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EDIT: Also weapon max damage caps at level 75.
In the end, most kills just make the game easier, and there are other ways of making the game easier if that's your goal.
also the claim that this is "the worst mmo grind ever" is absolute hyperbole. this is nothing compared to some mmo grinds.
also these hits are only for BOWS. not melee weapons. bow at high skill levels is silly OP.
that comes at a huge cost to keep it balanced.
you are also just reading the wiki there clearly. these numbers do not take the rested buff 50% bonus exp into account.
people just look at numbers and get intimidated by them. because god forbid a player has to put in some effort to get powerful in any game nowadays.
melee weapons gain next to nothing past 75 skill. so the biggest bulk of the exp needed doesnt really do much overall and is merely an exp buffer in case you die.
there is nothing to "fix" or "change" here.
you can keep useing 1 character infinitely and just make new worlds keeping your skill progress but leaveing anything else behind. the system allows for that by default for a reason.
skill are merely meant as a longterm reward for players not dying much and playing well and beeing probaly prepared.
skills arent required to complete the game. they just make it easier. but that "easier" comes at a cost clearly.
That said, your math example is in error:
https://valheim.fandom.com/wiki/Skills
Total XP to level 100 is 20,300.6 ...
Each arrow hit grants 1.5XP ... that's only 13,534 arrows ...
Having a rested buff (which one should almost always have as another "bonus" grants a 50% XP bonus so an arrow hit is actually 2.25XP which brings the number of arrows potentially as low as 9023.... Which is well less than half the number of arrows you're claiming.
Also, bear in mind it's exponential. While level 100 is quite daunting ... I normally complete most games around level 50. Level 50 only requires 3649.4XP (1622-2433 arrows depending on how many hits were "rested").
However there is no need to reach the 100 on any weapon. That is just so there is still progress in skills even if you play very long or the same viking on mutliple playthroughs.
Imagine it the other way round: What if we had all major skills maxed out somewhere in the middle of a playthrough? We would not have any skill progress in the second half then. And that kind of stagnation never feels good.
However, the skills you can only get later on (blood magic, elemental magic, crossbows) should start from a bit higher than zero or get a quest you can do to bosst the skills one time. It's a bit unfair to have had 5 additional biomes to train the other skills and start from scratch with these.
Also blood magic really needs some better way to skill it up. Right now the best way to do this is setting up a training camp and leaving your computer alone for.... hours. Playing the game without playing it.
If we learn block with every it we block, why can't we learn blood magic with each hit the shield absorbs?
Take Mount and Blade for example: The game rewards you for the quality of the shot, not simply for "hitting" your target at point blank range with 10% draw strenght. Your melee skills also level with damage dealt, not number of hits.
Also, what should turn your character into a better warrior, hitting a sheep on the head with a stick 10,000 times or defeating a dragon?
A simple solution would be to allow skill exp gain rate to be modified (would be nice if you could manage skills individually) in the server settings.
You're also assuming that anyone, ever should grind skills. If grinding skills is necessary, then the game is broken IMO, but I don't think that's the case with Valheim, except for the "broken" magic grind.
Believe it or not, by hitting the sheep 10000 times you would learn more about fighting than by defeating a dragon.
To defeat a dragon you should have learnt a lot before you even try or you won't learn anyting because you .... well, let's say you'll taste great with ketchup.
Also don't underestimate the sheep.
the later is just asking for easier devcommand access basically. just cheat right away. no difference in terms of effect.
and as silly as it sounds : yes. doing 10.000 hits should make you better at sword combat than killing 1 big enemy. the later is silly and has no progression. its instant gratification.
the numbers arent too high. and bow. SLOW? are we playing the same game? bow gets faster and faster drawspeed with every level it gains up to 85.
crossbow is a problem by itself simply because its unlocked too late. same for magic. but also gotta consider that game isnt complete yet content wise and thus this remains to be seen for the future still.
but overall. no changes needed. numbers arent too high.
the fact alone you can level any skill from 0 to 50 in a single evening of play speaks for itself. how is that "too slow?" it aint. if a player decides to really go for it it goes rather fast till 50. then it slows down of course but at 75 you have already reached near max potential for combat skills anyway. run and jump level naturally.
now there is for sure some currently rather pointless skills which do way too little for the exp needed. like riding. swim. fishing. fists. these are all rather lackluster currently. but melee weapons and magic/ranged are totally fine right now in terms of effort vs reward.
You do not need to have a high level on your skills, but they definitely help and could prevent a death in a bad situation, so why is everyone just overlooking it like it is a minor detail? 141% damage increase is a BIG bonus, so why have a flawed system around it?
On top of everything, you lose 5% skills with every death, so unless you never die (that would be a very boring experience), you will always be in a Sisyphus situation.
I'm obviously in the minority here, but I don't understand why in every game, hardcore fans have a static vision of the quality of a game, like they are so afraid of any change that they forget that this is an early access and improving the game should be a concern for both the devs and the players.
So yeah, maybe the Devs could at least revisit and/or improve the exp gaining system.
My bad, I know scottish people have it hard with such a fearsome beast roaming their land
That is actually not true, say for example make exp gain by crossbow to be x5, it would increase considerably the average level of it through a play through. You still start at 0, but you do not need to pass 40 hours hitting things with it to get it to 50 or 60 (without dying), which is not the same as setting your crossbow level directly at 50.
In the first case, you still have a progression system (a faster one), in the second, you don't.
This! The more you use, for example, a bow ... the "better" or "stronger" you get. Your draw speed increases, damage output increases, stamina use decreases.
Sounds oddly similar to real life experience gain. Run out, buy a bow, and shoot 10,000 sheep targets and see how good you get!
I'm not defending a "static vision" ... in my opinion, the skill system isn't "broken" ... it's a "design decision" to give it a little RPG-ish quality. I would much rather they finish the game or work on optimizing it than go back and overhaul a system that works well.
As I mentioned above, I believe it's balanced already. You only provided a few statistics, not actual game experience. If I, or anyone already considers it balanced, then changing it would make it unbalanced. It's as simple as that.
I don't have a problem with them adding some setting that could provide a multiplier for skill advancement. They already have a setting that reduces death penalty if that's an issue.