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Full Combat Rebalance Mod for The Witcher 2 is out!

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C

CostinRaz

Banned
#281
Jun 24, 2013
Also i wouldn't say that the mod is terrible, it just need some work.
Click to expand...
I think it does some things well, but for every improvement there is a downside. The massive nerf to end game items is a problem. What's the point of getting Elder Blood set if they only give 1 armor?

The vanilla game had a big problem with enemy imbalance, but it's gotten only worse with the mod.
 
A

AsTheDeath

Senior user
#282
Jun 24, 2013
The wave with the trolls and nekkers is OK, I think; you have to use the trolls to kill most or all of the nekkers. Trying it yourself will get you killed by rocks. I just ran around; if you time it properly and dodge perpendicular to the direction the rock is thrown, you can dodge the rocks, but the nekker behind you will get hit. If you can't dodge, use quen.

As long as you don't kill any nekkers before the trolls are dead, I thought the fight was... doable (I don't get anything first try anyway : P), on hard.
 
U

uio223

Forum regular
#283
Jun 24, 2013
slimgrin said:
There is no Pirouette in TW2, or FCR2. He's used one of the flashy attack animations for a dodge when Geralt enters focus mode. I felt we could control the roll better, by cuting it short or streering it left or right.
Click to expand...
I don't think you get what I'm saying. Take the pirouette animation from flash's mod and use that instead of roll during combat. Leaving the base game combat the same. I'm just looking for aesthetics.
 
Sardukhar

Sardukhar

Moderator
#284
Jun 24, 2013
Yeaaa-aaah. Perhaps I'm just..terrible...

No, that's not it. Parry doesn't fire. It doesn't. Maybe if I stood there for awhile? I don't. Standing there on Dark mode is nuts. You are either moving towards or away. If you stop doing that, you get nailed.

Edit - to be clear, parry doesn't fire reliably. Specifically, when I need it to. It does go off messing with some low level creep, from time to time. When I can afford to stand around and play footsie with him.

Quen parry also frequently doesn't go off. I tested this repeatedly. Hit button...nothing. Hit button..nothing. Run away, hit button..maybe something.

Yes, I have Vigor the whole time. Perhaps the game thinks I don't?

I'd like actual parry back, would be good, I think.

The one shot difference is mostly so striking because you a) can't build yourself up as well and b)the pirouette leaves you vulnerable where rolling didn't, at least not to certain enemies and attacks.

Right now, it's just much smarter to kite enemies with Signs than get in melee at all.

Is that supposed to be the idea?
 
M

Malvus

Forum regular
#285
Jun 24, 2013
Guess I shoudn't post this here and if so I apologize. My xp bar on the hud seems to be stuck at full (the thin white bar above health). I gain experience but it's kinda frustrating having to enter and exit the character screen all the time just to see how much xp I have. Some help? Minor issue, but still and issue.
 
C

CostinRaz

Banned
#286
Jun 24, 2013
Adrenaline stopped working properly once I had gotten the Alchemy finisher, had previously gotten the Magic one.

The bar just wouldn't fill.
 
X

Xangi

Forum regular
#287
Jun 24, 2013
The easiest way to fix the issues most people have is to simply split the various features of the mod up with the installer, so that a person can choose what they want. If they want the increased responsiveness but not the quen/parry/damage changes for example, they should be able to select them during install. That way people can just simply not use features they don't like or want.
 
sidspyker

sidspyker

Ex-moderator
#288
Jun 24, 2013
Xangi said:
The easiest way to fix the issues most people have is to simply split the various features of the mod up with the installer, so that a person can choose what they want. If they want the increased responsiveness but not the quen/parry/damage changes for example, they should be able to select them during install. That way people can just simply not use features they don't like or want.
Click to expand...
But it's a REBALANCE mod, giving people options to chose only a few things from it kills the whole point of the mod. If I choose to have faster reaction and responsiveness only then I get an advantage in fights because it's not designed for that kind of responsiveness.
 
X

Xangi

Forum regular
#289
Jun 24, 2013
sidspyker said:
But it's a REBALANCE mod, giving people options to chose only a few things from it kills the whole point of the mod. If I choose to have faster reaction and responsiveness only then I get an advantage in fights because it's not designed for that kind of responsiveness.
Click to expand...
Yeah, and it's a rebalance mod that's very quickly gaining a reputation for not rebalancing the game very well. Not my words, but on sites I frequent people have pretty much the same complaints as the people here, and it's making them pretty fed up with it. Personally, I don't care for anything in the mod except the "increased combat responsiveness", which is pretty much just allowing the animations to be properly cancelled (as far as I can tell). Most people who I know who've played it dislike the Quen, and people have issues with the parry. The damage changes often border on absurd, especially with Nekkers. Are you saying that people like me who just want to be able to enjoy the damn game should have to wade through a knee deep river of features we don't (want/like/need/enjoy at all/have any patience for) just to get a single part of the mod? That's ridiculous.

Also, your argument is pretty much invalidated by the fact that the first FCR had an absolute TON of install options, a feature that I was very thankful for.
 
sidspyker

sidspyker

Ex-moderator
#290
Jun 24, 2013
Xangi said:
Yeah, and it's a rebalance mod that's very quickly gaining a reputation for not rebalancing the game very well. Not my words, but on sites I frequent people have pretty much the same complaints as the people here, and it's making them pretty fed up with it. Personally, I don't care for anything in the mod except the "increased combat responsiveness", which is pretty much just allowing the animations to be properly cancelled (as far as I can tell). Most people who I know who've played it dislike the Quen, and people have issues with the parry. The damage changes often border on absurd, especially with Nekkers. Are you saying that people like me who just want to be able to enjoy the damn game should have to wade through a knee deep river of features we don't (want/like/need/enjoy at all/have any patience for) just to get a single part of the mod? That's ridiculous.

Also, your argument is pretty much invalidated by the fact that the first FCR had an absolute TON of install options, a feature that I was very thankful for.
Click to expand...
I remember it had options but don't remember the specifics of how much it was customizable. I went with the whole package.
 
X

Xangi

Forum regular
#291
Jun 24, 2013
sidspyker said:
I remember it had options but don't remember the specifics of how much it was customizable. I went with the whole package.
Click to expand...
Yeah, and I went with a custom installation. Just because you won't use the feature (splitting up the mod) doesn't mean it shouldn't be there. It's not going to hurt anyone who wants to play the full mod and it'll greatly reduce the number of complaints from people frustrated with certain parts of it.
 
sidspyker

sidspyker

Ex-moderator
#292
Jun 24, 2013
Xangi said:
Yeah, and I went with a custom installation. Just because you won't use the feature (splitting up the mod) doesn't mean it shouldn't be there. It's not going to hurt anyone who wants to play the full mod and it'll greatly reduce the number of complaints from people frustrated with certain parts of it.
Click to expand...
I think first we should have a definitive version of the mod that is mostly bugfree so that we can experience that first hand and then decide.
 
C

CostinRaz

Banned
#293
Jun 24, 2013
Bugs are not the only issues plaguing this mod, there's big problems with the balance as well.
 
sidspyker

sidspyker

Ex-moderator
#294
Jun 24, 2013
CostinMoroianu said:
Bugs are not the only issues plaguing this mod, there's big problems with the balance as well.
Click to expand...
Yes that as well.
 
X

Xangi

Forum regular
#295
Jun 24, 2013
sidspyker said:
I think first we should have a definitive version of the mod that is mostly bugfree so that we can experience that first hand and then decide.
Click to expand...
No, no we should not, because no matter HOW bug free certain parts of it are, there are people (like me) who won't want them. I don't want my Quen to be a stationary shield. I don't want my parry to be automatic. I don't want my signs to be cones of fire. I don't want my damage values altered. I don't want my economy changed. There's nothing that anyone can say or do to change my mind on this because it's my opinion. If I could manually separate the bits I want with REDtools I would, but I can't. Splitting it now allows the mod to fix its reputation and allows people to not install the buggy pieces if they don't want to. Additionally, it makes it easier to add small parts to the mod later, as everything will be its own little minimod.
 
sidspyker

sidspyker

Ex-moderator
#296
Jun 24, 2013
Xangi said:
No, no we should not, because no matter HOW bug free certain parts of it are, there are people (like me) who won't want them. I don't want my Quen to be a stationary shield. I don't want my parry to be automatic. I don't want my signs to be cones of fire. I don't want my damage values altered. I don't want my economy changed. There's nothing that anyone can say or do to change my mind on this because it's my opinion. If I could manually separate the bits I want with REDtools I would, but I can't. Splitting it now allows the mod to fix its reputation and allows people to not install the buggy pieces if they don't want to. Additionally, it makes it easier to add small parts to the mod mater, as everything will be its own little minimod.
Click to expand...
And who is stopping you from that? I'm not against the idea of CHOOSING, what I'm saying is we should wait till Flash thinks those are his final changes and then decide if we find the changes to be fine or not. Then install whatever parts we like.
 
S

ssri

Forum regular
#297
Jun 24, 2013
As for the Nekker horde, especially during the Malena sidequest, I had to change my style of fighting. No longer do I quaff a bunch of potions and fly into battle swords a' blazing. Since Nekkers tend to bunch together when they attack, I thought that grapeshots would do the trick and they did. I've been utilizing more bombs and traps with this mod than I ever did in vanilla. The mod is more challenging, as some enemies can one-shot kill you, but it made me think of using alternative strategies that ultimately increased my enjoyment for the game save for some of the graphical glitches (see Phillipa's missing head bug). Face it, we are all beta testers here and should expect a mod this large to having some teething problems.
 
Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#298
Jun 24, 2013
Flash, i havent played too much with the mod yet but i want to suggest a feature it doesnt have and i was really looking forward to:

Could you make it so the player is able to choose precisely when Geralt does some attacks?

Like for example the piruette attack only when holding W to run forward + left click or only while using another key as a modifier, also with the leaping forward attack and the other ones that are so "bold" and risky or take more time.

If the player could have full quick control over when Geralt does that it'd be extremely helpful. Locking on, calculating distances, changing target, its all either too time consuming or non responsive to eliminate the need for the feature im asking.

And my general opinion of the mod so far is that while it might be a rebalance mod, i think the thing TW2's combat needed the most was accurate and responsive control of the attacks, movement and abilities.

So i really liked the tweaked animations for example, but the automatic block is a step in the wrong direction to me, giving you less control over your character and also being unreliable, so rolling is still by far the best choice.

Also locking on doesnt work that well to be trusted, so i think it ruins the use of the strafing , if you could make strafing while just walking in combat all the time without having to lock on and limit yourself to attack only one enemy it'd be better in my opinion.

Other than that thanks for the dedication and effort you put into this.
 
X

Xangi

Forum regular
#299
Jun 24, 2013
sidspyker said:
And who is stopping you from that? I'm not against the idea of CHOOSING, what I'm saying is we should wait till Flash thinks those are his final changes and then decide if we find the changes to be fine or not. Then install whatever parts we like.
Click to expand...
What is stopping me from doing that is that everything is interrelated and REDtools are hardly good enough to try to untangle everything. If Flash waits until he's done balancing and bugfixing to split the mod it'll be dead. Already people are saying they'll never use it. Already around half the people who've played it and commented on non-CDP owned sites have been disappointed or written it off as junk. Something needs to be done now, and that thing is splitting the mod. It's both the easiest solution (in terms of how long it'll take) and the most effective.

Also, I would like to reiterate. I do not CARE if they are the final changes. I don't want them. No matter what they are, if they change certain bits, I do not want them.

sidspyker said:
we are all beta testers
Click to expand...
That is and has always been a terrible counter-argument to complaints about quality.
 
sidspyker

sidspyker

Ex-moderator
#300
Jun 24, 2013
Xangi said:
Also, I would like to reiterate. I do not CARE if they are the final changes. I don't want them. No matter what they are, if they change certain bits, I do not want them.
Click to expand...
Even if they are related to the responsiveness?
 
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