The funny thing about balance is that we can speculate about it a lot, but until we play it we won't know for sure. Even with all the new information, there's still stuff we don't know.As mentioned, the potions do seem a bit crazy OP like the swallow basically looking like an outright health potion. I would much rather have less powerful potions and have them last longer. Sounds balanced to me at least.
There have been none shown so far. If you look closely during some of the gameplay, you'll see how the screen just does a warp effect which indicates that a potion has been used.Was the lack of drinking animation confirmed in the new info? I might have missed that.
What I meant was if the guy who played it for 2 days said something about that.There have been none shown so far. If you look closely during some of the gameplay, you'll see how the screen just does a warp effect which indicates that a potion has been used.
Yeah look, like I said in my post maybe they had a good reason for the short lasting potions, and I also can understand the reasoning behind reducing the amount of herbs you have to hoard and reducing the time you need to gather herbs and stuff like that.The funny thing about balance is that we can speculate about it a lot, but until we play it we won't know for sure. Even with all the new information, there's still stuff we don't know.
You know the saying, in theory there is no difference between theory and practice, but in practice there is.
How strong a potion is, how long it lasts, what ingredients it needs and in what quantities for each level, how it actually augments the gameplay in various situations and a thousand other questions will be answered one we play the game.
I believe that they had a pretty good reason to go with the current system, so I'll give them the benefit of the doubt.
i couldn't have summed it up better myself. the whole alchemy system seems to be dumbed down to no end.Yeah look, like I said in my post maybe they had a good reason for the short lasting potions, and I also can understand the reasoning behind reducing the amount of herbs you have to hoard and reducing the time you need to gather herbs and stuff like that.
But for why the hell completely simplify it? They didn't go "well, to reduce the farming and gathering and the hoarding we make you consume less herbs for one potion, you get multiple uses for one potion and you can "stretch" the potion if you have 1 or 2 uses of it left, etc"
They went "lets make them gather potion ingredients one time for each potion and then it just refills as long as they have alcohol". That completely negates the process of gathering the herbs and brewing them in the first place, if you do that you might as well just leave all herb gathering out and include objects serving as "buffs" you can find in the world and can use infinite times.
That's not the sense of potions.
Especially if all we can choose are 2 potions for each combat situation where the effects only last 1 - 2 minutes.
I might as well just cast a spell like Quen which takes up about the same time.
Also means I probably have to stop every 2 or 3 minutes to refill potions or equip new ones when I am - for example - in a cave and have to fight hoards of monsters over and over. I'm sure that would work FINE with the current system. I call that even more annoying and tedious than gathering herbs.
Remeber the days in TW1 where you had 3 - 4 potions equipped which all had secondary effects and your toxicity was pretty much at the border of what was bearable. This time you will have max. 3 potions (1 mutagenic (as far as I know you can only equip 1 mutagenic potion at a time) and 2 normal) at a time, you will probably most of the time not even have problems with toxicity since the effects of the potions last only that short then toxicity might also last pretty short. And even if it doesn't, then the balance is complete nonesense, like having to wait 10 minutes for toxictiy to get lower just to be able to use a potion again that lasts 1 minute? Why even bother? Especially since you can win without a problem drinking no potions anyway.....
I do get what you’re saying. And you know what you said reminded me of ? BethesdaWith such filled open world and this amount of playable hours, Do I really need to repeat endlessly the same potion when there's a lot of differents kind of potions, upgraded potions, mutagens and upgraded mutagen?
I'm a lover of the alchemist of The Witcher games, I enjoy collecting herbs and ingredients, but it seems there will be an uncounted items for collect and craft and distract yourself tracking, fighting, haggle, talking, traveling...etc...etc..etc... instead to waste a precious time for re-creating the same boring basic potions...
Exacly. This is the problem.I do get what you’re saying. And you know what you said reminded me of ? Bethesda
They added plenty of features to skyrim like the new crafting system but strip away or stream line other gameplay mechanics such as magic or interactions with NPCs…etc, getting in final a fun experience but that lacks any sort of depth or challenge
In short: just because you added plenty of new things, doesn’t that it’s ok to dumb down other aspects of gameplay.
but that's not all, it BREAKS immersion. and having a coherant, realistic and immersive gameplay is important for games such as this one.Exacly. This is the problem.
It's not a matter of challenging, but of complexity, depth...of the system.
If a system is simplistic...then it's barely a system, but a worthless minigame.
So, basically what you are saying is that, because you can't press a button to brew a potion, suddenly the system is broken? I call bulshit!but that's not all, it BREAKS immersion. and having a coherant, realistic and immersive gameplay is important for games such as this one.
is having auto-refill makes sense ? absolutely NOT.
If a potion is made with x alchool and y herbs, for every potions (z) you need, you have to use the same amount of x and y.So, basically what you are saying is that, because you can't press a button to brew a potion, suddenly the system is broken? I call bulshit!
But that is NOT the POINT.I will never say that is bullshit or it reminds me another dev companies because it's not my way of reinforce my reviews. I've not plat yet the game, I don't know how it works. But I guess that it seems easy to confuse a whole system of alchemist with some little variation that I assume will not affect any immersion.
As far as I could understand, alchemy and the system to work with it, will remain very important. Far as I know CDPR has not eliminated the process of creating potions but has facilitated the process of reducing the time in a few potions and overcome to devote to more complicated formulas for their ingredients and their power.
If the basic swallow Level 1 is very easy to create why repeat the entire process of creation, when that same time can be used to create another higher with the same process but different ingredients?
We actually have not seen the alchemy screen yet, so we don't know how exactly the ingredients work, is it more like W2 or like W1. This could have significant effect on the system and add depth to it.Alchemy was never about being particularly skilled or clever, or about having to go around and search for herbs for hours, no one ever did that neither in TW1 nor in TW2. It was about preparing for battle, being tactical with your decisions, managing resources (because some potions SHARED ingredients meaning you might have had to decide "Do I make potion A or B in this case? A is more powerful, on the other hand, if I make B then I have enough ingredients to make potion C as well, that might be the better choice". It was tactical. What is my playstyle? What helps best? How can I get the most out of the resources I have here. The gathering was there for immersions sake and to create the "problem" of having to manage your resources. Hell in TW1 it was even more tactical, encouraging you to also look at the secondary substances the potions had in order to get the most out of it. You could combine potions in a way that a secondary substance helped you reduce toxicity in a way that you could take more potions than normally, or that not only your endurance but ALSO your vitality had a boost (for the price of more toxicity). It was a TACTICAL TOOL which you used to make fights easier, but at the same time you had to pick your fights wisely and take the potions when needed, because you might not have been able to create more or toxicity might prevent you from taking more potions when you actually NEEDED them more. Things like that.