Agreed. I think if I have any real gripe, its some of the menu options. Looking forward to mods to adjust and give some more functionality
What about after a cutscene? My instinct is to draw my weapon then click attack. Sometimes I find Geralt either doesn't draw, or does draw then I countermand the movement and he puts it away.
Completed the game on blood and bones. I have some game-play feedback I would like to provide to the devs. Anyone here feel free to apply your own feedback or provide counter arguments to my criticism.
Some skills are too weak, some skills are too strong. This is my (imo) fair assessment.
Poison blades and poison in general
Need a moderately sized buff. When your sword hits for 400-500 damage per hit and mobs tend to die fairly fast anyway - a bleed for 25-75 damage for a short duration has almost zero combat impact. Poisoned blades skill and poison in general need a buff. Dot damage should be a good tactic for beating high hp enemies by wearing them down. Currently poison is useless vs pretty much everything.
Bombs
Big spikes when it came to usefulness. Early game they were good, then bad, then good again midgame, then bad again for the remaining game. Even with upgrades bombs does way to low damage to have a meaningful impact on combat. They are a limited resource ace in your deck of tricks, but fall short of their intended use. Dimiritium bombs vs life regen mobs was the only real value I found in them.
Mutagen
Except for the 100 vitality griffon mutagen, I never found a higher mutagen than 50vit / 10% attack / 10% sign ones. Not sure if I missed them or intended. Just thought it strange that green has mutagen that has 100% higher value than the highest red + blue one.
Skills (Alchemy)
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I invested all skills in alchemy on my playthrough. None in combat or signs, not even one. So I can only provide feedback for the alchemy tree.
Hightened tolerance: Needs a buff from 5% to 10% to even be remotely useful imo.
Refreshment: Good skill but maybe a bit overpowered late game. I suggest a nerf from 25% at max level to 20%
Delayed recovery: Potions not wearing out is not a problem anyway with all the +% potion duration from alchemy. IMO this skill needs a replacement completely.
Side effects: Nothing to say on this one. Well implemented skill, good without being bad or overpowered.
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Poisoned blades: The idea of the skill is good. But unfortunately poison is too weak to even be bothered with. The problem lies in poison itself, not the skill. Poison damage needs to be tuned up.
Protective coating: This skill is very strong. I suggest swapping protective coating and fixative in their position in the alchemy tree.
Fixative: Perfectly fine skill.
Hunter instinct: I didn't test this skill, can't provide feedback for it.
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Steady aim: The slow really isn't needed at all imo. I suggest changing this completely. IMO increase all bomb damage by 10/20/35%
Pyrotechnics: Bombs are already too weak. Increase this to 40/80/120/160/200 bonus damage for all bombs.
Efficiency: Good skill. No complaints.
Cluster bombs: Didn't have the chance to test this one.
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All mutation skills are really good and balanced, good job on this one. Only complaint is the highest tier skill - adaption.
Adaption: Alchemy already increases potion duration and concoctions already last very long. Adaption is a completely useless skill to take and needs replacement.
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Endure pain is fine, didn't test the others but they seem too situational and not worth the time. That a player like me don't even feel them worthy of testing should be a heads up though that something could/should be changed?
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Oils
Currently they provide 10,25,50% bonus damage. 10% is too low to even bother applying oils and 50% is just way too strong. My suggestion is tweaking oils to:
Standard| 20%
Enhanced| 30%
Superior| 40%
Stamina and stamina regeneration is fine
Didn't test or build for runes. I only used un-upgraded Quen for the whole game. Igni with +60% intensity though did absolutely nothing in terms of damage. Maybe someone else here tested rune build more - I did NOT build for it so my argument may be flawed but I found Igni to be useless.
General skills
Crossbow does too low damage for steady shot to be worth it. Need a buff from 25% to 100%, even then it won't be overpowered I think. At the least it should be upped to 50%.
If with 60% sign intensity my igni is useless in terms of damage, I doubt taking griffon school for +20% will make any difference. IMO the sign intensity of griffin school needs to be buffed to 7.5% or 10% per medium armor piece.
Rest of the general skills are fine imo.
Trophys
Might be me missing it all. But I never found a trophy upgrade after the griffon. Did you forget to add more of them as the game progressed? It could be simply me that didn't find any if there are indeed more of them.
Terrible, just terrible.
Movement and combat is so bad that it occupies more of my mind that the story, characters and dialogue. Using realism as an excuse is exactly that, an excuse for poor controls.
Button mashing fast-attack tends to yield similar results to a more measured approach, so for those who are saying that you need to think about each button press (which is why the animations take so long to complete and aren't interruptible), you may as well button mash for similar results.
Also, it's too easy to get stuck behind a piece of scenery the size of a brick, and your cantering horse tries to follow the road even if you're trying to make minor adjustments to your direction - when fighting enemies for example.
And if you still stand by the 'realistic' excuse for tardy combat and movement, have you seen how fast and unrealistic Geralt is when switching to the other side of his horse during a mounted attack?
Great in open fields. Not so well in close encounters.
My Geralt can easily dispatch a pack of drowners, but has serious problems going through a door
What controls do you use? maybe this is a controller issue. With the mouse and keyboard i have never got stuck on a door frame. If it is a controller issue it might just explain why some players are saying, "Control issues? What control issues?"
I am VERY excited about how quickly a ton of mods have already appeared once they opened the nexus site.Unfortunately I think everything you mentioned will remain as it is, and will only be changed by mods. To be honest that's what I'm hoping the devs are pouring their effort into right now, getting the REDkit out there. Because having modding available will cut short 75% of the arguements and whining around here.
I'm not saying I'm happy with the state of the game completely as it is, but aside from a few things that mods may not be able to easily change (geralt getting caught on a corpse or plank of wood while rolling and performing the animation glued to one spot), the game is playable and works as intended. Some mods are actually already appearing :http://www.nexusmods.com/witcher3/mods/searchresults/?src_cat=2
... the crafting section told us what 'type' of armour the items are. Specifically, if the item is light, medium or heavy.
I'm in the crafting screen looking at Mountain folk boots. Ok, I know what the stats are, I know what the bonuses are, I know what level craftsman is required, but when I am trying to keep to an armour ttype, I have no idea whether they are light and will go with what I want, or heavy and I would just sell them because they are useless to my current playthrough/style :/
The auto targeting works terribly, it frequently selects enemies off my screen or well out of melee range when I'm pointing the camera directly at the enemy I want to attack and I can't do anything about it except keep pointing at my chosen enemy until the game decides I should be able to attack it. I tried using the lock target function as a remedy, but the camera locking does more harm than good and this makes it even harden to fluidly switch to a new target that's just left itself exposed after a lunge/attack.
My suggestion would be to attack the enemy closest to the centre of the screen, and to let the current target switch to whatever you're looking at a significantly faster rate than it does now.
As it stands, this is the most "difficult" part of the games' combat, fighting bosses one-on-one is great, but as soon as I fight a group Geralt will switch between targets for no obvious reason at all, frequently doing a jumping sword attack into a bunch of enemies off to the side of the screen, while I'm pointing directly at the single enemy I've separated from the group.