I’d like to see an adjustment in the food recipes. I think you should be allowed to make 5x or 10x of a recipe if you have the required ingredients in your inventory. Why is bronze the material that has a 5x recipe? For instance, It would save loads of time if you could craft 5x deer stews!
I like the idea of kind of "cleaning up" both the build (hammer) stuff and also inventory space with equipped items going to a paper doll, rather than taking up bag space. I'd also like to see some kind of quiver for arrows or something, maybe being able to craft different quivers that might give you some kind of extra bonus to damage or speed or your shots. I like the idea someone mentioned below to increase amounts of food created. I hate having to cook things. Especially if I need to resupply and am making stacks of this, that, and everything else. I do like making the foods that do make multiples (Queen's Jam, salads, sausages, etc). I also thought it would be cool to create a new skill or few, around hunting, fishing, trapping. The ability to create traps, fish basket traps and nets, etc. Not only can you trap food creatures, you could have the chance to trap an enemy. Maybe have a new "crop" of reeds along the shores of water, but not something you can grow yourself, like berries and mushrooms. Reeds could also be used to make floor mats and storage baskets.
Tbh I kinda like that magic isn’t unlocked until late in the game. Makes it seem special that you need to travel far to difficult and mysterious places in order to get it. Some very basic magic, more support/utility things than reliable combat abilities, could be nice early game but I like that there’s simplicity to the early game. At the very least, regular weapons & tools should be far better than any magic while you’re still running around in the meadows & Black Forest imo
Big thing for me would be upgrading early game armor to keep it relevant. Not just 'it's the same but different skin' but something like you were talking about with the cloaks, where it can be a meaningful decision which weapon or armor you bring because they have different abilities. Maybe this applies more to armor and set bonuses but if there could be a way for it to work with weapons too it would be great. I do get annoyed to invest time and resources to a weapon to fight a boss, then immediately have to scrap it to make basically that but with a new material. Maybe something like inscribing runes using the new biome material onto old weapons to give it new effects instead of a whole new weapon class idk. Going to a new biome maybe not being a new teir of weapon but something else, like how going through the swamps is the path to getting to build with stone, and going to mistlands is the way to get magic etc. So the resources of the new biome aren't 'what you have but better' but instead more options and upgrade paths you can apply to gear you've already got?
I really like your suggestions for changes, especially adding elemental variants to all tiers of arrows. Almost all of these ideas could be great mod concepts.
Upgradeable early-game gear with late-game ingredients would be incredible, this would be such a massive improvement. I feel like the gear options are so, so limiting. Earlier magic? Yes! Using cloaks as elemental resistance? Absolutely brilliant!
I'd like to see early magic spells, and spell progression. Start out with a torch as a wand to hurl single target fire (if you've eaten your magic mushrooms), upgrade damage with surtling cores, or use them to create a fire shield. Dig up bones to construct skeletons, (or short range Cone of Bone or bone armor) upgrade later to the Dead Raiser. Start working on your magic skills early game.
A lot of these ideas are great concepts even if I don't personally like them as I feel Valheim's simplicity matches it's visual style and makes it easier to play rather than becoming a hyper complex RPG, but I get different people like different things. One thing I do agree on is cape diversity. The base design of all capes giving the same amount of armor to me indicates they're supposed to be the one piece of gear that sticks out as your personal flair on the character to differentiate you from your fellow warriors. The lox and wolf capes being better than the linen, which you get after them and can even be colored, already defeats some of this but at least there's a choice between the two, but with the feather addition it becomes a null choice. Moving the capes to either a resistance type choice instead of fashion, or making them all equal through infusing frost or whichever resistance to any of them so they are purely a cosmetic choice would be nice.
I like the idea of being able to maybe infuse newer metals into armor to keep them relevant. I also like the idea of keeping some elemental weapons relevant by infusing with new metals and perhaps a new look. I personally love the frostner and it was a big investment. would not mind keeping it going. especially into the ashlands. Also the arrow idea should just be a no brainer. Make a fletching station where you have to put in three items. the arrowhead, the arrow body, and the feathers. Also the feathers could be upgraded to scales from serpents or something to further increase quality. then allow them to be imbued with whatever element needed with the proper materials. would be nice to use fire arrows anytime after Black forest.
Also when your character wakes up from sleep 😴🛏 he shouldn't immediately stand up on the bed, he should wake up seated. Small details like that make all the difference 👍🏻
On console you can remove all chest contents with one button. I'd like to be able to add to all existing chest contents from my inventory with one easy command
For the hammer build menu issue, I think it would also be helpful to be able to target a built piece and click a single button to select the type again. Most builds use a lot of some types of pieces.
A few of these ideas I've had myself. Mainly, being able to upgrade armor so that early game armor can still be viable as player progress through the game. I enjoyed using the troll hide but recently upgraded to the rooted armor, but I have my eyes set on the fenris armor set. Early game arrows being upgradable would go well with that. I left a comment on a recent Valheim video I watched talking about how I think magic needs to be added retroactively to the game so that playing as a mage is viable early. There are already a few food items that could give Eitr like the yellow mushrooms and the greydwarf eyes. Food like the Muckshakes and Eyescream could give Eitr. Personally, I think there should be at least one early game option for magical damage, maybe a staff to fit in with the late game magic. What this staff could do is basically steal the boss attacks (ie Eikthyr's lightning and the Elder's root attack) each boss could be given a new drop which is used to upgrade this staff and unlocks one of these attacks (the attacks could be changed by interacting with the boss heads at spawn- hold the staff and press "E"). As you upgrade the staff, each boss attack becomes stronger so that by late game, this staff is just as viable. I'll reply to this comment with thoughts about what the attacks could be. Something else that should be considered are enchantments- lets just not make it trash like Minecraft enchanting. I hate enchanting in MC because the enchant table is too random. For Valheim, these enchantments could be found as loot or crafted and then applied to tools similar to how upgrading works. I like the idea that early game magic in Valheim would focus more on support type buffs. However, I don't think there should be any overlap with the meads (fire, frost, poison resistance etc) since it would make them redundant. Instead, these effects could help with other aspects of the game. These should be balanced though. First thing that comes to mind is water. I hate falling into water and not being able to out swim an enemy. A spell that lets me swim faster or just be able to walk on water would be so useful. Like potions, these effects would be timed. Something else I thought of is a buff to strength, but it can only be applied to one of the damage classes (slash, pierce, blunt, etc) not such how it would be applied. This would probably need to be some kinda item. Another effect is what I'll call for now "Tactical Retreat". What this would do is slow your stam drain but either cut your attack to 50% or make you more vulnerable to damage. It's a tradeoff. This would be intended to allow players to get out of a hairy situation. I hate when I'm trying to retreat but I can't get away because I have no stam. Something I want to bring up is that currently the Valheim magic is split into two categories: Elemental and Blood. If magic was added rectroactively to the other biomes this should be kept in mind. There should be options for both Elemental and Blood magic. Out of my suggestions, the staff would likely be Elemental Magic (though, the different boss effects could be considered Elemental or Blood depending on the boss) while the strength and stam bonus could be blood magic. Personally, I would like these two magic options to be fleshed out more so players have to decide if they want to play as an Elemental Mage or Blood Mage.
As I said, I'm gonna reply with a list of different attacks that my staff idea could have. How I imagine it, this staff would either be found as loot in a dungeon or bought from the trader (Haldor). This means it could still be gotten early game but would require some time. Each upgrade would be unlocked as you kill a different boss. The staff would be upgrade using a unique item dropped by each boss- although, maybe upgrading the staff isn't necessary given that you switch between the abilities by interacting with the boss stones. Since this couldn't be done until the boss has been defeated new boss drops might not be required. Before I get to the attacks, I have one question, (assuming the staff is obtained from the trader) should the staff be available before defeating the first boss or after? If plays can buy it before defeating Eikthyr should it have a default attack or should it be a glorified club until they defeat Eikthyr? Eikthyr is pretty easy to defeat so locking it behind him wouldn't make it to difficult to acquire; it also means that the staff could come with his attack preinstalled. Now, I'll get to my ideas for attacks. Quick note, I decided to come up with a main ranged attack and special AOE attack (MMB) for each. Eikthyr- Ranged Attack Lightning and AOE Attack would just be AOE Lightning (weaker short range attack but hits more enemies and can stagger them) The Elder- Ranged Attack Elder's Roots and AOE Attack Ground Roots (four roots spawn from the ground and attack your enemies; this can also stagger) Bonemass- This one I'm having trouble coming up with. His two unique attacks are launching blobs at the player and creating a cloud of poisonous gas. These could work as Ranged and AOE attacks respectively, but this overlaps with poison tipped arrows. Moder- Moder is another case where her main attack is already covered by an arrow. In this case, there is also a staff that is used for freeze attacks. Instead of basing this off of the boss attack, I decided to base it off the forsaken power we get from Moder as well as the event "A cold wind blows from the mountains". Thus, the Range attack would be a "cold wind" that does freezing damage but mainly is used to push enemies around. For the AOE, it could create a small gust of wind around the player that pushes back enemies and has a change to stunlock them. Yagluth- Personally, I think Yagluth has the coolest attacks. For the staff's Ranged attack, it would be a scaled down version of Yagluth's Meteor attack. For AOE, it would similar to the Demolisher's attack but with fire The Queen- I didn't actually know what the Queen's attacks were and had to look it up. One of the attacks applies an exclusive status effect called "Slimed". This could be used as the staff's Ranged attack. For AOE, maybe could be summoning a seeker or brood. I'm not completely happy with all of these but I wanted to stick to the theme I came up with. Maybe some of these attacks could be based on the boss' respective biome instead. A few of them could be effects rather than attacks but aside from the Queen's "Slimed" effect, fire and freeze already have both an arrow and a staff. Poison only has an arrow type so I spose making Bonemass' attack overlap with poison arrows wouldn't be too much of a problem. If anyone reads this and has their own ideas please leave a comment.
It would be cool if they set it up so we can customize our own tool (hammer, hoe, etc) menues. So I can put whatever i want in just like a favorites tab or maybe all the tabs I want.
Great video. I would send this to them directly on twitter or to their community email address were I you! Very cool and clever ideas. Personally I wish we could save a build. Even if there was like a five or ten piece limit on this to prevent a loss of immersion it would be so cool to lay large bits of floor at once or perfectly replicate a custom stone pillar six times in your grand hall to save you just a little labour-time.
I've tried what I call a Loki Run. To start with magic, I used an endgame character to leave mage clothes, the four mage implements (all gear level 1) and a Galdr Table for repairs so a new character could begin the game as a mage. I also left behind a load of porridge and Eitr Mead bases. It didn't occur to me that the robes were not required. This was super overpowered of course, but without the extra Eitr regeneration from the robes I would have just been swigging meads on cooldown probably. Instead, I think I only used 10 meads through the Plains. Overall, wasn't a terribly fun playthrough. I was around level 35 Elemental skill in the Plains, never had enough base Eitr to fool with summoning and never needed the shield bubble. I think we should be able to craft a Shamanic Totem (Shamanic Magic Skill) using a Greydwarf Shaman trophy and that it should give us some Eitr regen and the ability to pop a small AoE heal like a Shaman. This totem should off-hand like a shield (heal on right click) so a proper melee weapon could also be used, since this isn't a lot of magic, though it is Black Forest after all. We'd need a new Eitr food recipe, like yellow mushrooms combined with something else since the mushrooms alone are a useful food on their own. In the Swamps, we already get Ooze Bombs but perhaps they could be boosted by wielding the Totem. Stronger with more range, like an upgraded archery kit. We might also upgrade our Totem using Gunk or something so the poison also slows or gives some other sort of swamp appropriate debuff, and also the upgrade would slightly increase our heal. New slightly better Eitr Food probably. I think this is an appropriate niche for a beginner mage in solo or group play. A little useful magic combined with a one handed weapon. There is the sacrifice of having to eat Eitr food, the option to have two Eitr foods in your diet if you want to double down, and nothing is taken away from those that prefer pure physical violence. In the Mountains, we should be able to use a Cultist Trophy to craft a one handed sceptre that gives us their fire spray (Hello, Elemental Magic) on left click and maybe an Aoe Fear/Stagger on middle click to replace our main-hand weapon if we choose. Another upgrade for our Totem (Wolf Fang?) that increases heals again a little. With a third Eitr food we can start going full mage or mix and match traditional foods for a hybrid build. I'd say the three foods we have so far should probably equal the Eitr of Yggdrasil Porridge in effect, but the Eitr consumption of our skills would have to be less than that of the end game staves. I think for the Plains we should probably be able to combine a Fuling Shaman trophy with a Growth trophy for a new sceptre that gives us the same projectile as the Growths. The Linen Cape could be our first Eitr Regen article of clothing, since its otherwise useless. That should probably be the endgame for Shamanic Magic unless something more makes sense for Ashlands or later Biomes. It seems like after Plains is when Elemental Magic would take over with its two handed staves, but having that Shamanic Totem for emergency heals would probably always be welcome, especially in group play. So our Shaman would have access to AoE heals, upgraded Ooze Bombs with a possible extra debuff, Fire Spray, AoE Fear/Stagger AND the Growth projectile. Not bad.
There's already yellow dvergr wizards that produce a better healing spell than the Greydwarf Shamans, but I totally agree, it would be awesome if even as early as the black forest you could get a magical staff that could produce healing, making it require Greydwarf Shaman trophies to craft would also put a use to those, but yeah my buddy was really disappointed when I had to tell he was going to have to wait till the end game to use magic
I want separate boxes for armour/clothing to free up the inventory boxes. I would love to hire a dwarf helper and have him farm, raise, and harvest veggies. Maybe even a dwarf body guard who runs aways back to home base or loses conciousness when his health gets too low. They can crack jokes or make small talk, scratch themselves, smoke a pipe, eat a carrot, etc.
I made a list as I was playing of tweaks I'd like to see. With the resistances it would be nice to see multiple levels of it and allowing stacking atm any piece with frost resist is meaningless because of the capes. They should split frost damage resist and cold/freezing resist or put them on different levels. The cold debuff is not something people would be able to go back to having with how short supply stamina is. Similar for pierce resist. I imagine most things resist pierce to prevent bows and crossbows from being too powerful, but that means all pierce melee options are less powerful options.
But the food for this stuff should be similar to the costs of a mead, so that they don't make them redundant. Obviously you should be able to hit your allies.
Watching a boat move without the Viking holding the sail (or whatever holds the sail, lol) or oars is some of the dumbest shit I've ever seen in a 3D game. C'mon, dev's. You want to market the game as survival, but a move navigates on its own? Here's some other things that could be implemented (or at least made part of a "survival" mode): * have to manufacture nails in order to build settlements * changing seasons, need to make blankets in the winter in order to stay warm when sleeping * ability to raise cattle or horses * have to build scaffolding in order to build higher structures. You sort of do have to do that, but it could be implemented better. One of the most pleasurable building experiences I've had is when I needed to build scaffolding to flesh out the roof of a second story core wood frame. That was meaningful!
i dont honestly see the point in complicating the game more with more diversity as its not really necessary or relevant. multiple variants of the same types of clothing opens the door to skins which leads to micro transactions.
I’d just love to see a combat system that works properly. Why is it that when the enemy is one or two pixels higher than you that you miss all your strikes. I’d love to be able to cancel out of combo animations. Basic combat principles in gaming these days. Also basic user visibility annoys the piss out of me in this game. The overuse of heavy ass fog and other intense weather effects to obscure what the player is seeing is highly frustrating. I’m not talking about the mist lands either, but that’s a whole new kettle of stupid. I mean WTF is that terrain choice huh? Garbage super jagged terrain with horrendous visibility. What a brain dead choice of combination. Last thing I want looked at is travel time. Most of it is arbitrary game lengthening mechanics. They add a portal system into it, but you can’t travel with the new ores you just mined. Never mind that all your weapons and armour are made of the same stuff!! Nope got to slow boat your ass, usually in a head wind or deep fog, all the way back home. Why? Simply to slow progression. What a weird choice.
The portals are getting updated (hopefully soon) so you will have the voice to portal what you want or not. And the combat definitely needs to be adjusted for vertical changes between you and the enemy!
I’d like to see an adjustment in the food recipes. I think you should be allowed to make 5x or 10x of a recipe if you have the required ingredients in your inventory. Why is bronze the material that has a 5x recipe? For instance, It would save loads of time if you could craft 5x deer stews!
That would be a huge quality of life change!
I like the idea of kind of "cleaning up" both the build (hammer) stuff and also inventory space with equipped items going to a paper doll, rather than taking up bag space. I'd also like to see some kind of quiver for arrows or something, maybe being able to craft different quivers that might give you some kind of extra bonus to damage or speed or your shots.
I like the idea someone mentioned below to increase amounts of food created. I hate having to cook things. Especially if I need to resupply and am making stacks of this, that, and everything else. I do like making the foods that do make multiples (Queen's Jam, salads, sausages, etc).
I also thought it would be cool to create a new skill or few, around hunting, fishing, trapping. The ability to create traps, fish basket traps and nets, etc. Not only can you trap food creatures, you could have the chance to trap an enemy. Maybe have a new "crop" of reeds along the shores of water, but not something you can grow yourself, like berries and mushrooms. Reeds could also be used to make floor mats and storage baskets.
Quivers would be cool, even just aesthetically!
Tbh I kinda like that magic isn’t unlocked until late in the game. Makes it seem special that you need to travel far to difficult and mysterious places in order to get it. Some very basic magic, more support/utility things than reliable combat abilities, could be nice early game but I like that there’s simplicity to the early game. At the very least, regular weapons & tools should be far better than any magic while you’re still running around in the meadows & Black Forest imo
I can agree with that, leave the combat magic for mid to late game and give utility early!
Big thing for me would be upgrading early game armor to keep it relevant. Not just 'it's the same but different skin' but something like you were talking about with the cloaks, where it can be a meaningful decision which weapon or armor you bring because they have different abilities. Maybe this applies more to armor and set bonuses but if there could be a way for it to work with weapons too it would be great. I do get annoyed to invest time and resources to a weapon to fight a boss, then immediately have to scrap it to make basically that but with a new material. Maybe something like inscribing runes using the new biome material onto old weapons to give it new effects instead of a whole new weapon class idk. Going to a new biome maybe not being a new teir of weapon but something else, like how going through the swamps is the path to getting to build with stone, and going to mistlands is the way to get magic etc. So the resources of the new biome aren't 'what you have but better' but instead more options and upgrade paths you can apply to gear you've already got?
That would sound pretty good to me!
I really like your suggestions for changes, especially adding elemental variants to all tiers of arrows. Almost all of these ideas could be great mod concepts.
Upgradeable early-game gear with late-game ingredients would be incredible, this would be such a massive improvement. I feel like the gear options are so, so limiting. Earlier magic? Yes! Using cloaks as elemental resistance? Absolutely brilliant!
Thank you!
I'd like to see early magic spells, and spell progression. Start out with a torch as a wand to hurl single target fire (if you've eaten your magic mushrooms), upgrade damage with surtling cores, or use them to create a fire shield. Dig up bones to construct skeletons, (or short range Cone of Bone or bone armor) upgrade later to the Dead Raiser. Start working on your magic skills early game.
Hopefully the devs agree!
A lot of these ideas are great concepts even if I don't personally like them as I feel Valheim's simplicity matches it's visual style and makes it easier to play rather than becoming a hyper complex RPG, but I get different people like different things.
One thing I do agree on is cape diversity. The base design of all capes giving the same amount of armor to me indicates they're supposed to be the one piece of gear that sticks out as your personal flair on the character to differentiate you from your fellow warriors. The lox and wolf capes being better than the linen, which you get after them and can even be colored, already defeats some of this but at least there's a choice between the two, but with the feather addition it becomes a null choice. Moving the capes to either a resistance type choice instead of fashion, or making them all equal through infusing frost or whichever resistance to any of them so they are purely a cosmetic choice would be nice.
I like the idea of being able to maybe infuse newer metals into armor to keep them relevant. I also like the idea of keeping some elemental weapons relevant by infusing with new metals and perhaps a new look. I personally love the frostner and it was a big investment. would not mind keeping it going. especially into the ashlands. Also the arrow idea should just be a no brainer. Make a fletching station where you have to put in three items. the arrowhead, the arrow body, and the feathers. Also the feathers could be upgraded to scales from serpents or something to further increase quality. then allow them to be imbued with whatever element needed with the proper materials. would be nice to use fire arrows anytime after Black forest.
Also when your character wakes up from sleep 😴🛏 he shouldn't immediately stand up on the bed, he should wake up seated.
Small details like that make all the difference 👍🏻
Definitely like the arrow idea.
On console you can remove all chest contents with one button. I'd like to be able to add to all existing chest contents from my inventory with one easy command
That’d be a nice addition!
For the hammer build menu issue, I think it would also be helpful to be able to target a built piece and click a single button to select the type again. Most builds use a lot of some types of pieces.
A few of these ideas I've had myself. Mainly, being able to upgrade armor so that early game armor can still be viable as player progress through the game. I enjoyed using the troll hide but recently upgraded to the rooted armor, but I have my eyes set on the fenris armor set. Early game arrows being upgradable would go well with that.
I left a comment on a recent Valheim video I watched talking about how I think magic needs to be added retroactively to the game so that playing as a mage is viable early. There are already a few food items that could give Eitr like the yellow mushrooms and the greydwarf eyes. Food like the Muckshakes and Eyescream could give Eitr. Personally, I think there should be at least one early game option for magical damage, maybe a staff to fit in with the late game magic. What this staff could do is basically steal the boss attacks (ie Eikthyr's lightning and the Elder's root attack) each boss could be given a new drop which is used to upgrade this staff and unlocks one of these attacks (the attacks could be changed by interacting with the boss heads at spawn- hold the staff and press "E"). As you upgrade the staff, each boss attack becomes stronger so that by late game, this staff is just as viable. I'll reply to this comment with thoughts about what the attacks could be.
Something else that should be considered are enchantments- lets just not make it trash like Minecraft enchanting. I hate enchanting in MC because the enchant table is too random. For Valheim, these enchantments could be found as loot or crafted and then applied to tools similar to how upgrading works.
I like the idea that early game magic in Valheim would focus more on support type buffs. However, I don't think there should be any overlap with the meads (fire, frost, poison resistance etc) since it would make them redundant. Instead, these effects could help with other aspects of the game. These should be balanced though. First thing that comes to mind is water. I hate falling into water and not being able to out swim an enemy. A spell that lets me swim faster or just be able to walk on water would be so useful. Like potions, these effects would be timed. Something else I thought of is a buff to strength, but it can only be applied to one of the damage classes (slash, pierce, blunt, etc) not such how it would be applied. This would probably need to be some kinda item. Another effect is what I'll call for now "Tactical Retreat". What this would do is slow your stam drain but either cut your attack to 50% or make you more vulnerable to damage. It's a tradeoff. This would be intended to allow players to get out of a hairy situation. I hate when I'm trying to retreat but I can't get away because I have no stam.
Something I want to bring up is that currently the Valheim magic is split into two categories: Elemental and Blood. If magic was added rectroactively to the other biomes this should be kept in mind. There should be options for both Elemental and Blood magic. Out of my suggestions, the staff would likely be Elemental Magic (though, the different boss effects could be considered Elemental or Blood depending on the boss) while the strength and stam bonus could be blood magic. Personally, I would like these two magic options to be fleshed out more so players have to decide if they want to play as an Elemental Mage or Blood Mage.
As I said, I'm gonna reply with a list of different attacks that my staff idea could have. How I imagine it, this staff would either be found as loot in a dungeon or bought from the trader (Haldor). This means it could still be gotten early game but would require some time. Each upgrade would be unlocked as you kill a different boss. The staff would be upgrade using a unique item dropped by each boss- although, maybe upgrading the staff isn't necessary given that you switch between the abilities by interacting with the boss stones. Since this couldn't be done until the boss has been defeated new boss drops might not be required.
Before I get to the attacks, I have one question, (assuming the staff is obtained from the trader) should the staff be available before defeating the first boss or after? If plays can buy it before defeating Eikthyr should it have a default attack or should it be a glorified club until they defeat Eikthyr? Eikthyr is pretty easy to defeat so locking it behind him wouldn't make it to difficult to acquire; it also means that the staff could come with his attack preinstalled.
Now, I'll get to my ideas for attacks. Quick note, I decided to come up with a main ranged attack and special AOE attack (MMB) for each.
Eikthyr- Ranged Attack Lightning and AOE Attack would just be AOE Lightning (weaker short range attack but hits more enemies and can stagger them)
The Elder- Ranged Attack Elder's Roots and AOE Attack Ground Roots (four roots spawn from the ground and attack your enemies; this can also stagger)
Bonemass- This one I'm having trouble coming up with. His two unique attacks are launching blobs at the player and creating a cloud of poisonous gas. These could work as Ranged and AOE attacks respectively, but this overlaps with poison tipped arrows.
Moder- Moder is another case where her main attack is already covered by an arrow. In this case, there is also a staff that is used for freeze attacks. Instead of basing this off of the boss attack, I decided to base it off the forsaken power we get from Moder as well as the event "A cold wind blows from the mountains". Thus, the Range attack would be a "cold wind" that does freezing damage but mainly is used to push enemies around. For the AOE, it could create a small gust of wind around the player that pushes back enemies and has a change to stunlock them.
Yagluth- Personally, I think Yagluth has the coolest attacks. For the staff's Ranged attack, it would be a scaled down version of Yagluth's Meteor attack. For AOE, it would similar to the Demolisher's attack but with fire
The Queen- I didn't actually know what the Queen's attacks were and had to look it up. One of the attacks applies an exclusive status effect called "Slimed". This could be used as the staff's Ranged attack. For AOE, maybe could be summoning a seeker or brood.
I'm not completely happy with all of these but I wanted to stick to the theme I came up with. Maybe some of these attacks could be based on the boss' respective biome instead. A few of them could be effects rather than attacks but aside from the Queen's "Slimed" effect, fire and freeze already have both an arrow and a staff. Poison only has an arrow type so I spose making Bonemass' attack overlap with poison arrows wouldn't be too much of a problem. If anyone reads this and has their own ideas please leave a comment.
It would be cool if they set it up so we can customize our own tool (hammer, hoe, etc) menues. So I can put whatever i want in just like a favorites tab or maybe all the tabs I want.
But they shouldn't ditch the defaults.
A favorites tab would be kind of neat!
I like all your suggestions.
Great video. I would send this to them directly on twitter or to their community email address were I you! Very cool and clever ideas. Personally I wish we could save a build. Even if there was like a five or ten piece limit on this to prevent a loss of immersion it would be so cool to lay large bits of floor at once or perfectly replicate a custom stone pillar six times in your grand hall to save you just a little labour-time.
I’m not very big on self promotion, but thank you for the thought!
I've tried what I call a Loki Run. To start with magic, I used an endgame character to leave mage clothes, the four mage implements (all gear level 1) and a Galdr Table for repairs so a new character could begin the game as a mage. I also left behind a load of porridge and Eitr Mead bases. It didn't occur to me that the robes were not required. This was super overpowered of course, but without the extra Eitr regeneration from the robes I would have just been swigging meads on cooldown probably. Instead, I think I only used 10 meads through the Plains. Overall, wasn't a terribly fun playthrough. I was around level 35 Elemental skill in the Plains, never had enough base Eitr to fool with summoning and never needed the shield bubble.
I think we should be able to craft a Shamanic Totem (Shamanic Magic Skill) using a Greydwarf Shaman trophy and that it should give us some Eitr regen and the ability to pop a small AoE heal like a Shaman. This totem should off-hand like a shield (heal on right click) so a proper melee weapon could also be used, since this isn't a lot of magic, though it is Black Forest after all. We'd need a new Eitr food recipe, like yellow mushrooms combined with something else since the mushrooms alone are a useful food on their own.
In the Swamps, we already get Ooze Bombs but perhaps they could be boosted by wielding the Totem. Stronger with more range, like an upgraded archery kit. We might also upgrade our Totem using Gunk or something so the poison also slows or gives some other sort of swamp appropriate debuff, and also the upgrade would slightly increase our heal. New slightly better Eitr Food probably. I think this is an appropriate niche for a beginner mage in solo or group play. A little useful magic combined with a one handed weapon. There is the sacrifice of having to eat Eitr food, the option to have two Eitr foods in your diet if you want to double down, and nothing is taken away from those that prefer pure physical violence.
In the Mountains, we should be able to use a Cultist Trophy to craft a one handed sceptre that gives us their fire spray (Hello, Elemental Magic) on left click and maybe an Aoe Fear/Stagger on middle click to replace our main-hand weapon if we choose. Another upgrade for our Totem (Wolf Fang?) that increases heals again a little. With a third Eitr food we can start going full mage or mix and match traditional foods for a hybrid build. I'd say the three foods we have so far should probably equal the Eitr of Yggdrasil Porridge in effect, but the Eitr consumption of our skills would have to be less than that of the end game staves.
I think for the Plains we should probably be able to combine a Fuling Shaman trophy with a Growth trophy for a new sceptre that gives us the same projectile as the Growths. The Linen Cape could be our first Eitr Regen article of clothing, since its otherwise useless. That should probably be the endgame for Shamanic Magic unless something more makes sense for Ashlands or later Biomes. It seems like after Plains is when Elemental Magic would take over with its two handed staves, but having that Shamanic Totem for emergency heals would probably always be welcome, especially in group play.
So our Shaman would have access to AoE heals, upgraded Ooze Bombs with a possible extra debuff, Fire Spray, AoE Fear/Stagger AND the Growth projectile. Not bad.
Those are some pretty cool ideas!
I hope they add dual wielding. And to make it somewhat balanced, I'm okay if dual wielding makes you loose parrying and consume more stamina.
Slower movement speed and higher stamina consumption would be solid disadvantages.
There's already yellow dvergr wizards that produce a better healing spell than the Greydwarf Shamans, but I totally agree, it would be awesome if even as early as the black forest you could get a magical staff that could produce healing, making it require Greydwarf Shaman trophies to craft would also put a use to those, but yeah my buddy was really disappointed when I had to tell he was going to have to wait till the end game to use magic
I want separate boxes for armour/clothing to free up the inventory boxes. I would love to hire a dwarf helper and have him farm, raise, and harvest veggies. Maybe even a dwarf body guard who runs aways back to home base or loses conciousness when his health gets too low. They can crack jokes or make small talk, scratch themselves, smoke a pipe, eat a carrot, etc.
They’ve got tamed pets, seems like hired help would be the next step!
I made a list as I was playing of tweaks I'd like to see.
With the resistances it would be nice to see multiple levels of it and allowing stacking atm any piece with frost resist is meaningless because of the capes. They should split frost damage resist and cold/freezing resist or put them on different levels. The cold debuff is not something people would be able to go back to having with how short supply stamina is.
Similar for pierce resist. I imagine most things resist pierce to prevent bows and crossbows from being too powerful, but that means all pierce melee options are less powerful options.
My biggest gripe is having to pour in 3 metals to get 1 bronze.
Either reduce cost or give us 2 bronze in exchange.
That is a huge pet peeve of mine too! Definitely needs fixing!
We want obsidian fire arrows!
Agreed!
We need a new biome on top of the tree of life.
Healing spells or stamina recovery would be cool in the early game.
But the food for this stuff should be similar to the costs of a mead, so that they don't make them redundant. Obviously you should be able to hit your allies.
Watching a boat move without the Viking holding the sail (or whatever holds the sail, lol) or oars is some of the dumbest shit I've ever seen in a 3D game. C'mon, dev's. You want to market the game as survival, but a move navigates on its own?
Here's some other things that could be implemented (or at least made part of a "survival" mode):
* have to manufacture nails in order to build settlements
* changing seasons, need to make blankets in the winter in order to stay warm when sleeping
* ability to raise cattle or horses
* have to build scaffolding in order to build higher structures. You sort of do have to do that, but it could be implemented better. One of the most pleasurable building experiences I've had is when I needed to build scaffolding to flesh out the roof of a second story core wood frame. That was meaningful!
Changing seasons would be awesome!
i dont honestly see the point in complicating the game more with more diversity as its not really necessary or relevant. multiple variants of the same types of clothing opens the door to skins which leads to micro transactions.
Definitely don’t want any micro transactions!
I’d just love to see a combat system that works properly. Why is it that when the enemy is one or two pixels higher than you that you miss all your strikes. I’d love to be able to cancel out of combo animations. Basic combat principles in gaming these days. Also basic user visibility annoys the piss out of me in this game. The overuse of heavy ass fog and other intense weather effects to obscure what the player is seeing is highly frustrating. I’m not talking about the mist lands either, but that’s a whole new kettle of stupid. I mean WTF is that terrain choice huh? Garbage super jagged terrain with horrendous visibility. What a brain dead choice of combination. Last thing I want looked at is travel time. Most of it is arbitrary game lengthening mechanics. They add a portal system into it, but you can’t travel with the new ores you just mined. Never mind that all your weapons and armour are made of the same stuff!! Nope got to slow boat your ass, usually in a head wind or deep fog, all the way back home. Why? Simply to slow progression. What a weird choice.
The portals are getting updated (hopefully soon) so you will have the voice to portal what you want or not. And the combat definitely needs to be adjusted for vertical changes between you and the enemy!
Ok
Dokey