Game way too easy, gets boring

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Game way too easy, gets boring

During my second playthrough I remembered why I gradually lost interest the first time. Sure the quests, graphics and writing are all great. But it gets way too easy after a while. Already on Death March of course. This time with a poison / green build because I read it should be harder. Geralt is level 17, taking out a level 24 Elemantal and it takes a long time because of the level difference but never gets really dangerous. Same with a high level cockatrice.

So a few levels later I fight the Chort in White Orchard (from attacking the cows, which is always way over your level). At the same time I aggro a few guards from the bridge so I also have to dodge incoming arrows while fighting the Chort. Still, took only one swallow (getting hit once drains 70% of HP) and a thunderbolt potion to speed it up. And it's not because I'm so good at the game but mostly dodging, a roll and a parry every now and then, an occasional decoction and then we have an "I Win" character. The only enemies that requiring some strategy are the spiders from HOS and Imlerith.

Maybe add another Death March+ setting?
 
You could try playing with your feet. I don't require mods anymore and have finished playing DM vanilla (only used Euphoria fix mod). It is weird, and is frustrating at first but it is definitely a challenge.


But then again I am crippled and this is the only way I can play so maybe this approach isn't for you (and others).
 
you clearly haven't fought yet against Kikimoras, Archespores or a group of giant centipedes yet in DM blood and wine as these creatures are alot more dangerous than the arachnomorphs from HoS and these were already in a pakc, when paired together with Colossi a tough battle

But Kikimoras and Archspores hit you hard like trucks if you aren't aware of your surroundings and not using the right defensive decoctions to stay alive.
If you have not very good regenerative abilities, a kikimora group will rip you quickly apart with their poisonous attacks that lead you to get very quickly 100% toxity and unless you don't want to spam your white potions that remove all toxity, they can become quite a tough fight if you don't use decoctions like troll, ekimma and echidna together before they give you so much tocity that you can't use the decoctions anymore before of the battle

However, the game is heaviliy unbalanced and would direly need a complete redesign of the combat, skill and character development system to rebalance the game.
Way too much useless crap in the game, few thigns are so overpowrred, that they can turn DM into a piece of care if you use them, lots of obsolete trophies, because the deves weren#t creative enough with them to give them all unique effects so that it makes ctually sense to use all the kinds of different monster trophies with them becoming also more effectful so more powerful the slain monster was

But I guess thats somethign that we will never get to see happening, so its simply best to deal with that fact and make the best out of it ...
When you think it becomes too easy, make it yourself simply harder and use noch improved equipment, don#t upgrade your wither armors ect. just use what you find, not what you craft yourself, an easy way to make the game harder for you.

Just say.. self made play rules are always a simple method to make something in a game more challenging for oneself, than to rely yourself on that the devs add another difficulty grade extra for you, only because you find the game is too easy.

Try playing the game with self made up rules, like a if I die, I start completely from new thing, like a real "i have only 1 lfe playthrough on DM... I doubt that you say then thats too easy still..especialyl combined with other self made rules to make it yourself harder

When you just want, theres always a way how you can make yourself games more difficult. not everythign must be always spoon fed to a player by the devs...
 

https://www.youtube.com/watch?v=Nt_cPLr0Ic8

>both sides deal alot more damage
>all those changes in signs and armor
>skills now active once unlocked

Sounds like a massive improvement, combat looks more intense and actually requires planning and focus and less MMO like. Now the bazillion heavy armors I pick up won't be useless junks because I already had the witcher set, which makes treasure hunting more meaningful and 80% of game time isn't a waste of time. Not to mention more lore friendly. Vanilla game we can just use signs (a rudimentary form of magic) and just destroy everything.
 
Maybe add another Death March+ setting?

I would argue you represent a very small minority of the Witcher 3 gaming community. CDPR aren't going to implement a brand new difficulty for a small minority. There are plenty of other ways to up the challenge for yourself, such as no armor and/or only using level 1 weapons. There's also a No Skills run.

Have you tried taking on a large pack of Red Skulled wolves/boars/drowned deads? Or Perhaps a Red Skulled Hanse fortress with 30 bandits rushing you?
 
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Haven't played BaW yet so reading you're suggestions there's lot of good and difficult stuff coming :)

But we can always hope for a harder base game can't we?
 
Haven't played BaW yet so reading you're suggestions there's lot of good and difficult stuff coming :)

But we can always hope for a harder base game can't we?

It's wholly subjective. If you're finding even Deathmarch too easy, I would strongly second checking out some of the combat mods.
 
My entire NG+ playthrough I never used any oils, decoctions, Signs (other than Yrden) or witcher gear swords.

Only potions I used were Swallow, White Rafford's, Full Moon and White Honey.

Basically just concentrated on combat and then healing after combat. Made me treat combat with more respect.
 
Thinking about this some more, and I'm a bit surprised. I don't really have a preference for "hard" or "easy" games. (Nothing should ever be Fable 3 levels of easy, IMO, but extremes aside...)

The only time I've ever been bugged is when a game ramps the difficulty way up and way down without warning. (Dragon Age: Origins pops into my mind here.) It's the sudden jolt of going from line-of-waist-high-hurdles to steel-reinforced-granite-wall-and-you're-weapons-are-replaced-with-pillows.

In this regard, there were only a few nasty surprises in TW3 (I still think "Jenny" was the worst I encountered). I don't mind Geralt slicing through drowners like a shinobi at a fruit stand...as long they aren't randomly followed by a Demigod Harvester of Eternal Anguish with 98% Damage Resistance -- and a 3+ minute unskippable cutscene preceding the combat.
 
I don't mind Geralt slicing through drowners like a shinobi at a fruit stand...as long they aren't randomly followed by a Demigod Harvester of Eternal Anguish with 98% Damage Resistance -- and a 3+ minute unskippable cutscene preceding the combat.
Hm... you mean:

You're wandering along a road in the south of Touissant, come across a random ! and follow the usual method of "I see a !, I better do it, because it might disappear if I just walk on", and you find yourself as lvl 36 doing Extreme Cosplay?

Or you just wanted to cross that bridge between Velen and Novigrad Outskirts and thought you could get a better deal from the dude with the fake papers, and you find yourself trying to do Bitter Harvest as lvl 4?


Or you really wanted to play alchemy/sign Geralt in TW2 and suddenly find yourself in the mist of the eternal battle?

Or even further back: You just wanted to escort TW1's dear old Gramps to his hut when the archespore boss suddenly appeared and proceeded to rip you several new ones?

Or you just randomly entered a room in the basement of the Old Manor and after a 3+ minute skippable cutscene, dear old Koshchev rips you apart before you even know what's happening?


The witcher games always had "funny surprise, isn't it?" situations like you describe. ;)

The "3+ minutes unskippable cutscenes" luckily normally are skippable though! Or it reloads with "reload latest save" to the start of the combat - which can be infuriating in its own way, because it means you have to reload manually to a previous save if you want to prepare better.
 
I never said it was perfect. The "Jenny" incident I referred to above took me about 10 reloads. The fight that I finally won lasted almost 20 minutes of real-time...and I was 2 levels over the recommended. Obnoxious and not very fun at all. I also wandered into the SW of Velen as a Level 4, I think, and ended up as dinner for 2 level 20+ wyverns.

If you want to provide an "open-world" experience, it boils down to 3 approaches. Leave pretty much everything up to player skill and loot (WB games / Terraria), scale enemies to match the player (Bethesda), or scale areas to certain difficulty levels (Gothic / Dark Souls). Each has it's own pros and cons, but you can't have everything.

For TW3, I really prefer the standard game according to the original design. I'm forced to follow the carrot if I want a smooth experience, but if I'm feeling reckless at Level 10 and want to poke a Level 20 Fiend in the eye, I can do so. The game does go to some length to let the player know what they're walking into, either with quest recommendations or muttered comments from Geralt.

I also laud CDPR for adding the scaling option into the mix for players that want to just go anywhere. It's hard to balance, and it doesn't work perfectly, but at least it's left up to the player to decide.

My feelings on each approach:

The WB / Terraria style is great fun, but can feel very aimless and repetitive to me, at least after a while. I sometimes find that I'm often playing with the game (like a toy) instead of playing the game. It doesn't create an immersive experience that makes me attached to characters, and difficulty can be far too easy or far too hard unless you know what's coming.

The Beth approach, I love! It's cool to watch a world slowly evolve around you while always feeling like you're making progress. I can completely immerse myself in that. But it often feels wildly out of whack for certain "builds", either making the game a pushover, or nigh on impossible to make headway with. It also feels like narrative elements are ham-fisted into your playthrough unless you remain "on-track".

The Gothic / DS style is really the oldest style, but I feel it's great for simultaneously telling a story and balancing the game. It does force players to sort of "learn the lay of the land", and it can be really frustrating when you blunder into an extremely difficult area by mistake and often have to lose progress / time to get back on track. But when done right, it moves things along at a good clip and makes for a very cinematic experience. This is the approach I feel is best for telling a story while allowing the player to explore outside of the book cover.
 
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