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In defense of this game's combat

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B

BoboTheMighty

Rookie
#221
May 21, 2016
Yasakani said:
No, I thought QTE is okay but much better than the current W3 because it is more refined in terms of animations and controls.
Click to expand...
That's funny because I remember a video from youtube who played Mordor literally with his eyes closed and a keyboard raised above his head, mashing one button and winning. Even death can be avoided with QTE! If that's good design to you...

Yasakani said:
Where as W3 is roll, roll, roll, and mash on one button most of the times. It doesn't really matter much the enemy type
Click to expand...
And there you have it...you did not bother to learn even the basics. Witcher is not like a typical action game, where the difference between dodge and roll is only direction and length. Each of Geralt's movement maneuvers has a different momentum, animation length, recovery time and speed...and because it does not rely on I-frames, all this results in a far more tactical system that is less about simple reaction and more about planning.
Using roll like you said is a rookie mistake...it serves a defensive purpose of repositioning, but comes with a longer recovery, which makes it a poor choice for offensive.

Action games prioritize three things: control, precision and reaction. Witcher could definitely use improvement on those, but in return it also offer better choreography, combat rhythm and strategy when it comes to player movement. Look at the whole picture here.

Yasakani said:
W3 almost everything is random both in terms of attacks and targeting
Click to expand...
That is a flat out childish hyperbole...except for spinning attack animation, which can be an issue at close range, most of the time it works fine. To me it was definitely an annoyance, but not a game breaking issue.

Yasakani said:
Then you just mash on one attack button until it dies. It gets worst against monster since most of them have ONE attack. ONE. And no AI whatsoever
Click to expand...
Ridiculous...even the simplest critters have several attacks and many come with a variety of movement patterns( ghouls circling, wolves zig-zag, spiders form a circle and attack all together, wraiths teleport from behind, boars move in diagonal patterns, etc...). Witcher is about group combat and more complex enemy movement patterns is prioritized over attack patterns.

Yasakani said:
There's just no interesting options to play Geralt. You just play one style of avoiding attacks and mashing on one button
Click to expand...
That's odd...I charge in on horseback to take out archers and stragglers, examine enemies: formation, direction of movement and distance from one another, position myself properly and come up with movement strategies to outmaneuver them: dodges, rolls, pirouettes and group sidesteps are all important accordingly, use crossbow for feints, interrupting their attacks and bringing down flying monsters, switch between variety of different potions when differentiating between signs, sword attacks and types of enemies, deflect arrows, direct combat tempo based on my adrenaline level, manage my stamina, block and parry, use group aggro for control of enemy movement and as "magnet" to lure them to a specific point, then follow up with bombs and whirl, heavy attacks and rend for isolated targets, alternate between ten different spells, use signs on environment when possible.
 
Last edited: May 21, 2016
SigilFey

SigilFey

Moderator
#222
May 22, 2016
I think those that dislike TW3's combat are missing some of it's key features. And, to be fair, it is really fast-paced -- not very easy to recognize all of the things that are happening all of the time.

I suppose mashing away on an attack is a valid way of getting through, but you can do the same with a lot of games. I had a buddy that played through Assassin's Creed 2 by mashing the fast attack. He played the whole game that way and finished it. I finally asked him why he never used any reversals or timed attacks, and he looked at me like, "Wha?" I took on a bunch of heavy guards, using the wrist-blades for double executions, stealing the heavy weapons from them by fighting them bare-fisted, using timed block/reversals for instant kills, and managed to end the fight against about 10 of them in under 40 seconds. As he said -- that was like a whole new game! I think it's the same situation here. It may not be that you need to master the combat system to win, but doing so opens up a whole world of coolness.

1.) You must play defensively. The combat relies primarily on maneuvering constantly to set yourself up for a quick flurry of attacks, then backing off again. If you dive in like playing Diablo or Shadow of Mordor, you'll be deadized quickly.

2.) Attacks are usually only 1-3 at a time before dodging/rolling/blocking. Mashing fast-attack may eventually win a fight, but it will probably take 3x longer than timing strikes. Normally, I find that approach either results in a stalemate (neither side delivering or taking damage), or gets Geralt flanked and perished (especially when fighting groups of drowners, nekkers, or wolves).

3.) Enemies do not really have clear "tells", like Dark Souls or the WB games. This means it's up to the player to feel the rhythm of the combat and know in advance when the next attack will land. You cannot block heavy attacks, so knowing when to block and when to dodge is critical. Just like knowing when to dodge and when to roll makes a huge difference.

Once the patterns begin to start becoming more clear, I find that the frenetic action on the screen is mostly illusion. I tend to move at a pretty slow pace compared to DS or Mordor, tapping a few buttons every now and then, and mostly repositioning myself to keep enemies from flanking.
 
B

BoboTheMighty

Rookie
#223
May 22, 2016
Yes, I noticed that as well from watching a lot of videos...they excessively dodge( which really does look clumsy, when looking as a separate action( compared to almost all action games and the kind they showed in previews), when they should slowly walk and observe.
I think CDPR underestimates how many people are really willing to never learn how to play the game properly( and reduce it to roll, quen and mashing light attacks) and then complain about it, than put some effort and find themselves enjoying it.
Mods like Combat Evolved leave you no choice: learn or die.
 
N

Nolenthar

Rookie
#224
May 22, 2016
BoboTheMighty said:
Mods like Combat Evolved leave you no choice: learn or die.
Click to expand...
The pity is obviously that you need those mods in the first place to get this feeling in death march
 
T

the_eternal_fire

Rookie
#225
May 22, 2016
Still better than dark souls 3, which is basically just a rolling simulator. Thanks for ruining poise, FROM SOFTWARE.
 
Garrison72

Garrison72

Mentor
#226
May 22, 2016
the_eternal_fire said:
Still better than dark souls 3, which is basically just a rolling simulator. Thanks for ruining poise, FROM SOFTWARE.
Click to expand...
Both games can be a rolling simulator. There's little penalty for Geralt to roll his way to victory. CDPR wants a way out so their system isn't too uncompromising. It was the same with TW2. That's why we get quen and rolling.
 
T

the_eternal_fire

Rookie
#227
May 23, 2016
Rolling should cost stamina, this would force people to do dodge attacks instead.
 
  • RED Point
Reactions: SigilFey
E

Exentryk

Senior user
#228
May 23, 2016
the_eternal_fire said:
Rolling should cost stamina, this would force people to do dodge attacks instead.
Click to expand...
It kinda does as rolling stops your stamina recharge.
 
E

essenthy

Rookie
#229
May 23, 2016
just give me a faster dodge, you can keep everything else, just that PLEASE CDPR, why do i have to rely on a mod to enjoy the combat :'(
 
H

Holgar82

Forum veteran
#230
May 23, 2016
essenthy said:
just give me a faster dodge, you can keep everything else, just that PLEASE CDPR, why do i have to rely on a mod to enjoy the combat :'(
Click to expand...
Even a skill that increases the speed of dodge and/or roll would be nice. Like TW2, it could help the feeling of character progression.
 
P

PillarBiter

Rookie
#231
May 23, 2016
Holgar82 said:
Even a skill that increases the speed of dodge and/or roll would be nice. Like TW2, it could help the feeling of character progression.
Click to expand...
This. The skill for the dodge as it is now is useless. It should be adding +50% speed or distance.

The only dissapointment so far from B&W is that we've not seen a skill rework. All skills still do the same.
Mayeb in patch 1.20, but very unlikely.
 
N

Nolenthar

Rookie
#232
May 23, 2016
Increasing the speed of dodge is pretty fairly straightforward with modding though. But changing the speed multiplier often ends up altering the balance even more.
 
T

the_eternal_fire

Rookie
#233
May 23, 2016
That's why I said it should cost stamina, instead of just preventing it from regenerating. To be honest, I personally rather dodge attacks, cause it makes counterattacking a lot easier.
 
  • RED Point
Reactions: SigilFey
SigilFey

SigilFey

Moderator
#234
May 23, 2016
Garrison72 said:
Both games can be a rolling simulator. There's little penalty for Geralt to roll his way to victory. CDPR wants a way out so their system isn't too uncompromising. It was the same with TW2. That's why we get quen and rolling.
Click to expand...
I hardly ever roll. Actually, I tend to use block more than anything else.

the_eternal_fire said:
Rolling should cost stamina, this would force people to do dodge attacks instead.
Click to expand...
Yes. Wholeheartedly agree. That would at least herd players away from abusing it.

PillarBiter said:
This. The skill for the dodge as it is now is useless. It should be adding +50% speed or distance.

The only dissapointment so far from B&W is that we've not seen a skill rework. All skills still do the same.
Mayeb in patch 1.20, but very unlikely.
Click to expand...
I wouldn't want the speed to change. For me, it's all part of the rhythm I was talking about. Faster dodging would feel like an misplaced down-beat, so to speak. It takes away the need to plan your moves in advance (which is my favorite part of the combat system).
 
R

RepHope

Rookie
#235
May 24, 2016
I liked some parts of W3's combat but there were definitely some issues. I had problems with targeting, with Geralt drawing his sword when I wanted to just keep running (thank God that's getting corrected), and with some rather simplistic enemy AI. Also wished they would've made switching Signs easier like mapping them to keys on PC, or letting you switch with the D-Pad on Xbone. That said I loved experimenting with potions, oils, and bombs, and I loved the atlernate Sign forms. I think W3 is a pretty solid foundation to keep building on for whatever happens next.
 
E

Exentryk

Senior user
#236
May 24, 2016
Yrden (pre-nerf) did somewhat make Geralt feel like a superfast mutant running circles around enemies. It was such a good ability. Really sucks that the devs nerfed it.

http://gfycat.com/FelineShadyGermanshorthairedpointer
 
E

essenthy

Rookie
#237
May 24, 2016
SigilFey said:
I hardly ever roll. Actually, I tend to use block more than anything else.



Yes. Wholeheartedly agree. That would at least herd players away from abusing it.



I wouldn't want the speed to change. For me, it's all part of the rhythm I was talking about. Faster dodging would feel like an misplaced down-beat, so to speak. It takes away the need to plan your moves in advance (which is my favorite part of the combat system).
Click to expand...
dodge is so freaking slow that the animation does not even fit, geralt look literally " floating " in the air while dodging, they clearly slowed it toward the end of development without changing the animation

ther's no need to plan whatso ever, let alone any form of difficulty especially one year since release, anyone should be able to faceroll his way on anything by now, the game didnt gain any difficulty but all players gained skill, why not add some more rythme to this sneezy combats , make NPCs move/attack faster while we're at it
 
SigilFey

SigilFey

Moderator
#238
May 24, 2016
RepHope said:
I liked some parts of W3's combat but there were definitely some issues. I had problems with targeting, with Geralt drawing his sword when I wanted to just keep running (thank God that's getting corrected), and with some rather simplistic enemy AI. Also wished they would've made switching Signs easier like mapping them to keys on PC, or letting you switch with the D-Pad on Xbone. That said I loved experimenting with potions, oils, and bombs, and I loved the atlernate Sign forms. I think W3 is a pretty solid foundation to keep building on for whatever happens next.
Click to expand...
Signs are mapped to keys by default, or you can assign them to whatever manually if you choose. Basically, I did a playthrough using a controller and found that to be an overall more intuitive system. Now...I'm back to using mouse and keyboard as I wanted to troubleshoot something and just kept playing that way.

Both systems have their pros and cons. M+K is certainly better for menus/inventory and general looking around. I prefer the controller for combat, despite the lack of hotkeys.
 
E

Exentryk

Senior user
#239
May 24, 2016
RepHope said:
Also wished they would've made switching Signs easier like mapping them to keys on PC, or letting you switch with the D-Pad on Xbone
Click to expand...
Consoles have L2+left/right to change Signs. On PC, there is an even better system via macros or by editing the input file directly. I use a DS4 controller on PC, and have my signs set up as R2+X=Quen, R2+O=Axii, etc. I do feel that the devs should have implemented this instant casting system for everyone, as it makes the combat a lot more fluid.
 
SigilFey

SigilFey

Moderator
#240
May 24, 2016
Exentryk said:
Consoles have L2+left/right to change Signs. On PC, there is an even better system via macros or by editing the input file directly. I use a DS4 controller on PC, and have my signs set up as R2+X=Quen, R2+O=Axii, etc. I do feel that the devs should have implemented this instant casting system for everyone, as it makes the combat a lot more fluid.
Click to expand...
Probably just my playstyle, but I don't find myself firing off different signs in rapid succession. I normally only have two or three signs I depend on. Moving my finger 1.5 inches to tap a number key doesn't really slow me down that much. On controller, I tend to use the quick-menu option much more often to select signs / bombs / x-bow.
 
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