Thanks for the info! Will we be able to create presets so that we can quickly switch between them?Here's the way the skill development works.
There are 4 groups of skills. Swordsmanship, Alchemy, Signs and Miscellaneous. The fifth group some folks were talking about is Mutagens.
As you level up the character, you unlock various skills. You can then assign them to one of the slots. Assigning a skill to a slot makes it active - you can activate and deactivate skills at will making custom builds to suit your current needs best. There are up to 12 slots (+ 4 for mutagens) which are being unlocked as you progress - mutagens modify skills making the skills stronger. To make mutagens even more effective, it's best to use the same type of mutagen and skills in one combination.
Thanks Marcin.Here's the way the skill development works.
There are 4 groups of skills. Swordsmanship, Alchemy, Signs and Miscellaneous. The fifth group some folks were talking about is Mutagens.
As you level up the character, you unlock various skills. You can then assign them to one of the slots. Assigning a skill to a slot makes it active - you can activate and deactivate skills at will making custom builds to suit your current needs best. There are up to 12 slots (+ 4 for mutagens) which are being unlocked as you progress - mutagens modify skills making the skills stronger. To make mutagens even more effective, it's best to use the same type of mutagen and skills in one combination.
We've talked about it but ultimately there will be no presets.Thanks for the info! Will we be able to create presets so that we can quickly switch between them?
Do purchased but not activated skills have any use? Like +1 default effect when unslotted and +3 and a special effect(additional animations etc) when slotted?Here's the way the skill development works.
There are 4 groups of skills. Swordsmanship, Alchemy, Signs and Miscellaneous. The fifth group some folks were talking about is Mutagens.
As you level up the character, you unlock various skills. You can then assign them to one of the slots. Assigning a skill to a slot makes it active - you can activate and deactivate skills at will making custom builds to suit your current needs best. There are up to 12 slots (+ 4 for mutagens) which are being unlocked as you progress - mutagens modify skills making the skills stronger. To make mutagens even more effective, it's best to use the same type of mutagen and skills in one combination.
At any moment? Even in the middle of combat? Or is it limited to meditation?you can activate and deactivate skills at will making custom builds to suit your current needs best.
It only makes sense.You do know that tomorrow's the trimester-before-release mark, right? Calls for celebration, a poem, new screenshot, a trailer maybe?
Well, that's actually my problem. I AM a "maximum efficiency type of guy". So I already see me spending a whole lot of time in the skills menu changing the active skillset every now and then just to get the maximum out of it. But I would prefer if I don't had to. It's easy to say "just don't do it" but psychology isn't that simple and usually game design should kind of guide players imo.The biggest difference between this new system and the old one is the loss of permanence. So if you're the type that always wants to play at peak efficiency then you'll be constantly swapping your skills in and out before a big fight.
That's unfortunate, in the sense that there's really nothing that can be done about this because not everyone has your issue. The problem of resisting the fear that you've missed something isn't something everyone has; it's a "preference" or something similar I think.Well, that's actually my problem. I AM a "maximum efficiency type of guy". So I already see me spending a whole lot of time in the skills menu changing the active skillset every now and then just to get the maximum out of it. But I would prefer if I don't had to. It's easy to say "just don't do it" but psychology isn't that simple and usually game design should kind of guide players imo.
It's a very similar problem to the one I have with crafting and mining. I'm also one of these guys who collect everything in the world and who can't hardly pass an ore vein or flower without exloiting it or picking it up. And here again the issue is that it can get VERY tedious in the long run if you spent most (or at least a huge chunk) of your time with the game doing "pointless" busywork like collecting flowers (or, to stay on topic, maximizing the active skillset).
The underlying psychological problem is imo very similar: it's the unconscious fear to miss something, to haven't properly prepared your character for the upcoming challenges. So I pick up every flower as I probably maximize my active skillset much more often than objectively "needed" or even required. That's why I for example hate extensive crafting (and collecting) as in Dragon Age Inquisition and why I'm against that active skillset thing. It overcomplicates MY gamestyle and it leads me away from gameplay and immersion to do busywork and micromanagement instead of just let my play the "important" parts of the game while leading me through the world by clever (pre-defined) design.
At least this could prevent Quen spamming.Quen in it's basic form absorbs damage in the amount of 6% of Geralts vitaly. Upgraded it absorbs every hit until our stamina is consumed (probably one stamine is consumed with every hit, seems overpowered)
You can't get all the skills by the end right?Some of the sign upgrades are described:
Yrden-trap will do dmg and destroy arrows if upgraded.
Quen in it's basic form absorbs damage in the amount of 6% of Geralts vitaly. Upgraded it absorbs every hit until our stamina is consumed (probably one stamine is consumed with every hit, seems overpowered)
- in the miscellaneous skill tree there are talent's like "more vitaly" or "Geralt heals faster during the day"
Even if you could, you wouldn't be able to use all of them at the same time. We should be able to get most of them otherwise 12 slot limit would be pointless.You can't get all the skills by the end right?
I recall reading in one of the interviews that you can't learn all of the skills. Can't seem to find the interview. Be great if you can learn all of the skills in a single play through, even if it requires some extra grind work at the end. Once you have all, you can design an optimum build for different enemies, and decide on what skills work best in the 12 slots etc.Even if you could, you wouldn't be able to use all of them at the same time. We should be able to get most of them otherwise 12 slot limit would be pointless.
I will most likely go for a general build to handle routine encounters, while custom builds I expect would be more for unique monster hunts and bosses.As i see it know, i don't think i'll be changing the skills for every different type of enemy i'll encounter, that really is a nuisance although i love customizing. I will go for a balanced build. I think i'll use medium armor type and use perks that will give speed and strength in the same amount.This will make it more challenging and maybe for a boss or two i'll change something.
I agree with you, but monster hunts will be frequent and since Marcin said there will be no presets and we won't have our builds to change quickly, it'll be very boring to take one by one every slot and change it depending on the monster or boss we will face. in the beginning i'm sure it will be interesting and i'll definitely experiment with different skill but since there are 100+ hours i can't imagine doing that all my walkthrough. That's why the balanced or general build as you say it's the best choice imo.I will most likely go for a general build to handle routine encounters, while custom builds I expect would be more for unique monster hunts and bosses.
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I will most likely go for a general build to handle routine encounters, while custom builds I expect would be more for unique monster hunts and bosses.