For the caretaker, I discovered that if I kept close to him physically, he didn't summon ghosts. All I had to do was quickly step back, let him prep for his attack and then Whirl at him, preferably from behind him. He seemed too focused on getting me away from him with his attacks than with restoring his hit points.
For Iris' Worst Nightmare, I found that battling the nightmare's one on one was crucial to defeating them. My initial mistakes involved defeating them all one by one and then accidentally bumping into the last two and then getting my shit wrecked. Dodging and ensuring you have a solid method of healing going on is important -- quen was great and all, but I had to focus more on getting behind and striking. Watching him prepare for his attacks and learning what he was going to do was essential in working out where to be positioned near him -- he actually moves pretty slow and watching for Rend is pretty easy. My only concern was when he'd parry my attacks and then strike me while I was making moves to get behind him.
To be honest, it made sense to me why witcher's meagre magic didn't work in the painting -- the whole world was a vision, an illusion, a dream. I can understand why nightmares and literal demons from other dimensions wouldn't be affected. As for the other bosses -- I think CDPR did really well with them. In the original game everything was so predictable and reliable and easy that the challenges I faced in HoS were so much more interesting and I would prefer replaying HoS for combat than Wild Hunt any day.
For Iris' Worst Nightmare, I found that battling the nightmare's one on one was crucial to defeating them. My initial mistakes involved defeating them all one by one and then accidentally bumping into the last two and then getting my shit wrecked. Dodging and ensuring you have a solid method of healing going on is important -- quen was great and all, but I had to focus more on getting behind and striking. Watching him prepare for his attacks and learning what he was going to do was essential in working out where to be positioned near him -- he actually moves pretty slow and watching for Rend is pretty easy. My only concern was when he'd parry my attacks and then strike me while I was making moves to get behind him.
To be honest, it made sense to me why witcher's meagre magic didn't work in the painting -- the whole world was a vision, an illusion, a dream. I can understand why nightmares and literal demons from other dimensions wouldn't be affected. As for the other bosses -- I think CDPR did really well with them. In the original game everything was so predictable and reliable and easy that the challenges I faced in HoS were so much more interesting and I would prefer replaying HoS for combat than Wild Hunt any day.