Various NOT NEEDED plus that could improve the already high depth of this game or another one
First, this no doubt is one of the best rpgs i ever played (more than what i would like to say) so praise to your work even if there are some minor problems here and there, not only the main story but also some side quests even helped/inspired me in my current project, but how you worked, since the release to address such issues, well, it shows other gaming companies how they should handle their business; second, i've made a small list of some suggestions that you can use in this game or, why not, in another one.
I'll try to list em' in order from the most important to the least useful ones:
-Geralt movements at times are quite uncontrollable, i mean when you command geralt to move and stand in place, often he turn around and you have to repeat 1 or 2 more times
-Geralt is still quite in love with candles
-The runewrigth doesn't feel't appealing, there are just a few good enchantments worth of the money you throw at him, and the loss of all 3 slots that can give more benefits with runestones is even worst: can't you add some real good damage/defensive/passive enchantments or at least make it so we can keep both the enchanting and the 3 slots for the standard runestones?
-The standard modality of yrden nerf was quite a let down… i understand you want to make the game the most polished possible (you're polish after all), but c'mon, standard yrden is totally unworthy of even selecting it from the sign wheel now; sure the total freeze effect was too cheap but now the max it can reach is 42% doesn't matter how much we boost his intensity, are you cereal, guys? Can't it have just a set maximum slowdown of let say 80-90%
without freezing completely everything in his range? Or double his total radius of the actual max level but make it so the max slowdown it have is of 50% at least?
-Probably this is gonna happen in the next dlc, but well... is it possible to have a legendary artisan who can:
- add slots to the total of 3, to not only armors, but even to swords
- be able to upgrade the last tier of witcher gear crafted, with stats and side bonus effects to the players level if he gone higher than said gear requirements (depending on the level cap)
- An option to change the bonus on relics weapons or witcher gear with use of money and certain alchemy ingredients (from a wheel of set number of effects for both armors and weapons), obviously with certain price
- Apply custom colors to armors at least for witcher gear (with a maximum of 3 or a palette of colors free to the players choice)
-On difficulties above the easier one, but after the prologue, the crossbow shouldn't have infinite bolts, or even better, outside the griffin fight, (if not at all)
-Monster trophy effects are quite redundant, since there are various monsters from which we can get said trophies, why they can't have special effects depending on said monster ability/behavior?
-Bosses mutagens couldn't have some particular effects which use could be better than a standard greater mutagen?
-Rebalance the price for monster parts, especially boss monsters parts (they're worth like nothing right now, if bosses are so easy to kill there's no need for a witcher to do the dirty job)
-The general skills should have another tier in the active skills slot, maybe a new vertical line of 4 active slots only for general skills, even with a new common mutagen (randomly dropped by any monster) that give up to 5% increase to said skills effects or make it so they have/give benefits in dmg boost/sign intensity/vitality buff when placed where there are certain color mutagens
-Is it possible to make it so players can keep the rewards from the end HoS (outside the crowns or the sword obviously) in the first game, so they can have another one in ng+? (the sword is really nice, but that saddlebag/skin? and what about the infinite alcohol… oh that nidda gonna witcherses)
-A new mutagen tier, tumor mutagen 20% intensity or something like that (made by mixing 5 greater mutagens?), which can be used to deal massive damage/great effects with signs, but at a price, maybe losing big chunks of life with each cast for damaging ones, or reducing by certain % stamina regen for the passive/defensive ones, without any chance to use decoctions or removing all decoctions active effects; another limit could be to stay under a % of life so that you can benefit said buff
-Make so, in any difficulty above the easier one, all monsters in the world, even the minions, if usually they're below the player's level, they'll scale but bosses don't get de-leveled
-Possibility to make it so big monsters killed in contracts (even rare ones), can appear randomly in the overworld (day/night), while the player wander around, or by hearing some conversation in cities/villages; some of them could even be way higher than the player level, to make worth what we learned about those monsters
-Shapeshifters/dopples: so far i meet 2 dopplers, but none of them was doing bad things just because they were evil, but only due to major things, so they deserved to live, but well… that missing decoction is like a spike in the… you know (i'm a completitionist but i also just dislike acting differently from how i do in real life, so going into a kill spree of monsters without thinking if they deserve to get slain is unacceptable to me).
-Some possible use of spare alchemy ingredients, maybe random requests of packs of stuff herbalists/alchemists, popping randomly on notice boards, that can be sold for very good money
-about the previous one, since this is an rpg, i'm looking at bethesda games as a reference: can't we have the chance to double merchants crown capacity, at very least for the master armorsmith/blacksmith? (i have something like 50k crown parked in my box...)
-An end game arena/dungeon to fight for a lot of exp and parts with both minions and bosses or
-A new difficulty mode (probably gonna be added with next dlc), witcher mode maybe unlocked after completion of ng+:
- no regen on meditation
- halved potion usage/effects
- weapons and armors deteriorates faster
- you can meditate only in city or very close by
- if you're out of potions, to refill everything (health,potions etc) you have to rest at inn
- roach starts to get scared by just some growls,roars or thunders
- weather affects geralts fighting and survivability (windy area make it harder to maintain position, rain can make him debilitated if he already have some wounds, snow/cold reduce drastically stamina regen and if geralt is wounded he starts to get DoT)
- toxicity damage starts to depletes health faster if geralt doesn't have heightened tolerance
- enemies parry more often, dealing a lot of damage if they succeed
- started side quests/contracts not completed in certain amount of time can lead to a failure
- geralts may be ambushed by bandits or corrupted guards
- and/or by eternal fire witch hunters trying to kill him in the over world, especially at night, even more depending where he is in the main story or if he is good towards unarmed monsters or punish their aberrant life with the edge of his sword to praise the eternal fire
- and/or scoia'tel if he acted bad towards em' one time or the other, throwing poison darts or arrows from far away that deals massive toxin damage
- during day, geralt's witcher senses are toned down, while in night are boosted but night is a lot darker, and cat potion don't make a lot of positive changes to visibility
- traveling/fighting too much without rest, in the limits of witcherses, can lead to minor debilitations during fights in the over world
- all items gathered in this modality will be at the maximum level geralt can possibly reach (possibly a new tier if items: epic? very rare that can have one more boost bonus effect on them)
- all monster bosses, not only main story, but also contracts, have a special move which can be fatal if isn't evaded/parried in time, and if a player dies by such move he loose all the unequipped gear, consumables and it overwrites the last save, said items can be recovered if said monster is defeated
- Monsters minions/bosse can raid cities/villages randomly where is geralt (for comfort sake…) so he have the choice to help prevent/repel that attack and get some gold from guards, if he refuses to help or wait too long, unimportant npcs can die, even the ones outside any use of sidequests (vendors too)
- if geralt have too many romances during his travel, with different women (especially hookers, but also important characters), he can get venereal disease (P.S: i never had the chance to read the books, forgive me, so i don't know if a witcher can ever get such diseases, if not, pass over this), curable in 2 weeks of playtime using certain potion or oil, during this time, his performances in fight are lowered dramatically: he get 20% more damage if he get hit, swords, signs and bombs deals 50% less damage (due to the pain, he can't be focused enough when he make bombs), stamina recovers at 50% slower than usual
- oxygen depletes faster
-Random contracts generator unlocked after finishing all other contracts and main story (very easy with not so super detailed steps), yeah i know…i just liked so much to do those contracts.
I guess its over, some of this things are easily doable (?) or you're even working/adding something for the next dlc, but there are some others that probably couldn't since their behavior could be tied to the base code of the game somehow.
P.S: who worked about the trolls argumentations deserves a nobel.
P.P.S: i forgot, you're busy with other works so feel and you are totally free to pass on everything i wrote, but if you want to use them for TW3 or even take note of em' for your future works, well, gg.