Indeed. For the love of God, No Immediate Counters! If you wanna counter an opponent, you should at least need to put a little effort in it.They'd better not include counters...
In their latest interview with IGN India:
That's not saying the combat system will be exactly like Batman: Arkham.
For a lot of players, the combat system in TW2 was a chore (not for me). The FCR didn't help much in my opinion, but it shows they know where are the flaws of their system.
One of their main focus this time is to make a satisfying combat system.
I love the combat system in Arkham games (and mostly everything about this series), but it's a system made for a 20/30 hours long game, and it feels very repetitive and boring in the end (it's also tied to enemy design, which is very redundant). And you can feel overpowered "too soon" if you have normal motricity...
I think it would fit Geralt's fighting style perfectly. I hope they will succeed at making their own "freeflow combat".
All I'm gonna say is that my mouse broke in the middle of playing through Batman: AA. Beat the game with a touchpad. What does this mean, you ask? Well, it means that I'm a cheap, lazy bastard but also that Batman's combat system might not be the best solution.
As I said in a previous post, however, I am confident that CDPR are talking about the responsiveness and the way targeting is handled in Rocksteady's games.
Arkham City had too big a jump from Medium to Hard diff, in my opinion. HArd was just too long and opponents, instead of attacking like a team or using special attacks, just had too many hitpoints.
I hope that W3 combines the fluid power and visceral feeling of Batman combat with the fragility of mere mortals vs. sharp chunks of metal.
In other words, fast, scary and dangerous. Fights over in ten seconds or so. Fights vs multiple opponents to be avoided or "cheated", (by using Witcher advantages and powers), through.