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useing the ask cape over feather is the first mistake many make as you cannot control the wind and thus windrun is very often doing absolutly nothing for you. it greatly reduces your ability to make use of the terrian aswell. ashlands has WAY more high up places than the plains had. we aint talking flat terrian here my dude. but objects that are on said terrian. big rocks are everywhere. there is ruin towers which are safe up above aslong as you dont try to climb the tower while beeing chased by a morgen or asksvin.
dying a bit more in a new biome is normal indeed. however : you clearly RUSHED the previous biomes as you said. because you choose to. sadly hours played past the 200 mark means very very little in regards to the player respecting valheim basics or beeing patient and careful. ashlands punishes brute force. any biome punishes brute force but ashlands does it harder than any other biome before it. brute force isnt smart behavoir by the player simply. its trying to mash trough. of course that will get you killed ALOT more than needed. but that is on the player themselfs ALONE. trying to blame the game for that (not saying YOU do that mind you its just speaking in generel) is a sign of a bad player who is unable to see themselfs as the source of most of thier mistakes and deaths. and that is simply a skill issue on that players end purely. the term skill issue isnt used to insult that player. its simply what IT IS. there is no simpler way to explain thier problems. and a more detailed response requires seeing the player in action.
crossbow skill beeing low is normal since you cannot level it before mistlands to begin with. and well. pierce dmg is not a good choice in this biome to begin with makeing crossbows kinda bad to bring overall (bow can get away solely due snap doing spirit dmg and frost arrows beeing the goat that they always have been since plains)
if people make new characters and new worlds and then rush trough the earlier biomes (which have nothing really new compared to before the update) thats thier choice. but that will weaken them on top of beeing underprepared aswell in alot of cases as they wanna get to the new stuff asap often. in that case you could aswell just keep playing your previous world and character. some people play this game like "seasons" in diablo. but only the player who only care about progression purely do that to begin with. building cool and useful bases isnt a thing for such players. as they never stick around for longer in any world for that to be worth doing.
other players are different. they keep playing thier worlds to explore the new content.
i have done both and i can see the appeal of both. but if you do the season reset thingy everytime yourself you have to accept to be off worse by default in regards to character power and preparedness. that is not something you can blame on the game ever. as you where not forced to do that. you made the choice. kinda like people who make the choice to play hardcore death penalty (thats something i will never do and have never done in most games i played as its way beyond my skill level to NEVER die)
but the simple fact remains that on default settings atleast 95% of player deaths can be avoided by just following the same basics in ANY biome. no matter if unknown or not. the result is automatically that your skills will be higher aswell (not that skills above 75 do much aside bows with 85)
the only skill i ever grinded up was block. but that was more the hours spend building a skeleton archer block trainer than actually grinding the skill as once youre done makeing the bunker the leveling process is.... stupid fast. and leveling block manually.... given blocking is not a good use of stamina due to the way this games combat works to begin with. didnt see much benefit from the skill beeing maxed to begin with afterwards. was actually more curious about the archer bunker working or not after seeing that video clip and its just hilarious to hear the THHUUMMMMMMBBBBB of 50 arrows or the sound of 50 parry chings at once.
Bad design if so, the players need room to breathe in between fights.
The other zones don't have this problem and the game has been amazing.
I don't think easy/normal/hard difficulty existed when I started my world so I am assuming I'm playing on Normal difficulty.
https://steamcommunity.com/sharedfiles/filedetails/?id=3265380738
Using that technique, and mostly based on work benches, I've made multiple bases that serve as good temporary shelters. They will not be attacked as long as the workbench and/or other crafting stations are not visible. Keep them locked inside. Although you can certainly do things that will attract enemies to them, and once that happens, they can do all sorts of damage. I avoid retreating to these bases once under attack.
Getting up on rocks can help, but all of the enemies can climb rocks. Sometimes it can force them to come single file. If there are a lot of enemies the rocks are not useful. The rocks will trap you more than help you. Better to run.
I don't typically build trenches or earthworks, because it feels like a cheat. The exception for me was building a pit to trap asksvins to tame them.
Chopping wood is a VERY DANGEROUS undertaking in Ashlands. Not only will your chopping attract enemies, but also falling trees from storms or trees damaged and knocked over in fighting will attract more enemies. Mining has the same effect.
Take out the spawn pillars from a distance. A bow works, or the staff of embers. It makes a huge difference. You will typically get attacked while doing that. But usually just a few enemies.
I have found that a mage build works pretty well. The bubble combined with 3-4 skeleton warriors is a big help. I like the ice frost in that combo. Staff of embers is good for solo, but with the skeletons it does too much AOE ground damage which harms your summons. Focus needs to be on shielding your helpers, while hitting with ice when you can.
Alternatively I also play with the sword. The green one is nice because it can freeze an enemy. Electricity is also really good in this biome.
I like the asksvin cape; good speed, dodge bonus, and armor. There are times when the feather cape is useful, such as exploring the tall ruins. Tip: You can take both. Switch as needed.
Build the stone portals as soon as you can. The wood ones tend to get destroyed in this biome.
I've played solo and also with one friend. Either way, if you're careful, you can establish a base and gradually work outward. You must be very strategic and go slowly.
.. yeah good idea, I was thinking this last night actually, for the forge and bench. The list is very long and it'd be good to filter by type ("shields" or "armour" etc) at least by biome.
Thanks, good to know. I had just recently learned of this technique, the camp fires. In my own test, it seemed that when the fires went out, I had more enemies spawning. But if what you're saying is true, it was probably just coincidence.
1- vultures attacking us in the boat before we could even see any real land: we managed without dying, but concerning.
2- We found a rock on the shore and managed to hide the boat behind it and build a hard-to-reach portal.
3- Added a shield, dug a moat around the beach, started building up walls with the terrain around it.
4- Started adding torches all over to reduce attacks/spawns.
Then my buddy went exploring while I was finishing up the defenses. He got trapped in the falling animation trying to mine flametal and couldn't move: died. Before I could go and help him, a Morgen aggro'd on the base from quite far, broke some natural decor with its slam and roll animation, and eventually got inside the base that way.
Tried fighting it with Himminafl which should've been ideal, but it's a sponge with HP comparable to bosses. Eventually decided to just run and lure it away. It mostly worked, except this time we aggro'd a fallen valkyrie. Similar HP, can fly above fortifications.
Beachhead got invaded to the point we can't get in to get our stuff, not to mention enemies made it so the ground is littered with junk which gets autopicked up when you walk on it and then brings up the inventory screen when trying to recover your stuff instead of instantly giving you your stuff back.
We gave up. We didn't die that much, but we are done with the BS. I don't hate the game but I think the devs aren't the best at creating a healthy challenge vs just making things rather annoying.
To address these three specifically:
* Building/fighting in the Ashlands will attract packs of mobs just like it does in BF with Greydwarves. Initially, let the fights come to you, and work on slowly securing the beachhead. (It won't be a quick endeavor unless you manage one of those sweet dual-spire spots at a point where the map has generated two sea spires very close together -- a fortunate find.) Mining flametlal can be a very hazardous task. Get what you get in a few swings and get gone. Don't get sucked in by the illusion of more. If you're gonna build a base down there, encase it fully (ceilings and walls) and use the shield generator. Shield generator is pre-Ashlands. You can make this before you even set foot in there.
* Lightning spear is not an ideal choice. Upgraded Mistwalker is excellent for melee combat initially in Ashlands given its frost and spirit damage profile. Break the bank on frost arrows. It's worth farming and it's worth leaving some damage on the table to start, until you start stacking piles of charred bones for charred arrows.
* This is where combat engineering can come in very handy. The Ashlands is a warzone. Build accordingly. Double-walling can be very useful, for example. As far as the item pickup ability goes, it is VERY important to toggle that off! It's easy to forget in the heat of the moment, but hitting V toggles item pickup.
You got this. You guys just weren't fully prepared for the landing. You don't wanna D-Day this ♥♥♥♥. Find a quieter landing spot, scope it out quietly for a bit to make sure there's lighter patrols, THEN establish yourself. Ditch the feather cape. Bring the firewine and Mistwalker.
Himminafl is just about as ideal as it gets for the Morgen specifically. Still, the amount of HP even on a zero star is comparable to a boss. Killing it would've been a grind on the best of days.
I was hard focused on building up a safe zone for the portal. We managed to get to something reasonable though not final, but what are you supposed to do when stuff like Morgens and Fallen Valkyries can spawn near the shore and either just casually enter your base or chase you back into it? Enemies can go through the shield too and at some point you yourself need to be able to enter and leave your base.
We were about as prepared as we could be. Tons of rock, stuff for a portal and shield, mistland gear, mead, wine, etc. Parked behind a rock which seemed safe enough, not to mention navigating near the Ashlands is both painful due to all the rocks and risky due to vultures being able to attack you on the boat quite a bit further from the coast. Scoping out more would've put us at risk of dying at sea.
We aren't sinking 5~10 hours more just to get our stuff back and make a safe zone. We had our fun with the game. Ashlands ain't it.
I recently found out the V keybind for autopickup. This will help you get your stuff back.
If they would only add the stacking of same items when picking up stuff from totem. This is much needed feature imo.
Also I founbd out that if you can jump on one of those rocks that enemies can't get up you can stay sneaked and at some point the enemies will walk away. Not going to work when getting attacked from air tho.
Take a break and try again later. I've been taking longer breaks from the game and it seems to help. I'm less tilted or devs are doing those sneaky updates. Either way it helps
- Make the shores a sub-biome with normal spawn rates, mostly charred and maybe the odd vulture for a looming threat that can't be blocked as easily.
- Tone down number/duration of hit and run cycles for enemies across the board. I was annoyed by greylings running around my early bases for ages and scratching the paint every now and then, I was rather sick of it when I got to fulings, and now charred twitchers just running all over the place are just aggravating. Give them stamina or something so we don't have to chase those kinds of enemies for a mile to kill them I dunno...
- Naturally occuring undestructible portals or something idk... Death taking everything you have even on the easiest setting (you keep your armor and only the tool you had in your hands) is not punishment, it's a chore. Even with higher resource multipliers farming for materials gets old, nevermind having to spend hours either running/sailing to get your stuff or making extra sets. Souls games are punishing but they don't waste your time quite like this.
- Too many enemies are damage sponges overall. Some get reasonable especially once you're geared for later biomes, but things like Morgen, Fallen Valkyries, and Seeker soldiers taking forever to kill is annoying. Enemies being tricky is interesting, having to whack/plink away at a regular enemy that has a ton of HP is not a test of skill but more of a test of patience.