Pham said:
It gets better once you get better gear, but in Chapter 1 you absolutely rely on rolling which is annoying. In Chapter 2 and 3 I didnt roll a lot anymore due to Quen.
Which again, signifies that both rolling and Quen are broken. Part of the problem with Quen is that it so damn universal. There is not a single fight in the game you cannot win by spamming Quen like there's no tomorrow.
Actually, this applies to every effective approach you use in game. Once you find one solution that works, you can apply it to every single combat situation. There is no need for any variety whatsoever. You can use the same potion sets, same traps, same granades, same attack patterns on any given opponent. Sure, there are more options out there, but all of them work in every possible event - there's practically no incentive to experiment, other than "let's see how it works".
In other words, in spite of devs' assurances, the game is not very tactical at all. Once you get the hang of controlls, and find your favourite solution, there's no need to anticipate you opponents movements, adjust your approach, prepare yourself differently for upcoming encounter, or use options that turn out to be suboptimal (e.g. casting Igni or Axii - especially in Act 2 and 3). All you have to do is recycle what you have done before e.g. Quen, slash, slash, roll, roll, Quen... or "Thunderbolt, Rook, Swallow (all with alchemy build), slash, slash, roll, roll."