

Aside from many bugs (which of course need fixed as well), here is a collection of things that I honestly believe need focused on by Ubisoft after playing for about 170 hours and could greatly improve the future for this game since Ubi plans on servicing this game for a long time according to them:
Combat is poorly imbalanced and stats are unclear of what they do. Which is surprising since Odyssey seemed to have had this down pat for the most part.
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A lot of what I mentioned above can greatly improve gameplay and make it more fun due to greater variety in build potentials and also improved River Raids. And with the implementation of some "competitive" aspects such as timed trials and bosses, this increases replayability through just getting the best score along with improved resource drops. But I also believe the combat mechanics being reworked is crucial to the longevity of this game. Because right now, there is ZERO reason to buy or grind for new gear except because of cosmetics. Gear is way too trivial and the game is too easy. Making the game more difficult will redefine the importance of optimizing gear.
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Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.
Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.
I love when someone has a real improvement ideas;)
I agree at all, i Just want to add 1 thing: stamina and weight are too low impactant.
I would loce to have a reason to wear light armor or heavy armor.
Weight should affect : dodge reactivity, dodge lenght ( a light pg sgould dodge more far) , running Speed, climbing speed and stamina conduming.
If i want to be a heavy Warrior, i have to be more "static" that a light assasins.
I can take more damage,be stunned a few time, Do more damage, but slower.
And a light warrior, csn be stunned mord frequently, but is very fast, can dodge far avay and climb easy.
Now valhalla has only a stamina consume, that don't affect game because every light hit charge stamina.
Totally useless at High level,i can Attack every second.
Other OP mechanics is parry.
I think this ahould different from weapon to weapon that use in left hand.
With a small weapon we should not parry a enemy with a mace or 2h sword,for example. I know that our ideas remain in a forum, but is good to try to find Better solution;)
Nice ideas, but tbh, I think that they hardly read anything, and if they read, they won't change a thing...
The game is how it is, it won't have almost changes. If you like it, fine, if not, it won't improve much, think on getting other game.
It's hard, but it's the truth
Great suggestions! I'm also for stopping the finisher animation from swinging the camera around so Eivor is completely disoriented when they are over.
As for the farms, I don't even see the point in them. They increase alert level = more enemies = Jomsvikings even more likely to die. I skipped them for this reason, which also means it's pointless to have them above level 1 (which seems to only increase their ration capacity).
@kreutzgang yeah farms just seem a bit pointless. Its hard to say if there's much of a way to improve them beyond giving anything other than rations and basic resources like ore and leather. Now granted, if the game was more difficult, then just maybe this would give them value. I would like the idea of having some sort of competitive feature that maybe was timed (such as 30 minutes to hit as many places as possible). Farms could also be a form of extending your time by a little bit. I guess there's a lot they could do to make them worth something in regards to that. Maybe also have Farms be a way to replenish fallen vikings. Small farms could have a single Dane that is jailed and when we save them, they are added to our boat if a Viking has been killed.
May not be much but could help add a little value to them. Currently, I just go straight for the forts and monasteries and solo them. Game is just way too easy. Hell I even shut off Grit. I tried just going through as a Level 1 but I got 1 shotted a little too much hahah.
Another suggestion to this is Stun and enemy Defense:
- For those that don't know, Stun is damage you deal to the Defense of an enemy--that bar that sits on top of the HP bar. The lower the Defense bar, the more damage you deal. I have not been able to pinpoint how much more damage this deals, whether it's a percentage increase or flat rate. In reality, it's not worth focusing on because EVERYTHING deals Stun Damage to the Defense. Heavy's a little more so than Light. But no matter what, you will shred through both the HP and Defense so naturally.....it's kind of a pointless mechanic except in certain builds that quickly delete Defense bars like Weak Points and Thors Hammer which opens enemies up to Death Blows (massive damage increase which can be obtained by pushing the proper button for the animations or simply dealing a Heavy strike on the enemy which leads to massive numbers for damage lol). Because Stun and Defense are kinda just....there, I recommend implementing new enemy types to give greater benefit. In reality, I would suggest a major overhaul by doing what Ghost of Tsushima does with the "block" mechanic--you deal zero damage to HP until you break an enemies Block or manage to counter attack them. It's very well balanced and engaging. But that won't work here because it would require a chunk of development of the enemies and their animations and just the overall combat system too. So creating enemy types like Defense bars resistant to elements (mentioned above in main post) can mean that Fire Builds may also need to implement some Stun damage to deal with these enemies--first half of an enemy Defense bar could Red which means they take 50% less damage from Fire until this bar is broken. Nothing game breaking but offers variability potential for the stat itself. If I had a better idea of the numerical values Stun gives for extra Damage, it would definitely be a lot easier to gauge how to balance things.
last edited by BJgobbleDix