Abilities Thread

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Abilities Thread

I bet only a very few people use their skill slot for Green Class Skill. People tend to maximize their skill on Blade and Magic rather than Potion skill.
By adding another 3 or 6 skill slots, people gonna start using the Potion skill.
 
I used all green....i was super overpowered by the end of the game, adding more will make things worse.
 
I used all green....i was super overpowered by the end of the game, adding more will make things worse.
Adding Skill Slot doesn't mean adding more Skill Point. In fact, by using extra available slot mean you have to sacrifice not max your skill on one specialist.
 
I'd prefer a mod that straight up activates all the abilities and skills I've invested my points into without the need to slot them. Keep the UI as is and leave the slots for mutagen synergy.
 
I think those 12 Slots with 4 mutagens are enough, only thing i think they should
get in there... are 2 common skill slots (for the white ones only)

That would give the players some new options for builds using all 12 "main" slots
for fight, sign or alchemy skills. So 2 more slots for common (white) skills would
be enough i think do add some more options for the player.
 
Keep in mind that changing the UI through mods is usually a hell of a lot more complicated than just changing some flags on attributes. You guys are effectively asking for changes in the UI and its functionality and that probably won't happen until CDPR release their devkit.
 
Abilities Thread

Greetings, Members! Ah, I love that word. Anyway.

This thread is for all Suggestions and Requests, Mod ideas, even Mod links on the topic of Abilities for Geralt or, well, anyone(thing) else!
 
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General skills like Sun and Stars

Shouldnt really requite a ability Slot to work. Its just a passive and nothing the player uses actively.
 
Personally, I think the abilities points and tree need some rebalance. The idea of choosing which ones you want and create synergies with mutagens is fantastic, but I am not sure at all if it's well balanced. Some abilities have up to 5 levels, but they only take one slot in you skill tree, so it sounds to me like no player will ever remove one of those skills to try a level 1 new skill instead. This system makes the player tend to specialize more than try and combine different things, and I doubt that's really a good thing. Far worse than that is that, once you are at highest levels, you probably end up ignoring completely any basic skill and using all the 'level 5' ones, to maximize your use of the slots.

So, knowing that it's a lot of work, what I would propose is keep the abilities as they are now, but redisign the slots menu completely, making many more slots for both skills and mutagens (like 3 times more of both). However, every level in one skill will need as many slots as it has levels, so for example if you unlock 'fast attack lv. 5', you can then equip it in level 5 if you want... using 5 slots. If you want to try other more basic skills to balance it, you can equip fast attack lvl3 and 2 signs slots, for example.
 
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' :p.
 
Let me preface this comment by saying this is the best game I have ever played in spite of its flaws and because of that the flaws stand out as important. I don't know if the abilities problems can be sorted out with mods but clearly by not having specific slots for potions (green) and white abilities more often than not these abilities will be ignored and that is a bit of a waste. Perhaps additional slots with a rule that you cannot use more than a specific quota for any one color would have been the go.
 
The ability that randomly activates another potion is frustrating sometimes cuz it can activate Cat during mid-day....
Maybe alter the ability so that it only activates the potions in the inventory?
That way I can discard Cat potion when I don't need it, and excluding it from the potion selection....
Or just exclude Cat from the ability.... I rarely use Cat anyway....
 
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There should be enough skill points in the game so that all abilities can be learned. Since only 12 abilities can be slot, it doesn't matter how many you have learned.
 
I think we need more slots on the skilltree, so we could have more freedom to create the ultimate witcher, I also think that Geralt should start with the ability to block arrows ( he did it in the first one wtf), that ability should not even be on the skilltree, i really kind of miss the witcher2 animations for drinking potions too.
 
The Aard sign's 4th tier upgrade currently adds some damage, but not enough to be worth the skill point investment. Changing the 4th tier skill to freezing the target would be more useful and fit better with the "cold wind" theme for the sign. Each point could add 10% chance of freezing effect.
 
I really don't see a point in leveling in this game. I mean - it's unnecessary and removing it wouldn't harm overall gameplay. I know, I know, everybody loves it and wants it, so now we have these "RPG elements" (meaning leveling system) in pretty much every game there is. And I find the one used in Witcher 3 extremely boring and not fun. Really, if there has to be some leveling system in this game (though, as I said, I would be happy without it), something similar to what was in Witcher 2 would be way better.
Geralt is almost 100 years old, he regained his memory, so he knows all the tricks and I don't see a way he would gain any more experience and improved his abilities (especially as much as he can during gameplay and in such short time). I'd love to see a mod, that would do something like this:
I'd rather have some skill points to assign at the begining of the game, so I could customize Geralt's skills and and just play. So, no leveling during game! I'd also like if weapons and armour were not level-restricted, and that high level weapons weren't several times more powerfull than low level - end game weapons could do twice the damage than starting ones and that would be OK, but not 10 times. They should have more runestones slots instead (let's say 4 for end game gear, compared to one at the begining in case of witcher gear), and have some additional stats like bleeding chance etc. And I think Geralt's should have a set amount of HP, and it shouldn't increase, (or maybe only temporarely, after using certan potions and maybe places of power). That would of course require changes in monsters' and enemies' abilities (MistroPain's idea for monsters is great!), health and damage too, e.g. one nekker shouldn't be a problem, but a pack of them shoud be a threat; on the other hand golem should always be serious challange. As for humans - witcher should dispose of several bandits with clubs in no time, but even a single knight in full plate armour, with finely crafted sword and skill to use it should mean some trouble.
Oh, and first level recipes for oils, potions and bombs should be available from the start.
To bad I don't know how to do it myself :(
 
Red combat skill tree could use some "assassin" skills. A Witcher is a professional monster assassin and skills in the red tree aren't as cool as in alchemy or signs. One vertical line could be dedicated for precise attacks on essential body parts (could be combined with critical hits). Like when using Witcher sense fragile monster spots could glow and allow hitting them if pointed right. Like if you are fighting a golem with dwimerite paste on a sword then limbs could glow and be exposed for attacks. With a big bear or monster that have big mass a fight would be a big challenge for a lightweight humanoid - could be tossed away easily if not crushed and killed. Aside of oil-poison to hurt such big opponents either circulatory or nervous system would be targeted - by poisons and/or physical attacks. So there could be a skill that allows seeing those areas with Witcher sense (more precise if you have a monster in the book) and hit with increasing probability. There could be a skill that would allow poisoning enemy with crossbow bolts with increasing probability or a skill that increases melee oil-poison efficiency etc.
 
The Aard sign's 4th tier upgrade currently adds some damage, but not enough to be worth the skill point investment. Changing the 4th tier skill to freezing the target would be more useful and fit better with the "cold wind" theme for the sign. Each point could add 10% chance of freezing effect.

I'd rather have that Aard sign be able to blow people off cliffs and walls like it did in W2. I loved positioning someone against a big drop and then blasting them with aard and seeing them go flying while the Willhelm scream plays.

Very disappointed that wasn't in this game.
 
Convertable/consumeable Mutagenes

First of all i have to say that the witcher 3 is an amazing game!

Back to the topic: After I completed the main story and looted most of the Locations I found myself having tons of unused mutagenes. I thought its a pitty to sell the unused ones for a few bugs and all of a sudden i had an idea of how using them in a more profitable way. Espacially for long time gameplay.

So my idea was to have mutagens consumed by Geralt.

First of all some thoughts of why this should be appropriate, for...
Rollplay reasons: Think about Geralt having a tripple DNA-Helix (thats why he stronger for example) and each mutagene implemented makes him a bit stonger. Vitality, magic, strenght.
Gameplay reasons: In addiotion to the ability-mutagen-boosts, consumed mutagens boost stats slightley, if a significant amount is reached.

Implementation: On the one hand it should not be difficult to be implemented and on the other hand it should be clear to the player and easy in use. (especialy for console players)

How it could work:
1) Give mutagens vallues (maybe hidden, each a collor)
little M.= 1, normal=3, big=10 (a little profit for patient players), every other 5? or 3?
2) Set a count (for each collor)
3) if count reaches 100, give player / unlock level 1 ("of genetic strenght"?)
» gives player (if green) + 50-100hp, (if red) + 1-5% Dmg. (if blue) 1-5% sign intensity
4) set 10? levels (would mean: 500-1000hp, +10-50dmg%, 10-50% si)

How it could look like/used:
Imagine having (in the ability screen) the unused space over the overall stats and magine having on the left hand side the mutagene list opened.
1) Implement a new "picture" in the unused spot. Make it look like a vertical tripple-helix (for example).
2) Make the picture an interface? or seperat boxes » drag and drop mutagens over it to count vallues and destroy the mutagene. (?or put them into boxes and click a button called "consume")
3) See your progress by ?giving counts= digits / ?make a bar fill up (make the helix a bar itself)
4) give icons for the reached level and its profit for the player/charakter » ?if curser goes over it is shown to the player

What its all good for:

Long time gamplay improvment by giving reward for grinding mutagens, without making it too easy to become (soon) overpowered. More gameplay depth in pointing out the genetic modification, wich make a Witcher special.

Just a thought
 
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