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Even though magic comes late (currently) it IS pretty potent when you first get your hands on a staff. I know people fixate on skill levels in this game and while I'm not blind to the impact they can have, I also don't think you're as SOL as many want to believe starting from level 0 on elemental and blood magic in the ML, either.
What if I want to be a ferocious 2h axe wielder the entire game? Cool you get swamp and mountains to do it.
No worries, you can punch people in every biome! And you don't even need a weapon!
What a bargain!
I mean, they are polishing things like performance and adding difficulty sliders, things the community asked for and then complains about. I think their dev philosophy is usually "we'll get to it when we get to it" so I do think they might go back and tweak progression systems in the future.
But what will happen:
People complain no matter what. They may as well do what they want to do.
To be frank, I think it's a fool's errand to limit yourself to one type of weapon going through this game, and Valheim isn't alone in locking certain weapon types and attack options behind progression. Guns, scythes, greatswords, and certain classes of magic are all gated behind boss progression in V Rising, for example: you don't get to come out of the graveyard with a bone-made gun in your hands.
I don't think it ruins the experience there, anymore than not having my hands on a magic stick in the Meadows ruins Valheim, either.
And I'm sorry about this, but the replay value of the game for other people being predicated on the availability of a weapon type doesn't hold any water for me: I patently do not care.
I'd say that it's just kinda stupid game design to not let the player craft say, a flint two-handed axe. And since magic is prevalent in the world, it would be much better for the new players to get their hands on some minor magic at the start, to show them that there's all this cool stuff to wait for. Like a minor heal staff or something similar.
But, I get that they want to appease the most likely a majority, who just want new stuff for their existing worlds.
They could make an early wand that fires bolts but that would just be a reskinned bow and it wouldn't fit the Viking age theme that the early game tries to present. Viking magic was runes which were sacred (and didn't actually work) and charms that were usually made of iron unless your were rich enough to afford silver (that also didn't work). Any other magic was herbal, which isn't really magic.
I did train both magics up to 30, just to make them a little more potent. not needed tho.
it was pretty funny having my skellies waste hordes of grey dwarfs while I build a house with their carcasses right in front of them
...The wands in Mistlands are just re-skinned bows by that logic as well. But they differ quite a bit from bows, they require different foods and they don't have ammunition and they have elements built in them.
Also; it's a game. The world has magic all around it and from a game development perspective, it's kinda stupid to not make the player acquainted with wands until most of the game is finished. Same is true for fist weapons as well.
There is always the possibility that they revisit early-to-mid game down the line. IIRC, devs have talked about continuing to patch things once Deep North is out, and while I understand that doesn't 'fill in the gaps' for you at the moment and is likely years away, don't give up hope just yet.
Whatever IG does, whether I agree with it personally or not, is what we will have in the future.
This.