Could the game benefit from a more shallow power curve?
I am enjoying Valheim a lot, but I can't feel that the game's numbers(stats, damage, health of both the player/mobs) tends to get a little bit extreme as you progress into the game.
The result of this is that mobs in higher level biomes than your current ones are almost undefeatable by conventional tactics, while mobs in your lower or even current biomes become so trivial they're barely more than an annoyance(looking at you, Greydwarves).
Considering that this is a game that encourages you to often go back to other biomes to get resources and such, I do feel the sharp power curve does diminish the game's enjoyment a bit, and so my question is whether this game would benefit from a more softer power curve. I.E. the number differences between early and later game biomes would not be as extreme as it is now, meaning you wouldn't get so badly oneshot if you stepped into higher tier biomes than your current one, and at the same time, mobs in earlier biomes could still pose a threat(albeit a reduced one), such as if you stepped back into the swamp while you were currently at the mountain/plains tier.
And as this game continues to add more biomes, such as the Mistlands, I feel this stat inflation is liable to only increase and make the matter worse.
What are your thoughts on the matter?
The result of this is that mobs in higher level biomes than your current ones are almost undefeatable by conventional tactics, while mobs in your lower or even current biomes become so trivial they're barely more than an annoyance(looking at you, Greydwarves).
Considering that this is a game that encourages you to often go back to other biomes to get resources and such, I do feel the sharp power curve does diminish the game's enjoyment a bit, and so my question is whether this game would benefit from a more softer power curve. I.E. the number differences between early and later game biomes would not be as extreme as it is now, meaning you wouldn't get so badly oneshot if you stepped into higher tier biomes than your current one, and at the same time, mobs in earlier biomes could still pose a threat(albeit a reduced one), such as if you stepped back into the swamp while you were currently at the mountain/plains tier.
And as this game continues to add more biomes, such as the Mistlands, I feel this stat inflation is liable to only increase and make the matter worse.
What are your thoughts on the matter?
3:13 am, January 19, 2022
Mharr replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 5:17:42 am PST
I wouldn't say generic mobs are undefeatable but the stagger mechanics combined with starred mobs and multiplayer buff for enemies can lead to a lot of 'learning experiences' where you perfectly parry the first blow from a new encounter and just one-shot detonate into a cloud of blood. There's not much to learn from that beyond "don't go there yet I guess" because there's no way to know if that blow was for 101 percent of your HP or 1000.
Honestly I could use some D&D style combat logging with numbers if the world's gonna be like that.
Honestly I could use some D&D style combat logging with numbers if the world's gonna be like that.
3:13 pm, January 19, 2022
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Achivai replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 5:41:50 am PST
Something is way off with the balance, that much is true. At the start in the meadows and black forest, everything feels natural. Small enemies are relatively easy but can swarm you, large enemies (trolls) are tanky and hit hard, but slow. As soon as you reach the swamps things get stranger and stranger. Suddenly every enemy starts having way too much HP and starts to hit extremely hard. Sometimes small enemies hit harder than large enemies, and so on. At the plains things are just bananas. Small green midgets made of what must be depleted uranium soak up dozens of arrows and hits like a truck, small insects that hit you like a battering ram but die if you breathe on them, etc.
I mean, what's it going to be like in the next biomes? How far will you have to kite the trash-mobs to be able to kill them, how many arrows will it take? 100?
I mean, what's it going to be like in the next biomes? How far will you have to kite the trash-mobs to be able to kill them, how many arrows will it take? 100?
3:13 pm, January 19, 2022
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Mharr replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 5:44:54 am PST
It may be that their long term plan is to take the existing balance range and stretch it out over all biomes, so things are kinda compressed in the game's current state.
3:13 pm, January 19, 2022
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Zero [HU][VR] replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 1:59:15 am PST
The events and the unlocks from killed bosses are supposed to make the early biomes harder.
After Yagluth, fuling spawn on Meadows and Black Forest.
After Yagluth, fuling spawn on Meadows and Black Forest.
12:13 pm, January 19, 2022
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ZEnON replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 2:13:03 am PST
Lmao "almost undefeatable". Cmon people this game is not that hard.
The events and the unlocks from killed bosses are supposed to make the early biomes harder.
After Yagluth, fuling spawn on Meadows and Black Forest.
Have to agree here.. even after the you have fuling in your yard they are easy to kill with the skills you have picked up as you progress through the game..
12:13 pm, January 19, 2022
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Xautos replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 2:52:07 am PST
i don't really see the difference between the current learning curve and a softer learning curve, as eventually you'll end up facing tougher challenges down the road anyway. it's more a matter of learning from each death and building up the experience. silly mistakes must be punished so you can think on it the way back to your body to collect your gear. the more you are thinking on ways to beat your enemies down in a manner that works well, the more you are learning from the negative experience.
one shouldn't see such a negative as a negative when it can be seen in a positive.
one shouldn't see such a negative as a negative when it can be seen in a positive.
12:13 pm, January 19, 2022
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TyresTyco replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 2:55:39 am PST
Even less than we have ? I mean you can't make upgrades give only +1 dmg or +1 more def. Even the odd+2 def on equipment makes me kinda "meh". Some numbers really feel weird tho.
12:13 pm, January 19, 2022
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FTZ35 replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 3:30:16 am PST
Well they already have the star system, they should make better use of it.
Trolls for instance are way too strong early on (hell they are much stronger than even the boss of the previous area) so toning down the base version but allowing starred versions to spawn at night could make for a smoother experience.
Also give them some valuable loot that only drops from starred ones (like materials necessary for some unique weapon) so that properly equipped players would have a reason to take on the challenge.
Same thing for other biomes.
Trolls for instance are way too strong early on (hell they are much stronger than even the boss of the previous area) so toning down the base version but allowing starred versions to spawn at night could make for a smoother experience.
Also give them some valuable loot that only drops from starred ones (like materials necessary for some unique weapon) so that properly equipped players would have a reason to take on the challenge.
Same thing for other biomes.
12:13 pm, January 19, 2022
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pipo.p replied to Could the game benefit from a more shallow power curve? January 19, 2022 @ 4:11:57 am PST
The problem is certainly not that biomes can host trolls and the like! Trolls are quite rare and easily avoided, and they spice up the black forest. It's a good thing if biomes are still a bit challenging after a while, and have some very tough encounters early in case of bad luck or ill preparation. I'd keep trolls as they are: a utter fear on first encounter and death, then somebody unstoppable in melee (with trunk) without proper melee equipment or a very good fighting technic. I hope that starred ones don't become ridiculous once you get high level equipment.
Imo, if there's a concern, it's about gearing to master a biome. I understand what devs are trying to implement, and it works indeed, from what I can see, but if high level gear is mandatory to access some areas or experience some game's aspects (like melee fighting), players shouldn't hide behind gear, and gear shouldn't turn early biomes into a mere joke. I mean perhaps not as radically as currently?
Perhaps next biomes encounters could not only rely on better stats, but also on better synergies. Take Greydwarves as an example. Currently, in non maxed troll set and in single combat, I fear only two-star brutes because I can't yet parry them with confidence, and blocking them with wooden buckler let to much damage through. What if, in late game, shamen would bewitch their brethren so that they move faster, they hit faster, they regenerate more, etc, and this would globally increase the required gear and player's skill to beat them? Wouldn't this be one way to have the denizens of black forest still a small challenge late game, but only in some wretched situations (a shaman's or a starred shaman's party)?
I wonder if some here aren't simply reluctant to live again what they lived when first entering the mountains or the plains, when next biomes are released!
Imo, if there's a concern, it's about gearing to master a biome. I understand what devs are trying to implement, and it works indeed, from what I can see, but if high level gear is mandatory to access some areas or experience some game's aspects (like melee fighting), players shouldn't hide behind gear, and gear shouldn't turn early biomes into a mere joke. I mean perhaps not as radically as currently?
Perhaps next biomes encounters could not only rely on better stats, but also on better synergies. Take Greydwarves as an example. Currently, in non maxed troll set and in single combat, I fear only two-star brutes because I can't yet parry them with confidence, and blocking them with wooden buckler let to much damage through. What if, in late game, shamen would bewitch their brethren so that they move faster, they hit faster, they regenerate more, etc, and this would globally increase the required gear and player's skill to beat them? Wouldn't this be one way to have the denizens of black forest still a small challenge late game, but only in some wretched situations (a shaman's or a starred shaman's party)?
I wonder if some here aren't simply reluctant to live again what they lived when first entering the mountains or the plains, when next biomes are released!
12:13 pm, January 19, 2022
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Mitrovarr replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 7:17:43 pm PST
I think damage specifically scales too much. It feels like late game monsters can really mess you up quickly even with appropriate equipment, and this discourages more fun forms of combat (like parry/dodge melee combat) and favors bows and kiting tactics and stealth assaults which doesn't really feel like what you expect from a game like this.
6:13 am, January 19, 2022
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Cooperal replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 8:17:34 pm PST
Yeah. I think the heaviest hitting enemies from a biome should still be able to do meaningful damage until you have completed 2 biomes above it. So tree-wielding trolls would still be able to knock a good 50% off of you in fully upgraded wolf gear.
While minor enemies of 2 biomes above should not hit so hard that you can't survive the first hit. So if you are in basic iron gear (or fully upgraded bronze which is the same defence) you should just barely be able to survive a 0-star fuling hit.
Of course I'm simplifying. Just imagine in these examples that the vikings were eating the best but most evenly balanced diet that you would expect someone in that gear to have.
Like I literally never made healing meads because almost every time I died to an enemy, they had to make it a one-hitter.
While minor enemies of 2 biomes above should not hit so hard that you can't survive the first hit. So if you are in basic iron gear (or fully upgraded bronze which is the same defence) you should just barely be able to survive a 0-star fuling hit.
Of course I'm simplifying. Just imagine in these examples that the vikings were eating the best but most evenly balanced diet that you would expect someone in that gear to have.
Like I literally never made healing meads because almost every time I died to an enemy, they had to make it a one-hitter.
6:13 am, January 19, 2022
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bacon replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 8:30:42 pm PST
i had written previously that if they add/develop new biomes, they should not continue the linear power creep, where you need to visit biomes in an exact order, or else you are underleveled. in my view, everything above swamps should be flat difficulty, or very close.
starting progression:
meadows
black forest
swamps
once you get iron, the crafting really opens up, including making the big boat.
then, the "master" biomes should be about equal:
ocean, mountain, plains, mistlands, ashlands, deep north
the new root armor is a step in the right direction. instead of the next biome simply offering the next metal to obsolete all your existing gear, each of the "master" biomes should offer different types of weapons and armor, with no clear superior metal or gear. the options should be lopsided, allowing for some specialization and build-making.
ocean - kraken chitin gear. piercing weapons, improved swimming armor.
mountain - silver gear and frost gear. anti-undead weapons, cold resistance armor.
plains - blackmetal gear. good overall, no special buffs. basically, a strict upgrade over iron gear.
mistlands - spider gear. poison damage weapons and poison resistance armor.
ashlands - flametal gear. fire damage weapons and fire resistance armor.
deep north - frost gear. chill/freeze target weapon, cold resistance armor.
starting progression:
meadows
black forest
swamps
once you get iron, the crafting really opens up, including making the big boat.
then, the "master" biomes should be about equal:
ocean, mountain, plains, mistlands, ashlands, deep north
the new root armor is a step in the right direction. instead of the next biome simply offering the next metal to obsolete all your existing gear, each of the "master" biomes should offer different types of weapons and armor, with no clear superior metal or gear. the options should be lopsided, allowing for some specialization and build-making.
ocean - kraken chitin gear. piercing weapons, improved swimming armor.
mountain - silver gear and frost gear. anti-undead weapons, cold resistance armor.
plains - blackmetal gear. good overall, no special buffs. basically, a strict upgrade over iron gear.
mistlands - spider gear. poison damage weapons and poison resistance armor.
ashlands - flametal gear. fire damage weapons and fire resistance armor.
deep north - frost gear. chill/freeze target weapon, cold resistance armor.
6:13 am, January 19, 2022
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Danson replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 9:33:18 pm PST
Lmao "almost undefeatable". Cmon people this game is not that hard.
6:13 am, January 19, 2022
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Tessanna replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 5:37:13 pm PST
It makes sense how certain threats that were once daunting when you start become trivial as you progress. If everything from the easier biomes scaled to you, then the game would be ridiculously challenging for no particular reason. If you get one shot in a biome that you are unprepared for, that's by design. I haven't died very much on my first endgame world, but every time I did it taught me how to carefully approach each biome and to be extra prepared for the nuances of said biome. The swamps still kick my ass even with maxed gear if I'm caught out at night.
3:13 am, January 19, 2022
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Brew replied to Could the game benefit from a more shallow power curve? January 18, 2022 @ 5:47:42 pm PST
You shouldn't expect an easy time in a biome you are not prepared for, e.g. you haven't even "finished" the previous one. That makes sense. I did feel like difficulty didn't ramp up evenly. Transitioning to plains felt like a bigger jump in difficulty than transitioning to other biomes. On the other hand, that's currently end-game content. Maybe difficulty will be smoothed out as more biomes are added. Once all content is there, it makes sense that there could be more rebalancing so it all fits better together.
3:13 am, January 19, 2022
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