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Not a problem... just trying to sort it all out.
I disagree though. Think the design of the frost caves felt a lot more like Oblivion style with the added rooms and hidden passages <not just the ice wall ones> that really gave them unique encounter areas and a lot of flavor.
One of my favorite spots was going up a spiral stair and being met by two doggo things on the narrow steps where they had the height advantage .. stuff like that really keeps you on your toes.
I tend to play fairly aggressively, fools rush in kind of thing, but I do prepare very well knowing that. I probably could have backed off when the multiple cultists were flaming me... I did kill them... but that DOT ha ha. Die and learn is pretty much the name of the game here ha ha.
And that will wear out quick if I have no real reason to be there. I do like the crystal source and wouldn't mind checking out the claws..... I suppose that works out. High risk to get that stuff earlier?! Trophy collection in the long run.
That speed with runing lvl at 100 its very noticeable , not for tanking ( well with a padded and 2 fenris parts you get good defense even for plains ) , 6-9% speed bonus its great , useless its for you and just for you
On toppic
Use root armor in a place where big mobs use heavy fire damage , its not so smart ( -50% fire resist ), use iron or wolf set there and will be piece a cake
Its not a thing about fire resist wine ,high defense reduce a lot that dps from fire , a 2* fuling torchman really hits hard if you dont have that wine and padded armor , same with yagluth. Cultist in caves dont make that much but you need good defense in a closed place ...
However I would wait until you hit the plains to do these. They are full of great loot, but RNG will burn you in some of them; there can be over 5 guys in a pile in some of the caves and having access to grain means not only fire resist but higher tier foods and armor and weapons as well.
One of the devs said the enemies in a frost cave were balanced around good iron gear (aka the gear you’d have right after killing bonemass) which means they clearly don’t expect you to have fire resist potions.
That's right. One step to the right or left will save you. The cultist clearly signals their intention to blast fire your way and you just step out of the fire blast and whack at them for their insolence. They will stand still for several seconds doing nothing but blasting fire at the spot you where before, and you have all the time in Valheim to kill them.
Maybe it was just bad RNG for that one cave?
Hey I don't mind the risk factor and it really is hard to judge what the devs call balance considering the first day of H&H... Not saying this was anywhere near that level of difficulty mind you.
As said if I had played more cautiously I could have managed... backed off after the first set of cultists and just managed the adds for a while.. or try to pull them for a bow or doorway whacking. Not saying it was impossible ... just looking for the most logical "safest" way.
I like no death runs. This made me start over, just sorting it all out.
It isn't like those places are wide open... in fact most of the cultist encounters were in fairly tight corridors .. so cool.. thanks for the advice...
Now I know it, no problem. When I see a cultist and the telltales of them starting to cast, I step aside. Simple as that. And no longer a problem. And I really did that in regular iron gear.
Edit: I now remember that you are playing in super hard iron man mode. That is of course tough luck, but your own decision. I just do naked corpse runs. :P
Best weapon in caves its the iron sledge , can takr care fast of swarmy ulvs and cultist but take 2 more hits to kill him
Early Fenris armor is nice for the movement speed, decent armor and the frost resistance - which at that point in making the first item for said resistance you should have frost resistance potions for easier traversal in the mountains rather then just lucking out.
Braziers are good for getting comfort level 2 and breaking doors can get Iron bars for early stonecutter + forge improvement since you just need 2. Access to a bit more comfort increases with jute and perhaps braziers as well can also be nice.
Late game I'd rely on 2 root armor pieces and 1 fenris armor for the pierce, poison and frost resistance - you can use the lox/wolf cape or potions but at that point I was using linen. Pierce resistance from root armor is super useful in plains vs spear chuckers and sneaky deathsquitos.
Also be sure to run around mountains with a workbench / portal that you can easily set up in the entrance of said caves - usually won't get destroyed.