Hi all, im probably annoying most here on the forums now, but I thought it was worth mentioning one alternative model for leveling and abilities. Now I know this is not possible for the PS4 since modding is a no-no (in which case, who knows, if the Red team think this idea is worth while they could add it in as a start-game choice, very unlikely and very wishful I know), but I may one day get a PC copy if fantastic mods start to present themselves.
New proposed model for Abilities and Levels:
The model consists of two leveling aspects, as there is in the current game; you level, and you gain ability points.
However, the major difference here would be that your Witcher Level would allow you to unlock aspects of your active-skills tree, and not in itself provide skills; whereas the ability points would do as they currently do and provide you with possible abilities to slot into your active-skill tree.
Witcher Level:
So everytime you gain a Witcher Level point you can spend it on one of four things:
-Unlock new Ability Slot
-Unlock new Mutagen Slot
-Upgrade Mutagen Slot to provide Beast-Mutagen Upgrades/or allow for stronger Mutagens.
-Gain generic boost to Stats.
The most important thing here is that when you level up you do NOT gain a boost to stats. Instead the only boosts you gain (for stats) are the passive ones attached to abilities, and any points you have spent on a generic stat booster.
This model ensures that a level 20 and a level 5 Geralt are on a slightly more even playing field. IE a level 5 Geralt is still no where near capable of taking on a level 20 monster, and a level 20 Geralt can still be taken down by a level 5 mob if not careful.
Mutagens:
In this model the mutagens would be treated differently.
Mutagens will still provide a static booster to there respective areas (Blue = Sign Intensity, Green = Vitality, Red = Attack power), but no longer benefit from abilities being of an associated colour when placed in their 'realm of influence'. Instead each would have an impact on the ability in question, with the impact being greater for that ability being of the same colour. Therefore, red mutagens will provide whichever ability is placed a more offensive role, blue a more focus-based, green a defensive.
Take Aard Sweep as an example: Red Mutagen provides the sweep a stronger knockdown chance; Blue increases the distance of the sweep; Green reduces the animation time, making it easier to use when mobbed. In this case the impact of a Blue Mutagen is stronger as Aard Sweep is a blue ability; however, even so there is still a major opportunity cost here, as players who enjoy taking on nekkers or drowners may benefit more from a Green mutagen, whereas players who want to end things quickly may benefit more from a red knockdown booster and the following instant-kill stab.
In addition to this Mutagens will be upgradeable in two ways via the Witcher Level system: Monster Mutagen Attachments, and Mutagen strength upgrades.
Upgrading the latter simply allows you to add a Greater Mutagen, IE you will only be able to use a Lesser mutagen to start with, and need to upgrade the slot to gain a normal mutagen, and then upgrade again to gain a Greater Mutagen. The obvious advantage that a Greater mutagen would have on the prior example would be that they would simply further increase the knockdown, sweep distance, and reduced animation length respectively.
Monster Mutagen Attachments on the other hand provide up to three slots (each requiring a level) to place monster mutagens in. Here colour does matter, as the monster mutagen of choice must be the same colour. Monster mutagens have two benefits; A - they provide a static passive booster to Geralt which is a much weaker variant of their respective decotion (E.g. Ekimarra mutagen upgrade results in a 'every twentieth hit will cause Geralt to absorb the health taken'); B - they provide a tiny additional benefit to any ability of the same colour (ONLY for same colour; tiny to ensure opportunity costs are still viable). So with regards to B a Nekker mutagen will provide Aard Sweep no benefit, whereas a Arrow Deflection will cause Geralt to gain a temporary increase in attack-speed everytime you successfully deflect an arrow onto someone.
Abilities
Here the other requirement would be that there would need to be more abilities, in addition to all abilties being standardised to a three level format.
Aim of the model:
This model aims to ensure that Geralt has more opportunity costs involved when levelling, whilst providing unique variations in character build, ideally one where no optimal build is clear (Igni and Quen maxing), and also, ideally anyway, providing a format where a level 20 Geralt can still find a level 5 enemy difficult. (are you going to spend 20 points on ensuring Geralts vitality is high, or are you going to go all abilities, in which case a few hits can bring you down.
Model applied to monsters:
What I would also love to see is the abilities and ability tree applied to monsters, where each monster has their own unique tree where every spawn results in a random distribution of ability points (the active tree will remain the same for each monster, but the abilities selected could vary significantly).
The result would be a game where you cannot use the exact same tactics for every monster.
For example:
Nekkers could have three active ability slots, with a permanent red-mutagen set to normal level, upgraded with the Nekker mutagen upgrade.
Abilities that they could have: Leaping attack (they use the annoying leaping attacks); Roll attack (they can roll away and counter at the same time); Nekker-Nekker launch (the Nekker with this skill will throw another Nekker at you who will Leap attack you with 100% critical hit, and 100% bleed chance); Fire claws (1/2 normal chance on being selected, but results in a 10% chance to do burn you); Stun Claws (1/2 normal chance on being selected; results in 10% chance for each hit to cause stun); Poison Death Trap (1/4 normal chance on being selected; causes death of said Nekker to release poison gas).
Nekker Warriors on the other hand would have four active ability slots, with a permanent red-mutagen set to Greater, upgraded with a Nekker Mutagen and a Nekker Warrior mutagen, plus all the possible abilities of before.
This is just an example, but it would create a much more varied combat system. Ideally the latter four abilities would be apparent in the Nekkers look (IE a Nekker Launch skill would show in a larger than usual Nekker, whereas Fire Claws have bright red claws; Stun claws have Darkened forearms and Black Claws; Poison Death Trap will have slightly glowing green veins on the body).
Would love feedback on this idea, even if its a 'f off'
.