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Death skill drain does not impact game play all that much. It is basically a deterrent designed to make one afraid of death.
If you only die every once in a great while, you will regain those skill levels. If you die say 3 times in 20 min while trying to recover your gear, no worries. there is a period of time after you die where you will not lose more skill levels.
I have learned by mistakes that lead to my demise, instead of repeating them.
If there were no consequences for death besides running to get your stuff, the game would be less challenging with out a deterrent from death.
This game was designed to waste your time. If you dislike the "puzzle" of figuring out the game mechanics and the frustration of learning how to effectively survive... this game might not be right for you.
BTW I'm 57 years old, and have over 2200 hours play time in Valheim. I like the game enough to waste copious amounts of my time.
Remember, simply not dying is also an option.
After that if I died falling off my roof, I could only blame myself, and not the skill loss penalty mechanic.
this
2200 hours?! Damn, senpai.
wait, dying is optional? WHY DIDN'T ANYONE TELL ME?!?!
Yeah, the challenge I've seen with Hobo is that he presumes he knows how everyone thinks and works. Don't mind him.
I'd love it if there was a way to 'bank' skill points somehow. Some grand item you have to craft or beast you have to slay can provide some super rare thingy that lets you bank. It could add to the adventure as you retrieve the "Chalice of Memory" where, when equipped, adds 1 XP for every 10 xp you earn (or some such) to a maximum or some kind of skill loss shield that reduces / negates the impact of skill loss upon death ONE TIME, then the item must be replaced. Make it super rare and super tough so that the act of getting it could be more detrimental than not retrieving it in the first place. Kinda rough but...
Memory potions could be interesting. The main goal of skill loss on death is to make players actually play as well as they can and not leeroy around. Using costly enough materials (and I do mean actually costly, in a way no one of us can even dream of yet) found primarily in the final two biomes to get a drinkable buff to further increase skill gain, reduction of penalties, or recovery of points wouldn't be outlandish.
Yes, It definitely needs to be expensive to balance it. Yeah I really hope something along these lines will be added one day.