I never played TW1, it seems the hardcore pc players want this. I sure hope it does not suck.
I'll say it again, I still trust Konrad's dream idea because I can't give real honest feed back until I play it myself first-hand.
It's got to be better than TW2 at least.
http://witcher.wikia.com/wiki/The_Witcher_alchemy
I see what you mean Guy N'wah. i chose the witcher 2 system at my vote because I hated the alcohol system and forgot the fact that we can experiment and create diffrent version of the same potion. In my opinion if an experimental system will be added to the witcher 3 it should be a lot more interesting then added stats boost.
what if sign related potion will be able to give extra boosts like... for quen an added weight to the enemy's weapon causing slower atack speed or reduced precision for a brief moment. For aard an added confusion effect somewhat like alcohol intoxication the enemy will stagger for a briff moment. For igni the ability to ignite the environment creating a physical barrier for a short duration of time. for yrden a reduced movement speed for a brief time after the enemy is released. There can be specific potion for every added bonus in this way we will be able to think our strategy before engaging in combat.
I think one key question was often ignored in our discussion here: why don't I use potions in TW2? This question is what sparked Konrad to change the alchemy system in the first place, but if potion rarity is not the cause of my disinterest in potions, then auto-refilling will not solve the problem for me.
Why didn't I use potions in TW2? For me, it was because the changes brought by potions were merely quantitative and not qualitative, and therefore could be replaced by a more intuitive effort: better clicking and swordsplay. Let me explain:
When I fought a group of drowners in the Forest of Flotsam, the most frequent cause of death for me was when several of them jump-attacked me (especially when from the back), and I was killed or fatally wounded instantly. Which potion was going to help with that? Certainly not Rook and Swallow. Again, when I fought enemies with shields, my greatest difficulty was to find a narrow angle to land an attack. Damage bonus from potions does not help if the shield is there. When I fought the dragon, her flaming damage is high, but I have Quen which cancels the burning debuff, why then do I worry about potions that cancels burning?
My point is, potions will be marginalized as long as they do not provide something beyond what can be achieved by faster clicking, better dodging and better sign casting. I am a stupid gamer unfamiliar with TW2 combat, so when I see the Game Over screen, my gut reaction is "damn, I need to play better next time." instead of "hmm, I wonder if I need to explore another game mechanic." And if all potions do is to enhance potion-less game mechanics, I would always think I can get away with potions by "playing better next time."
So I do have some little suggestions. What if we have a potion that heightens Geralt's reaction, so he enters a brief time dilation when enemies are about to strike a critical blow? I'd use that potion every time when fighting drowners. Or what if Rook, in addition to granting damage bonus, strengthens Geralt's muscle so he can shatter enemies' shields with few heavy blows? Or what if, as Geralt becomes intoxicated and looks scary, his intimidation is much more likely to success? Or what if the potion that grants sign intensity will now also unlock a powerful third stage of Geralt's signs? Or what about a potion that makes Geralt smell like a beast so wolves/nekkars would be quite confused in battle? etc. The spirit is that, just like swordsman and signs, potions should be able to do something that other mechanics cannot or can hardly do. Until this happens, merely granting infinite refills, I'm afriad, will not solve the problem of underused alchemy.
This is just my opinion. What do you guys think?
I actually have to agree.
The bottom line here is, the solution to the problem of potions not being used is not to make them easier but to make them more interesting and provide the player with something the other systems and mechanics can not provide. And in that I agree.
Which btw. does only underline my point that in the end the auto-refill will not change that much since people who didn't use potions previously - if they still work like in TW2 - will not use them now, no matter if auto-refill or not.
In my opinion the new system should be optional, if we need to search for ingredients for the first potion and we wish to search for ingredients for the rest let us do it.
Give us an alchemy system that is more interesting and more rewarding.
One of the reasons that people didn't constantly used potions in the witcher 2 was because we could only use it while meditating, we had to know what is ahad of us if we don't know that we can only have that knowledge after a reload which means a lot of quick savings or reg savings, in the witcher 1 i used a lot more potions then the witcher 2 (even though i hate the alcohols system that cluttered my inventory). a combination of both systems can be incredibly good for me a system that let me experiment without the need of the alcohol clutter. the infinite potion system is one click away in the system menu.
Exaxctly.
Yet another example that there are a BUNCH of reasons for which potions where not used that often in TW2 which have nothing to do with how they are acquired, ingredients collected and brewed.
1. Monsters were too easy
2. Potions could only be taken while meditating
3. Potions did nothing that skill couldn't do as well
4. TW2 system was slightly dumped down in comparison with TW1 potion/alchemy system
5. No experimenting in TW2 alchemy
6. A lot of potions had negative effects as well which some players didn't want to risk
And last but not least the ONE reason that HAS something to do with ingredient collection:
7. Some people found it a "chore" to collect ingredients
(As example, the only potions I regularly used in TW2 were Swallow, Rook and Petri's philtre)
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