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I respect that barred doors in the game basically serve as a tease to get the player to find an alternate path to get to the other side, but sometimes this is absurdly tedious for pithy rewards. I also understand the gameplay mechanic of having Eivor ‘require’ help from one of his Jomsvikings to shoulder-ram locked doors (and other such doors in the story) or push open chests during raids. However, in earlier versions of Valhalla, players were able to use Dive of the Valkyries to ‘force push’ barred doors open until an update removed that ‘cheat’.
If Eivor can’t get help breaking down barred doors in public towns, is it so hard to have an ability that would enable the breaking of such doors? Such an ability does not necessarily have to be a game-breaker. Ubisoft could make it require multiple or all adrenaline slots, so as to imply that Eivor is using up all his/her strength to break down a barred door. Given how Eivor can already break wooden crates, fences, unlocked wooden doors, and exposed walls with breakable wooden barriers, why is it so unreasonable that a barred door can’t be broken with more effort, especially since an arrow can crack it from the other side?
Kormac67 666 posts
@thenorfolkian First of all there are barred doors as building exits in many story missions. Breaking them and entering could badly derail the game story progression.
And the puzzles are just how the game is designed, they are not hard most of the time.
At least we have an ability to break the breakable walls so we don't have to find and carry oil jars from afar every time.
According to Youtuber "Smart Glitch Gaming" you can still break barred doors with two handed spear attacks, but it takes a lot of trying to pull it off.
@kormac67 Do you have an example of where a door as an exit point led to a story-derailing situation in the game? I’ve found that there were often sufficient structural barriers to impede further exploration, or simply a lack of interactivity at a key area, in several locations where a door was the ‘final’ exit point. Good game design can truly prevent a player from experiencing something before they’re intended to experience it. I don’t mind the puzzle aspect though, but I would argue that the reward fairly reflect the challenge of the puzzle. It’s not like that barred door in Jorvik was accessible by an opening in the gable of the house.
I am aware of using the explosive arrow as a means of getting around the use of oil jars. In fact, that ability was the inspiration for suggesting an ability to break down barred doors. I’m actually surprised the devs haven’t patched it out yet.
That two-spear strong attack idea sounds interesting... I’ll give it a try. Thanks.
I tried this technique on the door in Picheringa and had no luck. They have patched that door hard.