The devs said that most of the combat animations are about one second long, sword attacks can be cancelled mid-swing as well. They learned from W2's animation locks.
I'm guessing this is probably answered in this long thread, but it would take me forever to find it: does the front-flip from Witcher 1 make a return?
Yes :yes:.
Are there any gameplay videos where you can see that?
Haven't heard anything about that yet, but I highly doubt it. At the moment we've only seen pirouette, dash and roll.
My main gripe with Witcher 2 was that the same rinse-repeat strategy beat everything. There were different builds, but it still felt like roll-spamming dominated.
You'll be happy to learn that they are discouraging spamming roll this time around by making it harder to use, you also have more to choose from when evading, in the form of the dash and pirouette. All in all W3's combat looks to be an upgraded version of W2's combat, but in a good way.
Did any preview describe exactly how the parrying system works?What stops us from holding down the parry button all the time thus being invincible?
My main gripe with Witcher 2 was...
...I think the answer most likely lies in the more drawn out length of battles, healing resources mattering more--so that prevailing, long-term strategy is more important than whether or not you dodge this or that hit in the short term?
You can't just hold the button to parry. Holding just makes you block attacks, while to parry, you have to time the block button press at the same as the enemy attacks.
Sounds like turn based or ATB battles from Final Fantasy might be more up your alley, than say action combat. W3's combat is action oriented, so dodging an attack at the right time, parrying enemy attacks, movement in the battle field etc, matter more. Nothing wrong with either system, but this game's combat is most likely not for you.
I'm not that narrow in my interests, I enjoy various genres. I suppose I went into Witcher 2 expecting a certain kind of combat and seeking a certain kind of experience, and got another--having it framed as an RPG kind of does that. But I don't think Witcher 2 particularly excelled at the DMC/God of War thing either. I guess I just felt it could be more, and it was trying to be, or there wouldn't be these vestigial elements like parrying/riposte, that are obsoleted by rolling in the majority of cases. I didn't feel that there was particular nuance when it came to planning or strategy, or that I had to come up with a special tactic to take out a particular beast.
@Exentryk I believe you have to hold block and press ATTACK button in time to parry, just like in W2.
Fair enough. I haven't played W2, and W3 will be my first ever Witcher game, so I'm looking forward to exploring the battle system. From what I can tell though, action combat usually shines when the difficulty is high, like say you try to not take a single hit from the enemy. Trying to approach battles with that mindset might get you more ouf the of battle system then say normal mode just face rolling everything with those spells and some sword finishers. I guess there'd be other ways to do it, but I'd have to try this system first before speculating further.
I remember playing W2 for the first time, on hard difficulty. I liked the idea of parrying, so I decided to focus on that-max points in parry, vigor earth runes. Closer to the end of first chapter my parry probably became more OP than dodge, I was basically standing and blocking everything nonstop like a boss(except big monster obviously). Then I saw my friend playing while focusing on signs, which made signs OP. Yrden, axii, aard-oneshot-killing spree. Didnt try alchemy tree, but heard that it can be ridiculously OP. Sure, you can still win by "quen run away" tactic, but its not like game forces you to do it.
Yeah, alchemy was crazy. It meant that you needed to spend time on weapon oil and drinking potions, so it wasn't as 'smooth' as signs or swordsmanship. Without the potions, your were pretty weak. With them, however, and later in the game when your skills nearly erased all negative effects and increased the positive ones? It was crazy. You could end up dealing more damage than a swordsmanship focused build, as well as enjoying other things such as bolstered signs, quick health or vigor regeneration, and more.I remember playing W2 for the first time, on hard difficulty. I liked the idea of parrying, so I decided to focus on that-max points in parry, vigor earth runes. Closer to the end of first chapter my parry probably became more OP than dodge, I was basically standing and blocking everything nonstop like a boss(except big monster obviously). Then I saw my friend playing while focusing on signs, which made signs OP. Yrden, axii, aard-oneshot-killing spree. Didnt try alchemy tree, but heard that it can be ridiculously OP. Sure, you can still win by "quen run away" tactic, but its not like game forces you to do it.
The bolded part in particular. The fights themselves are good enough to feel like rewards in and of themselves.There were screeching Sirens diving into the water: winged and finned creatures that shrieked their displeasure at Geralt's presence. My options for attacking were limited; I was in possession of a miniature crossbow, but was wasn't sure yet how to use it. I presumed I would be safe on dry land, and managed to avoid the Sirens that were nipping at my heels. Yet the shore was not a safe haven. The Sirens emerged from the sea and soared into the air, and descended upon me like any seabirds detecting their prey might.
I was not prepared for this.
Luckily, I had gained enough levels that I could take on these flying freaks. My first tactic was to swing my silver sword at them--the sword that damages monsters in the Witcher world. Of course, swinging wildly at things that fly doesn't get much done. I could damage them when they plunged towards me, however, and the circumstance gave me a chance to try out the effectiveness of my parry. If you recall, blocking and parrying in The Witcher 2 took a backseat to rolling around on the ground, which was almost always a more effective way of avoiding damage than meeting your attackers head-on. In The Witcher 3, a well-timed parry is a great way of handling a soldier wielding a shield--or in this case, a great way of stunning a Siren swooping in to claw you. Stopping one in such a way gave me a few seconds to slash at it unimpeded before it zipped back into the sky.
Once I figured out the crossbow, the battle became even more dramatic. You can fire off a bolt without aiming, but aiming allows you more precision, as well it should. In my case, Geralt had leveled up enough that time slowed while targeting, though this ability was not a guarantee of success: I fired plenty of bolts that arced under my target because I wasn't taking the pull of gravity into account. I didn't down every Siren, but I cleared enough out of the sky that I could explore without being mocked by a half-dozen of them at once, and found a treasure chest that served as the fruit of my labor. (I don't remember what was in it; the discovery alone was enough to delight me, as were the siren battles themselves, which functioned as their own rewards.) And when it was time to jacknife into the sea and swim back to the mainland, I realized that my crossbow was effective underwater as well, and while it didn't do much damage, it bought me time as I began the return journey.
The article by Kevin VanOrd got me really excited for the combat. I think he is a good journalist, and I trust him.
The bolded part in particular. The fights themselves are good enough to feel like rewards in and of themselves.
In TW3, even though they said millions of times that now 1 click equals one swing of one sec or less, we see many longer moves and leaps with spins and so on, the reality is that imo making every attack being able to be interrupted and lasting only one sec was not needed at all. There is no problem in being locked to attack animations as long as they are your responsability, the problem with TW2 then, was that animations would trigger randomly or unexpectedly and so you'd fall victim of the game's decisions, not yours.
It's easy to fall in the trap of calling something simple if you play the game on easy mode and are not required to pick up on the combat's subtleties, things you would take advantage of if you played the game on higher difficulties (timely dodges/rolls, knowing when to use light or hard attacks, which variant of the sign to use or when to use it, etc.).