Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

The Witcher 3 Alchemy System

+

The Witcher 3 Alchemy System

  • Yes

    Votes: 250 24.3%
  • No

    Votes: 270 26.2%
  • I need to see it in action to be sure

    Votes: 294 28.6%
  • I prefer the system of TW1

    Votes: 363 35.3%
  • I prefer the system of TW2

    Votes: 104 10.1%

  • Total voters
    1,029
Prev
  • 1
  • …

    Go to page

  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
Next
First Prev 89 of 92

Go to page

Next Last
S

Solid_Altair

Rookie
#1,761
Jun 7, 2015
amgarrak1 said:
I can't say for sure what it does, but basically at lvl5 of this skill, you can drink as many potions as you can and not lose health, the only thing that will stop you from drinking too many is your max intoxication lvl(the game simply won't allow you to drink anything)
Click to expand...
Cool. Thanks. I wonder if you can still trigger overdose bonuses.
 
B

BlackWolf500.298

Forum veteran
#1,762
Jun 8, 2015
In the light of how potions are made this time around, how short-lived they are and how little uses you have combined with the fact that you can only produce one at a time I agree that this current system was the only reasonable solution.

Still, I would have preferred slightly longer potion effects, an option to turn auto-refill on/off and being able to make multiple potions.

Alchemy is basically non-existent, although potions themselves became more important and I like the toxicity effects.
 
E

ExarKun78

Rookie
#1,763
Jun 8, 2015
Possible Bug Unlimited Sword Oils in Inventory

Hello! After Patch 1.05 I have begun a new game and I have noticed that every sword oil is still in the inventory after using it to enhance a swords performance. The icon is still there an I could use the oil again and again. It is possible to throw the oil away and cook a new one from the alchemy screen. The ingredients you have to use are removed from the inventory but again you have a unending oil source. Did someone noticed this too? It is a bug or act the game normal? Many thanks.
 
M

Maydawn

Rookie
#1,764
Jun 8, 2015
ExarKun78 said:
Hello! After Patch 1.05 I have begun a new game and I have noticed that every sword oil is still in the inventory after using it to enhance a swords performance. The icon is still there an I could use the oil again and again. It is possible to throw the oil away and cook a new one from the alchemy screen. The ingredients you have to use are removed from the inventory but again you have a unending oil source. Did someone noticed this too? It is a bug or act the game normal? Many thanks.
Click to expand...
it's been like that for me since launch. pc, playing on death march

ok, i'd like to elaborate:

Every alchemy item you craft, isn't consumed on use. The potions, even if they drop to 0 charges, don't disappear and need to be crafted again. Resting / meditating will reset the charges back to max. Same for bombs, decoctions, etc

Oils have unlimited uses. You can use it on a sword, hit for the number of charges, and use it again for another full charges.
 
Last edited: Jun 8, 2015
S

Smurfin

Senior user
#1,765
Jun 8, 2015
Oils are permanent to use and only need to be crafted once in alchemy, like potions, but potions need to be replenished by meditating, while oils don't need that.
 
J

jj284b

Senior user
#1,766
Jun 8, 2015
but i guess at least potions should be moddable and made single use only, same as food.. not sure about oils though..
 
Y

Yourself.409

Rookie
#1,767
Jun 8, 2015
It's normal. You have permanent oils, and can keep applying them in combat. It seems to be intentional, as it's been there since launch. Yes, it's a very silly IMO.
 
M

Maydawn

Rookie
#1,768
Jun 8, 2015
jj284b said:
but i guess at least potions should be moddable and made single use only, same as food.. not sure about oils though..
Click to expand...
Disagreed strongly, or well, atleast I wouldn't use a mod like that. In my personal opinion, it would ruin the whole part of alchemy in the game, make it tedious and not worth the effort, atleast with the current crafting system. W2 crafting / alchemy system supported that, with each plant having an ingredient [Rebis, Rubedo, Eather, stuff like that], so you could craft 10 potions if you wanted.

If there was a complete overhaul mod for crafting them, ingredients, and the talent tree, it could work, and even improve upon the current system. It all depends on how it would work
 
E

ExarKun78

Rookie
#1,769
Jun 8, 2015
I'am relieved that this is not a bug! But to be honest, I would prefer to cook the the oils like potions, so the harvest of the ingredients would make more sense to me.
 
J

jj284b

Senior user
#1,770
Jun 8, 2015
hmm, my post dissapeared..

i think limited use for some potions would give another level of difficulty for players. I think it would be a good idea to link it with Dead March. You would have to make all those swallows and cats and thunderbolts if you want to use them, while deccotions could have limited availability, let say 10 doses - this way, some really powerful potions would be very valuable, while player would be not able to exploit them - he would have 10 doses for entire game, and it would be up to him when he uses them... with such limitations, some potions could be even more powerful, as their limited amount would compensate their effect...
 
S

Smurfin

Senior user
#1,771
Jun 8, 2015
I like the way it is, it's simpler, but instead of putting the herbs on random places, CDPR should make some of the herbs unique, like putting them on secretive spots on the map and guarded by a boss or powerful monsters. It'd make some spots on the map more meaningful instead of just for more loots. Like places of power but for super rare herbs.
 
M

Maydawn

Rookie
#1,772
Jun 8, 2015
jj284b said:
hmm, my post dissapeared..

i think limited use for some potions would give another level of difficulty for players. I think it would be a good idea to link it with Dead March. You would have to make all those swallows and cats and thunderbolts if you want to use them, while deccotions could have limited availability, let say 10 doses - this way, some really powerful potions would be very valuable, while player would be not able to exploit them - he would have 10 doses for entire game, and it would be up to him when he uses them... with such limitations, some potions could be even more powerful, as their limited amount would compensate their effect...
Click to expand...
All of these ideas are nice and all, and I strongly agree with the general idea, but with the current Alchemy ability / talent tree, it's just not doable. You ran out of the decoctions ? here's half of your ability points lie wasted on nothing. Or not having them work at all aslong as said potion / decoction buffs aren't up.

Don't get me wrong, I think the whole alchemy system isn't very good. I think the charges system is rather bad, and the only 2 potion slots is bad. I would have loved to go for a heavy alchemy build, but I feel that each point spent should increase charges on potions by up to 10, to a max of 10 or 15 for example [not including enhanced / superior having innate higher charge count]. And maybe increase decoction charges by 1 for every X number of points spent in the tree.

That way, you don't have to medidtate spam to make use of your chosen playstyle. And that's the main problem with that talent tree, atleast for me. I always feel like my buffs aren't active unless I use a potion, but on the other hand meditating after 2-3 fights feels like bad RP. Combat and Sign abilities are active 100% of the time, which makes them more appealing to me both in gameplay style and in effectiveness.

All of that ofcourse, in addition to increasing the number of potion slots. Having to go into the inventory to drink 3+ potions is an immersion breaker, and makes playing with alchemy tedious for me.

Man oh man, I wish I knew how to mod stuff like that :(
 
G

Goodmongo

Forum veteran
#1,773
Jun 8, 2015
As for oils think of it this way. When you make it you make a gallon (many liters) of the stuff. But each time you use it you only need a couple of drops. So it will last a very long time. And potions can work the same way since there is no animation on drinking. You make a big batch and you only need a sip to get the effects. i know I'm stretching things.
 
Aryvandaar

Aryvandaar

Senior user
#1,774
Jun 8, 2015
I prefer the TW3 system.
 
S

Solid_Altair

Rookie
#1,775
Jun 8, 2015
BlackWolf500.298 said:
Still, I would have preferred slightly longer potion effects, an option to turn auto-refill on/off and being able to make multiple potions.
Click to expand...
I have this "conspiracy theory"... about the auto-refill being a way to nerf Sun and Stars.

Smurfin said:
I like the way it is, it's simpler, but instead of putting the herbs on random places, CDPR should make some of the herbs unique, like putting them on secretive spots on the map and guarded by a boss or powerful monsters. It'd make some spots on the map more meaningful instead of just for more loots. Like places of power but for super rare herbs.
Click to expand...
Inquisition kinda did that.

And in the Witcher there are ingrients that only drop from monsters and are quite rare, which I suppose to be similar to "having a boss guarding the rare herb". I gotta say I dislike how rare some monster drops are. I finished the game without getting some of them. It is as if the Devs exepct us to farm the monsters. I ain't playing no Dark Souls.

IMO the alchemy system is the best ever, except for food, which blurs the line of your limits, specially if you use decotions without having alchemy skills. IMO food shouldn't be in the game at all. They just add micro-management and blur the limits of alchemy. They're almost like Skyrim potions.
 
S

Smurfin

Senior user
#1,776
Jun 9, 2015
Yea, some areas in Inquisition are only accessible after we progressed further in the game and they put the higher tier of mats/rarer herbs there.

I don't know which ones are supposed to be rare in TW 3 because I killed everything and I did lots of sidequests/exploring the world and hardly used alchemy. Not that I didn't like alchemy but I didn't need to. The alchemy is simple enough, maybe because it affects alchemy skill build or else alchemy build might be tedious to use for those who interested in it.

I didn't use food much, only early in the game , once I got Quen bubble I hardly used food, only Quen bubble and swallow pot in combat, and yeah micromanaging usables is kinda annoying.
 
Last edited: Jun 9, 2015
S

Solid_Altair

Rookie
#1,777
Jun 10, 2015
Smurfin said:
... and yeah micromanaging usables is kinda annoying.
Click to expand...
Yes. It is.

I think they got pretty close, though. I disliked the pausing at first but I have to admit that a non-pausing scheme for very many actions/consumables, like the ones used in FFXIV and Inquisition wouldn't work so well in TW3. That's because the combat takes a lot more real time stuff, a lot more active defense. So, using fancy button combinations access a big variety of potions without pausing wouldn't be viable. Having said that, the game desperately lacks another quick menu.

The one we have is OK, but when we need to swap bombs and potions, accessing the normal menu, pressing side to inventory, pressing side to consumables, scrolling through a bazilion of books and finally get to the potion or bomb we want is terrible. I think they got pretty close to a good design. Just had to make it so if you access the normal menu into combat it skips right into the consumables you can use in combat (not the freaking books). Then if you want something else, you press a button to go to the normal menu. That would have made alchemy much better in its pace.
 
S

Smurfin

Senior user
#1,778
Jun 10, 2015
Solid_Altair said:
Having said that, the game desperately lacks another quick menu.
Click to expand...
Yeah, those usables should be put into [tab] button (for pc), the button for accessing sign menu, should put all usables there as well for quicker access, like oils, potions, bombs, decoctions, food, etcetera.

Solid_Altair said:
The one we have is OK, but when we need to swap bombs and potions, accessing the normal menu, pressing side to inventory, pressing side to consumables, scrolling through a bazilion of books and finally get to the potion or bomb we want is terrible. I think they got pretty close to a good design. Just had to make it so if you access the normal menu into combat it skips right into the consumables you can use in combat (not the freaking books). Then if you want something else, you press a button to go to the normal menu. That would have made alchemy much better in its pace.
Click to expand...
Agree, the inventory window needs more tabs for categorizing items, putting books/papers on usables is annoying, should make something like : DOCS for books, FOOD&DRINK for food and beverages, ALCHEMY for potions, oils, bombs, decoctions.

So either they put usables altogether into QuickAccess button for signs, or separate inventory with more tabs. It's probably hard to simplify them for both MKB and GameController, but GameController has analog directional joystick, right ? Should be able to utilize that for moving a cursor.
 
G

GabrielH100

Rookie
#1,779
Jun 11, 2015
whitelion1284 said:
I have something like 10-15 different decoctions at this point and because of the high toxicity I never use them. So I was wondering if anyone does. If so, which ones and in what situations?
Click to expand...
Yep, 3 at a time...and they are fantastic.
 
L

Lieste

Ex-moderator
#1,780
Jun 11, 2015
I use Katakan, Ekhidna and Ekimmara ones, depending on taste for general combat build (Ekhidna is best against "big" hitting monsters, the others do increased critical hits, or heal on damage dealt...). Reliever is good when facing tough wraiths (Especially noon/night/plague maidens).

Ekhidna and Ekimmara are useful because they provide healing without the need for additional potions/consumables. Katakan makes fights so short healing shouldn't be needed... ish. (As long as you have decent equipment, skills and time things reasonably well - a dodge-in whirl-kill and dodge-away while the bleeding finishes off any still standing... - roughly the effect is worth "around" +40-60% of your *total* damage with a "combat build" ~ not to be confused with a "60% damage bonus" which only increases total damage by around +12%).
 
Prev
  • 1
  • …

    Go to page

  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
Next
First Prev 89 of 92

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.