Mod requests/Suggestions
So the Witcher 3 is my favorite game of all time, and after completing it twice unmodded (over the course of 2 years, lol) I started playing NG+ with mods.
The mods I use range from UI improvements like Autoloot to gamechangers like enhanced monstet trophies, bossfights and additional skill slots and mutations.
However, there is still a lot left to be desired. Now, I am aware that CDPR is done with the Witcher 3, but hopefully the community is not, so here we go.
Sidenote: I don't really expect anyone to implement any of my suggestions into a mod, it's more of just me expressing my ideas to see what you guys think!
Foglet Decoction
- Every 20 seconds in combat, gain a free Quen shield without consuming any stamina
Griffin Decoction
- Casting signs in their alternate mode costs 35% less stamina
Wraith Decoction
- A single hit cannot drain more than one third of your maximum vitality
Noonwraith Decoction
- Electrocute a nearby enemy, dealing damage and staggering it with a chance to stun whenever you imbibe a potion. This can only occur once every 5 seconds.
Grave Hag decoction
- Restore 15% of your maximum vitality on kill
Wyvern Decoction
- Critical hits deal 50% more damage
Forktail Decoction
- After casting a sign or throwing a bomb, your next attack deals 50% bonus damage
Earth Elemental Decoction
- Consume an adrenaline point when casting another sign to gain a free Quen shield without consuming any additional stamina
Basilisk Decoction
- You are immune to vitality depleting effects and have a 5% chance to apply bleeding or poison with your sword blows
Leshen Decoction
- Generate 0.1 Adrenaline points every second while in combat. Adrenaline generation pauses for 3 seconds after taking damage.
Alghoul Decoction
- 10% of the damage dealt to you by enemies is prevented and reflected back to the attacker.
Chort Decoction
- Strong attacks deal 25% more damage against large opponents and fast attacks deal 10% more damage against small opponents
Ancient Leshen Decoction
- Grants complete immunity to stun and stagger effects and reduces the duration of knockdown, hypnosis and blindness by 50%
Doppler Decoction
- Deal 40% more damage to enemies below 40% health
Succubus Decoction
- Gain 10% sword damage and sign intensity for the duration of combat whenever you preform a counterattack up to a maximum of 50%.
Cocatrice decoction
- All alchemy creations have an extra charge and cost 5 less toxicity (toxicity cost reduction doesn't apply to decoctions)
- toxicity cost reduced to 30 toxicity
I realize that many of the decoctions I am suggesting to change are good already, such as the Chort Decoction or Alghoul Decoction, but I feel like these are much more newbie friendly and make more sense lore-wise (Alghoul makes much more sense to reflect damage than Leshen).
Arachnomorph Decoction
- Dodging in combat increases the damage of your next attack by 20%. This can only occur once every 5 seconds
Spriggan Decoction
- Rend and Whirl cost 35% less Stamina
Archespore Decoction
- Eating food also regenerates 5 stamina per second
Slyzard Decoction
- Burning effects deal 100% more damage
Wight Decoction
- While your toxicity is at 70% or above, gain 100% sign intensity
Barghest Decoction
- Enemies inside an Yrden trap take 25% more damage from your signs, bombs and sword blows
Fleder Decoction
- Your first attack in combat deals 100% increased damage
Garkain Decoction
- All vitalilty restoration effects restore 50% more vitality
Superior White Honey
- In addition to clearing all potion and toxicity effects, it should remove blindness and any vitality depleting effects (such as bleeding or poison)
Cat potion
- Just like the mutation that allows you to see in dark areas with your witcher senses, the cat potion should only make your vision black and white if you're in a dark area.
Grapeshot
- Damage scales with level, dealing +20% damage per 10 levels.
Dragon's Dream
- Damage scales with level, dealing +20% damage per 10 levels
This is a concept that would expand the uses of the lab you unlock in Blood and Wine after renovating Corvo Bianco.
Introducing the new Mutagen combination system. This allows you to combine 3 Greater mutagens to create a new mutagen that can link to an ability of the same color only a limited amound of times. (This will consume the 3 Greater Mutagens)
E.g.: If I combine two green mutagens and one red mutagen, the resulting mutagen can link to up to 2 alchemy skills and 1 combat skill. Each link increases the effectiveness of all bonuses on the mutagen.
2 Red +1 Green = 7% damage, 50 vitality
2 Green +1 Red = 5% damage, 100 vitality
2 Red +1 Blue = 7% damage, 5% sign intensity
2 Green + 1 Blue = 100 vitality, 5% sign intensity
2 Blue + 1 Red = 5% damage, 7% sign intensity
2 Blue + 1 Green = 50 vitality, 7% sign intensity
1 Green +1 Red +1 Blue = 5% damage, 50 vitality, 5% sign intensity
If you combine 3 Greater Mutagens of the same color, you will receive one of the following Mutagens:
3 Red = +7% armor
3 Green = +6 max toxicity
3 Blue = +2 skill points to each linked skill (can exceed maximum with this skill)
Combat:
Deadly Precision
- The window in which you can counterattack is wider. Each Adrenaline point adds a 1/2% chance to instantly kill your opponent. No effect on bosses.
Alchemy:
General:
Survival Instinct
- 35% bonus vitality
Steady Shot
- Reload your crossbow twice as fast. Instantly kill enemies below 25% vitality with your crossbow
Metabolism Boosts
- Each adrenaline point increases vitality regeneration by 10 per second
Sun & Stars
- Non alchemy buffs aren't lost when meditating and lasz 50% longer
Advanced Pytotechnics
- Bombs have a 50% larger explosion radius. You can cast bombs without any delay
In Combat's Fires
- Bombs have a 50% larger explosion radius. You ignore bomb damage and special effects
Wolven armor set:
Ursine armor set:
If anyone has any more suggestions, I'd be happy to add them to the list. As I mentioned previously, this i for fun, and I don't expect any of this to happen.
So the Witcher 3 is my favorite game of all time, and after completing it twice unmodded (over the course of 2 years, lol) I started playing NG+ with mods.
The mods I use range from UI improvements like Autoloot to gamechangers like enhanced monstet trophies, bossfights and additional skill slots and mutations.
However, there is still a lot left to be desired. Now, I am aware that CDPR is done with the Witcher 3, but hopefully the community is not, so here we go.
Sidenote: I don't really expect anyone to implement any of my suggestions into a mod, it's more of just me expressing my ideas to see what you guys think!
--------------------------------------------
Decoction Changes
Decoction Changes
Foglet Decoction
- Every 20 seconds in combat, gain a free Quen shield without consuming any stamina
Griffin Decoction
- Casting signs in their alternate mode costs 35% less stamina
Wraith Decoction
- A single hit cannot drain more than one third of your maximum vitality
Noonwraith Decoction
- Electrocute a nearby enemy, dealing damage and staggering it with a chance to stun whenever you imbibe a potion. This can only occur once every 5 seconds.
Grave Hag decoction
- Restore 15% of your maximum vitality on kill
Wyvern Decoction
- Critical hits deal 50% more damage
Forktail Decoction
- After casting a sign or throwing a bomb, your next attack deals 50% bonus damage
Earth Elemental Decoction
- Consume an adrenaline point when casting another sign to gain a free Quen shield without consuming any additional stamina
Basilisk Decoction
- You are immune to vitality depleting effects and have a 5% chance to apply bleeding or poison with your sword blows
Leshen Decoction
- Generate 0.1 Adrenaline points every second while in combat. Adrenaline generation pauses for 3 seconds after taking damage.
Alghoul Decoction
- 10% of the damage dealt to you by enemies is prevented and reflected back to the attacker.
Chort Decoction
- Strong attacks deal 25% more damage against large opponents and fast attacks deal 10% more damage against small opponents
Ancient Leshen Decoction
- Grants complete immunity to stun and stagger effects and reduces the duration of knockdown, hypnosis and blindness by 50%
Doppler Decoction
- Deal 40% more damage to enemies below 40% health
Succubus Decoction
- Gain 10% sword damage and sign intensity for the duration of combat whenever you preform a counterattack up to a maximum of 50%.
Cocatrice decoction
- All alchemy creations have an extra charge and cost 5 less toxicity (toxicity cost reduction doesn't apply to decoctions)
- toxicity cost reduced to 30 toxicity
I realize that many of the decoctions I am suggesting to change are good already, such as the Chort Decoction or Alghoul Decoction, but I feel like these are much more newbie friendly and make more sense lore-wise (Alghoul makes much more sense to reflect damage than Leshen).
--------------------------------------------
New Decoctions
(Hearts of Stone & Blood and Wine)
New Decoctions
(Hearts of Stone & Blood and Wine)
Arachnomorph Decoction
- Dodging in combat increases the damage of your next attack by 20%. This can only occur once every 5 seconds
Spriggan Decoction
- Rend and Whirl cost 35% less Stamina
Archespore Decoction
- Eating food also regenerates 5 stamina per second
Slyzard Decoction
- Burning effects deal 100% more damage
Wight Decoction
- While your toxicity is at 70% or above, gain 100% sign intensity
Barghest Decoction
- Enemies inside an Yrden trap take 25% more damage from your signs, bombs and sword blows
Fleder Decoction
- Your first attack in combat deals 100% increased damage
Garkain Decoction
- All vitalilty restoration effects restore 50% more vitality
--------------------------------------------
Potions & Bombs
Potions & Bombs
Superior White Honey
- In addition to clearing all potion and toxicity effects, it should remove blindness and any vitality depleting effects (such as bleeding or poison)
Cat potion
- Just like the mutation that allows you to see in dark areas with your witcher senses, the cat potion should only make your vision black and white if you're in a dark area.
Grapeshot
- Damage scales with level, dealing +20% damage per 10 levels.
Dragon's Dream
- Damage scales with level, dealing +20% damage per 10 levels
--------------------------------------------
Mutagen combination system
This is a concept that would expand the uses of the lab you unlock in Blood and Wine after renovating Corvo Bianco.
Introducing the new Mutagen combination system. This allows you to combine 3 Greater mutagens to create a new mutagen that can link to an ability of the same color only a limited amound of times. (This will consume the 3 Greater Mutagens)
E.g.: If I combine two green mutagens and one red mutagen, the resulting mutagen can link to up to 2 alchemy skills and 1 combat skill. Each link increases the effectiveness of all bonuses on the mutagen.
2 Red +1 Green = 7% damage, 50 vitality
2 Green +1 Red = 5% damage, 100 vitality
2 Red +1 Blue = 7% damage, 5% sign intensity
2 Green + 1 Blue = 100 vitality, 5% sign intensity
2 Blue + 1 Red = 5% damage, 7% sign intensity
2 Blue + 1 Green = 50 vitality, 7% sign intensity
1 Green +1 Red +1 Blue = 5% damage, 50 vitality, 5% sign intensity
If you combine 3 Greater Mutagens of the same color, you will receive one of the following Mutagens:
3 Red = +7% armor
3 Green = +6 max toxicity
3 Blue = +2 skill points to each linked skill (can exceed maximum with this skill)
--------------------------------------------
Skills
Skills
Combat:
Deadly Precision
- The window in which you can counterattack is wider. Each Adrenaline point adds a 1/2% chance to instantly kill your opponent. No effect on bosses.
Crippling Strikes
- Fast attacks have a 2/4/6/8/10% chance to stun
- Fast attacks have a 2/4/6/8/10% chance to stun
Alchemy:
Fixative
- Oils never expire. You can have 1/2/3 Oils applied to a sword at once
Adaption
- Reduces the toxicity cost of decoctions by 5/10/15/20/25
Tissue Transmutation
- Decoctions increase maximum vitality by 300/600/900/1200/1500 for their effective duration
- Oils never expire. You can have 1/2/3 Oils applied to a sword at once
Adaption
- Reduces the toxicity cost of decoctions by 5/10/15/20/25
Tissue Transmutation
- Decoctions increase maximum vitality by 300/600/900/1200/1500 for their effective duration
General:
Survival Instinct
- 35% bonus vitality
Steady Shot
- Reload your crossbow twice as fast. Instantly kill enemies below 25% vitality with your crossbow
Metabolism Boosts
- Each adrenaline point increases vitality regeneration by 10 per second
Sun & Stars
- Non alchemy buffs aren't lost when meditating and lasz 50% longer
Advanced Pytotechnics
- Bombs have a 50% larger explosion radius. You can cast bombs without any delay
In Combat's Fires
- Bombs have a 50% larger explosion radius. You ignore bomb damage and special effects
--------------------------------------------
Grandmaster Witcher Gear Bonuses
Wolven armor set:
(3) - Sword blows generate an extra 0.2 Adrenaline points with the correct Blade Oil
(6) - Stamina regeneration is increased by 20% for each Adrenaline point
Ursine armor set:
(3) - When a Quen shield shatters, each piece of the set adds a 5% chance for a new Quen shield to be applied without any cost
(6) - When casting Quen, there is a 20% chance no stamina will be consumed
If anyone has any more suggestions, I'd be happy to add them to the list. As I mentioned previously, this i for fun, and I don't expect any of this to happen.
Last edited: