmile

mellow crater
languid ibex
#

All shall be revealed.

mellow crater
#

Btw, Ymir flesh is technically dirt (don’t remember who taught me that but it was funny) since Ymir IS the ground

mellow crater
obtuse wolf
bitter totem
#

why do people like killing rabbits they are harmless creatures crymocorgi

finite vapor
#

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

stark furnace
#

Scale hides go to lightfoot mead for me now NeckSmile

bitter totem
rose swan
lofty wave
#

Nine months isn’t long enough to wait unless you want to be the size of a neck

bitter totem
#

whys everyone šŸ‘Žing my suggestion lol, I guess this is what it feels like to post a suggestion crymocorgi

stiff stag
#

Why should either of those things not require scale hide?

bitter totem
#

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??

arctic wharf
#

Just silly...

#

That's not going to change and it would be a negative to the game to remove uses for the scales.

stiff stag
#

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?

bitter totem
#

there's already many items which have 1 use only and scales are not 1 of those, they are used for tons of things

stiff stag
#

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.

bitter totem
#

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

stiff stag
#

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.

languid ibex
#

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.

stiff stag
#

#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.

arctic wharf
#

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.

languid ibex
#

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.

wraith temple
#

The loxes at Haldors and Hildirs eat from a big flat wooden bowl/barrel thing

hearty shale
#

I’m new here so sorry if it’s 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

obtuse wolf
hearty shale
rose swan
hearty shale
#

Thanks, do you know if that is pc only or also crossplay

hearty shale
#

Thanks

granite geyser
languid ibex
stiff stag
arctic wharf
#

agreed, as there are far better additions/changes they could make in my opinion. šŸ™‚

languid ibex
#

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.

wraith temple
languid condor
arctic wharf
#

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. Ragnar_laugh

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

languid ibex
#

I just listen to Wardruna everytime I play 🤘

wraith temple
stone citrus
#

Feeding troughs been requested for a while now
Atm it's just a mod
After deep north we'll probably start modding

#

šŸ¤ž hope we get the good stuff without mods

foggy axle
#

Please make Megingjord an armour piece not an equippable item ā¤ļø

languid ibex
arctic wharf
#

I think they mean like a belt armor piece (which doesn't exist), rather than a trinket.

#

Which is a šŸ‘Ž from me Ragnar_laugh

languid ibex
#

Ah okay, I was like-- I am wearing the thing right now

analog moss
#

I think what he means is that he wants a separate location for it so he can equip wisplight, etc at the same time.

languid ibex
#

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

barren oasis
#

@foggy axle why though? That'd just be a nerf

foggy axle
# barren oasis <@391650543619276811> 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

arctic wharf
#

Its not a nerf... because then you would just wear the belt always šŸ˜‚
Since then we would have nothing competing with it.

foggy axle
granite geyser
#

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

foggy axle
granite geyser
#

Create a path with wisplights

foggy axle
arctic wharf
#

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).

foggy axle
#

what exacly would make things worse to have both Megingjorg and wisplight equiped? I don't get it

granite geyser
arctic wharf
#

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 Ragnar_laugh

granite geyser
languid ibex
#

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.

foggy axle
arctic wharf
#

Well, those are bad comparisons...
It would be more lkne a perminant upgrade over those.

languid ibex
#

Not comparing them, just highlighting the difference in utility.

arctic wharf
# foggy axle Is it a meaningfull choice though?

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. 🫔

#

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 🤭

foggy axle
granite geyser
arctic wharf
#

Because that defeats the purpose of the choices imposed on you with the whole trinket slot...

foggy axle
granite geyser
granite geyser
#

Finding silver without wishbone is a lot more tedious without exploits, so finally getting it makes my gameplay a lot easier

arctic wharf
granite geyser
#

Going through mistlands without wisplight Vs going with it is an extremely different experience

arctic wharf
#

Spent my fair share of running through the mist 🤭

#

Favorite biome even.

wanton atlas
#

The amount of times we had to call in search and rescue to find ZionE.....

foggy axle
arctic wharf
#

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.

granite geyser
#

Now you can see better and carry more at the same time

foggy axle
granite geyser
#

Why? They fulfill their purpose perfectly

arctic wharf
foggy axle
#

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.

wanton atlas
foggy axle
#

I understand you guys don't agree with me but I wouldn't agree with me a few hundred hours back either ...

wanton atlas
foggy axle
wanton atlas
#

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

languid ibex
#

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.

granite geyser
languid ibex
#

All of these I'd much sooner support personally.

foggy axle
wanton atlas
languid ibex
#

Accessories?

wanton atlas
#

all you said

#

no, you won't get larger clearing radius

#

it has to do with performance issues if we did that

languid ibex
#

No, I listed recent suggestions that don't change mechanics fundementally.

wanton atlas
#

the more mist you push, the bigger the performance inpact will be

wanton atlas
languid ibex
#

Just making the point that I'd sooner support that then suggest changing accessories.

foggy axle
wanton atlas
#

prove it with a Xbox One S

lofty wave
#

Mistlands doesn’t have many heavy materials so you don’t need a megingjord there

wanton atlas
foggy axle
wanton atlas
#

lower drop-rate of carpaces

#

noted

foggy axle
#

From The pragmatic Game Developer 101 book

languid ibex
# wanton atlas no, you won't get larger clearing radius

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.

peak bronze
#

One can just.. build portal back to base, gather materials, empty inventory at base and go back.

rose swan
#

Please don’t make meginjord have its own unique slot- mistlands is the first biome we actually have to consider a different accessory, don’t take that away šŸ˜‚

wanton atlas
#

it shares slot already with other accessories

rose swan
wanton atlas
languid ibex
#

There is another way as well, Troll Mead

rose swan
#

Oh yeah, almost forgot about that- extremely useful mead! A great way to increase carry capacity and still use the wisplight

languid ibex
#

Yeah, lasts long enough, stacks nicely, and allows you to carry more than the megingjord šŸ‘

peak bronze
#

#suggestions message This would be good, to notice starred one before it's too late lol. Maybe darker tones for starred variants like Gjalls?

crimson dock
#

They start to look more and more like charred the more stars they have

granite geyser
#

There's also not a mining skill

lofty wave
#

Pickaxe skill?

rose swan
#

Oh right, I’m guessing a pickaxe skill- I’ll fix it!

I would imagine when you break rock, there’s a chance you can get some gems/geodes, something like that.

#

(I just copy/pasted the suggestion by request of Nut)

granite geyser
#

"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

rose swan
#

Gems like rubies and the like, not the enchanting gems

granite geyser
#

You should absolutely clarify them...

rose swan
#

Fixed ā¤ļø

crimson dock
#

It’d 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

bitter totem
#

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 jackoturnip

crimson dock
#

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 don’t need to see as much then

#

The devs have mentioned it’s 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

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

crimson dock
#

The command works differently from how the wisplights work, I imagine it aims for 30fps

bitter totem
#

Even with the wisplights and those big torches that clear tons of mist temporarily fps always goes up when there's less mist

crimson dock
#

Well idk then but the devs have stated it’s a performance limitation

languid ibex
#

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.

bitter totem
#

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

languid ibex
#

Yes, but a bigger wisplight would require more processing power

bitter totem
#

It would be the same because more mist is being removed as well

lofty wave
#

A bigger wisplight would also make the mistlands feel more like lands.

crimson dock
#

I’m 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 doesn’t look like this will ever be the case

bitter totem
#

Yea probably 😦

languid ibex
balmy moss
#

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?

lofty wave
#

It should swing the exact same speed as all other axes

bitter totem
#

it does more chop damage, its better for cutting down trees

balmy moss
#

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

granite geyser
#

Which is pretty ignorable still

lofty wave
#

It has more total damage but some of it is poison which gets lost when re-applied

balmy moss
bitter totem
#

not rlly

balmy moss
lofty wave
balmy moss
# bitter totem not rlly

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

lofty wave
#

But with other damage over time effects the queued damage is added to the new damage

granite geyser
#

Jotun bane has 70 chop damage

bitter totem
#

I just 1 shot a tree with jotun bane which took 3 hits with a black metal axe, both t1

granite geyser
#

Black metal axe has 60

balmy moss
balmy moss
#

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?

bitter totem
#

it also does frost dmg and just does alot of dmg in general

balmy moss
#

If slash is the determening damage from the axe anyways it should maybe have more of that?

balmy moss
granite geyser
#

A way of buffing poison could be by making it stack but not resetting the timer

granite geyser
balmy moss
granite geyser
#

For... what?

balmy moss
lofty wave
balmy moss
#

I was discussing the jotun bane

#

I didnt pick up on what we discussed that it was the mistwalker

granite geyser
balmy moss
granite geyser
#

No, it's the exact same poison everything in the game uses

lofty wave
balmy moss
granite geyser
#

If it worked that way, then the poison mead would lose 80% of its usefulness

lofty wave
balmy moss
balmy moss
#

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.

lofty wave
granite geyser
#

Because black metal axe has more slash damage than jotun

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And jotun theoretically only has better damage due to poison. But considering how poison works...

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They really need to reconsider the foundations they built this game on, it will get worse on the long-term

peak bronze
#

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.

lofty wave
#

It would still be significantly worse than fire and spirit because it would be much slower

balmy moss
#

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

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Its not all too important since berserkir axes are so good and come right after anyway idk

peak bronze
#

Jotun Bane looks really cool but IMO it would look much cooler as battleaxe.

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(||Yes, I said it again.||)

granite geyser
balmy moss
#

tried the crystal battleaxe and It was very underwhelming for the materials it cost imo

granite geyser
#

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

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Things like ooze/bile bombs, poison arrows, jotun bane, etc would get a drastic improvement

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And the bombs are already amazing

balmy moss
#

I shoot a drake and it actually dies to poison before i shoot it again

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Twohanded weapons dont work for me. Too slow endlag or windup and low damage for the stamina it uses

lofty wave
#

Maybe poison damage could be stored during the effect then dealt as one hit of damage at the end?

balmy moss
peak bronze
# balmy moss Twohanded weapons dont work for me. Too slow endlag or windup and low damage for...

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.

granite geyser
balmy moss
#

Why does the jotun bane poison not even last that long 😭 šŸ˜‚

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Hit a tick, It lived through the swing, and didnt even die to the poison

rose swan
#

Rianu is cooking today šŸ‘€

crimson dock
#

Poison in this game seems to work best when the enemy is using it and not the player lol

rose swan
#

Definitely lol

crimson dock
#

Also looking at poisons resistances and weaknesses it is literally the weakness of only 2 enemies that being the mountain ulv and cultist

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It’s underwhelming because a huge swath of enemies simply resist or are immune to it

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29 are immune to it, 10 resist it, 29 take neutral damage, 2 are weak to poison

rose swan
#

What’s weak to poison?

balmy moss
#

does every enemy in the game just have poison resistance or whats the deal

mellow crater
rose swan
crimson dock
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Looking at fire it has 11 immunities, 7 very resistant, 12 resistant, 21 neutral, 14 weak to it, 5 very weak to it

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Spirit has 38 immune, 20 neutral, 12 weak to it

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Frost has 7 immune, 8 resistant, 45 neutral, 10 weak to it

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Frost is MVP tbh

mellow crater
#

and Frost is slowing the target, a serious advantage no matter how resistant the creature is

balmy moss
#

frost is so nice for isolating fights because of the slowness effect

lofty wave
#

Frost also deals damage instantly, so it's much faster than the other elemental damages except lightning

rose swan
#

Frost is šŸ‘‘

mellow crater
#

And Frostner look cool

peak bronze
balmy moss
mellow crater
#

lightning is something I don't meet enough

crimson dock
#

Lightning is pretty good too having 1 resistance, 5 weak to it and 64 neutral

lofty wave
#

I'd say lightning is the best because it deals stagger

peak bronze
crimson dock
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The only thing that resists lightning is the skugg

mellow crater
#

My bad, still don't know all the creatures in this game !
(didn't finished ashlands)

balmy moss
#

My friend tried it and hated it

crimson dock
#

The skugg is found in the Ashland’s

lofty wave
#

It's not a proper creature though, I'm pretty sure it's technically a build piece or whatever the ballista is

crimson dock
#

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

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It’s great with friends and when surrounded

peak bronze
balmy moss
crimson dock
#

Honestly though I find myself just using the thundering berserker axes now I’ve managed to get axe skill lvl 50 and considering nothing in the game resists lightning that’s worth considering (sorry skugg) you really only need axes and a ranged weapon in the endgame

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Axes are also very heavy stamina wise that’s 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

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even switching to a HFS food setup for some extra stamina helps

peak bronze
balmy moss
#

Whos using polearms till mistland tho bfr

crimson dock
#

The bronze atgeir is a menace in the Black Forest, you are able to fight a troll with multiple greydwarfs swarming you no problem

balmy moss
crimson dock
#

That’s fair

peak bronze
peak bronze
bitter totem
balmy moss
#

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

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blunt weapons have cool and unique weapons like porcupine and frostner but spears and atgeirs havent got anything going for them really

bitter totem
#

atgeirs r the best aoe tools in the game?

balmy moss
#

Maybe I am biased but onehanded gets the job done

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two handed if ur feeling different lol

peak bronze
balmy moss
bitter totem
#

it does the most lightning dmg out of any weapon

crimson dock
#

Nuh uh

balmy moss
#

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

crimson dock
bitter totem
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nah

balmy moss
#

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

crimson dock
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Yes it says 10 on the tin, but in actuality you are hitting lightning bolts that deal 75-150 damage

balmy moss
bitter totem
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Himmanfl says 40, and with chain lightning its even more

peak bronze
crimson dock
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right but I can stunlock a morgen with the thundering axes with enough luck and kill it in seconds

bitter totem
#

oh yeaa I forgot abt that since mines t4 and i couldnt remember what it was at t4 lol

crimson dock
#

himmin afl is just not as fast

bitter totem
balmy moss
#

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?

peak bronze
balmy moss
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The himmanafl cannot proc like a lightning chain thing can it?

bitter totem
#

the thundering gem weaps do less thunder dmg in total even with chain lightning, but do more in slash & stuff

crimson dock
#

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

peak bronze
bitter totem
#

it can tho

#

not just iolite weapons

balmy moss
#

It can? Didnt know that. Does it chain infinitely?

bitter totem
#

idk

peak bronze
#

Himminafl doesn't have chain lightning like iolite infused weapons do.

crimson dock
peak bronze
#

It just has more base lightning damage.

crimson dock
#

Nah it’s fair the himmin afl is more consistent in damage

peak bronze
balmy moss
peak bronze
crimson dock
#

the iolite weapons have higher damage potential but it’s not guaranteed

crimson dock
#

ah that’s probably why you have a better view on the himmin afl, I was rocking like lvl 30-35 polearm skill in Ashland’s and found it underwhelming for the most part

peak bronze
bitter totem
#

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

peak bronze
balmy moss
#

Okay another talking point against twohanded weapons is parrying. They cant really parry mobs from one biome above where theyre from on higher difficulties

crimson dock
balmy moss
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onehanded lets you use shields and they are great

crimson dock
#

140% more damage on average, minimum damage is like 240% higher than at lvl 0

granite geyser
balmy moss
# bitter totem depends on ur block skill

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

crimson dock
#

Health

bitter totem
#

^

balmy moss
crimson dock
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Yeah on the harder difficulties you will get staggered wayyyyy easier

peak bronze
balmy moss
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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

bitter totem
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just use 1 stamina food, u don't need 2 but I can see why u would want it

peak bronze
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coughs Atgeir secondary attack. NeckSmile

balmy moss
crimson dock
#

On harder difficulties the intended balance gets thrown out the window i

balmy moss
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Maybe i should just read instead of ask this but what changes on hard/very hard?

crimson dock
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Enemies are 20% faster, take 70% of the usual damage, deal 2x damage oh yeah and are 20% larger

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For very hard, hard I’m not too sure

peak bronze
balmy moss
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can someone help me find more abt this on the wiki?

peak bronze
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I think you might find it by searching "world modifiers"

balmy moss
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jotun bane barely onetaps greydwarfs on my world bruh 😭

#

axes 53 and it dies to the poison

unique cove
#

Damage tables in 'ere

unique cove
hearty finch
#

would be great to only have multipliers for stuff like farming wood, but not for stuff like black cores

rose swan
#

I think it’s just a lot of work on the backend for too little pay off on the front end šŸ¤” seems like a little too excessive fine tuning. Maybe I’m just a Scrooge though haha

hearty finch
#

aaaahhhh man not this again. pleeeeeaaase dont babysit the devs. u dont know their engine

rose swan
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I don’t know anything about engines, development, or anything like that šŸ˜… I just think a huge list of fine tuning each individual item seems a little much.

hearty finch
#

pls just worry about if u think it would be cool to have in the game (within reason ofc)

rose swan
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That’s all I worry about tbh šŸ‘€

hearty finch
#

no but u just said u downvoted because it might seem like a lot of work

rose swan
#

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 šŸ¤” yeah you get double cores, but I feel like that’s better than getting one core if you specifically raised the resource rate to get more resources, yeah? I will say, for honey it’s pretty crazy. One nest = 2 queen bees = 16 honey (x4 compared to regular resource rate!) but it’s a non-issue really.

arctic wharf
#

Man... this barney starsoup.... what a trollNeckSmile

#

won't be surprise if you end up on the block list hehe

wanton atlas
arctic wharf
#

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.

slate spire
#

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. šŸ¤·šŸ¼ā€ā™‚ļø

granite geyser
slate spire
granite geyser
#

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"

arctic wharf
arctic wharf
#

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

granite geyser
#

The mod already exists

slate spire
#

I just think there is room for a subtle nuance because the all or nothing right now doesn’t 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: I’d love to limit skill drain but lose unequipped items. But that’s not possible as is. I wish they were separate clicks

arctic wharf
#

Its not a clean implementation for resource sliders for sure, but it was the fast and simple one to get it in there ye.

arctic wharf
slate spire
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I just think, humbly, there’s room for nuance without changing too much. 😊

#

I rest my case šŸ™šŸ½

arctic wharf
foggy axle
# rose swan Please don’t make meginjord have its own unique slot- mistlands is the first bio...

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.

arctic wharf
#

someone seems salty...

foggy axle
languid ibex
#

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.

foggy axle
granite geyser
arctic wharf
#

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 Ragnar_laugh

foggy axle
#

but I kinda wish people wouldn't be so closed to suggestions and more open to discuss posibilities

wanton atlas
#

we as developers want you to activly make decisions

granite geyser
foggy axle
languid ibex
#

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.

granite geyser
#

You are literally labeling us as the mean discord users that disagree with you which means we absolutely hate every single idea in existence...

bitter totem
bitter totem
granite geyser
#

If you cannot accept disagreements then there's nothing we can do

bitter totem
#

Any time someone suggests something I always see you hating on it lmao

languid ibex
granite geyser
#

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||

bitter totem
#

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

wanton atlas
foggy axle
granite geyser
arctic wharf
#

what is great about this is you have no suggestions posted and Skadush has a single suggestion posted šŸ˜…
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. NeckSmile

granite geyser
#

Let's just move on. There will be 100 more cases like this one

languid ibex
bitter totem
# wanton atlas the community don't. they are just silent

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????

hexed jewel
foggy axle
hexed jewel
#

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

granite geyser
wanton atlas
languid ibex
hexed jewel
#

@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

granite geyser
languid ibex
granite geyser
bitter totem
#

#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?

arctic wharf
#

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.

wanton atlas
granite geyser
arctic wharf
wanton atlas
#

Valheim don't suit having "pirate ships"

#

and no one want massive attacks on your home base

wanton atlas
foggy axle
granite geyser
hexed jewel
#

vikings were BASICALLY northern pirates

wanton atlas
wanton atlas
hexed jewel
wanton atlas
#

vikings didn't have that kind of ships to start with

arctic wharf
#

Vikings = Pirates (sort of ye)
but the term was fantasized into meaning a whole lot more than it really does haha

wanton atlas
#

no no no.
vikings pillaged

#

they didn't board ships, had ship-to-ship combat etc

foggy axle
bitter totem
#

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?

wanton atlas
#

go play sea of thieves

hexed jewel
#

lol ok, in the TECHNICAL sense of preying on other seafaring vessels, no

granite geyser
wanton atlas
foggy axle
wanton atlas