Minor, yet Important Improvements That Should Be Made for The Witcher 3
Let me preface this by saying that I am extremely excited for the newest addition to the Witcher series. I have been a huge fan of the Witcher games since the first game came out back in 2007, and I plan to spend $1500 for a new PC just to be able to play the new game at full setting when it comes out next year. I have no doubt that The Witcher 3 will be the game of the year for me. That said, there are a couple of issues with the previous iteration of the Witcher games that I feel can be addressed rather easily to make The Witcher 3 an even better game.
1. Combat
Let me be brutally honest here. I did not like the combat in The Witcher 2. While it was by no means bad, I felt that it could have been so much more than the generic click fest it ends up being by the end of the game. I'd go so far as to say that I prefer the combat system in the original game - clunky as it was - if for no other reason than for having more ways to interact with your opponent. 90% of the time in the Witcher 2, you left-click your way to victory. This is true regardless of the difficulty you're playing at. The only thing that changes if you play at Dark difficulty is that mobility becomes more important as the enemies can 1 or 2 shot you. So you have to move around more, but other than that, combat remains largely the same. So what are the problems in The Witcher 2 combat system as I see it?
First, there are almost no reason to use the strong style. This is simply a matter of risk vs reward. Right-click swings take more time, and hence exposes you to more instances of interruption and damage. For all this, you're rewarded with a marginally increased DPS against armoured targets, if you manage to land the swing uninterrupted. On the other hand, if you try to use the strong style against fast enemies like the nekker, you'll hit nothing but thin air. The same analogy does not apply to the fast style. Not only is it the only usuable sword attacks against fast enemies, it is fairly decent against armoured targets as well. While you might do less damage against armoured targets with left-clicks, your attacks are quicker, hence the risk of retaliation is smaller. This becomes more important the higher difficulty. While I realize that the combat in The Witcher 3 will be different from that of its predecessor, I'm positive that the fast/strong style will still be present in some form. Assuming it will be somewhat similar to The Witcher 2 system, a good way to balance the strong style against the fast one will be by giving enemies more pronounced armour as well as giving the strong style drastically increased chance to proc stuns and knockdowns.
Second, enemies' immunities, vulnerabilities, and special abilities seem a lot less pronounced compared to the first game. Part of the reason for this is the fact that most enemies die within 3 hits provided that you're equipped with chapter-appropriate gear. You don't really care whether a golem or a gargoyle is immune to poison and bleeding, among other things, because you can kill them in 3 swings with a sword that is available at the very beginning of chapter 3. So what if their bodies are made of solid stone? Yes, they do hit hard, especially at Dark Difficulty, but they seem just as fragile as any other. Contrast this with the golem in the original game who laughs at your attempt to hack his body of solid rock with your puny blade. Another reason for this is the incredible resistances that are provided by the available gear. I have played The Witcher 2 from beginning to end 3 times yet I still do not know what differentiates a bruxa from a wraith, other than their appearances. This isn't the case in the original game - bruxa stuns you and drinks your blood. Fighting a bruxa requires you to drink potions that gives you resistance to stun attempts and the black blood potion that poisons them when they attempt to drink your blood. All this combines to make the combat in The Witcher 2 fairly generic. You don't really care who you're fighting because you're always doing the same thing - left-click, roll away, left-click, use a sign here and there - which is a shame because the rest of the game is anything but generic.
Lastly, concerning the matter of potions: While imbibing potions prior to combat is faithful to the books, I feel the combat in the game became less tactical because of it. For this reason, I prefer the implementation used in The Witcher 1; however, I recognize that this is a matter of personal preference so I won't delve further. Perhaps you could poll your fan base to see which system they prefer?
2. Itemization
The Witcher 2 had tiered itemization, which meant that even the best piece of equipment you found in chapter 1 was worse than the stuff you could buy from the store as soon as you progressed to chapter 2. Not only does this not make sense from a lore perspective, (why is a Nilfgaardian sword 4 times better than a Temerian sword?) it dramatically reduces the joy of getting/crafting rare items. For what is the point of spending all your gold and effort on the best items in chapter 1 when it is inferior to the most mundane stuff found in chapter 2?
The WItcher 3 is known to feature an open world, much like the one found in Skyrim. One of the best things about having an open world is that some (not all) of the best items in the game are immediately accessible provided the player is up to the challenge (Carsomyr and Ring of Gaxx, anyone?). Of course, the challenge is greater at the beginning of the game, but the important thing is that the player has the option to take up that challenge and get a reward that lasts the entire game should he succeed in his endeavour. At the same time, it is important that the reward not be so powerful as to trivialize the rest of the game once the player obtains it. In Skyrim, this is achieved by items providing unique advantages, rather than having overpowering stats. It is my sincere wish that tiered itemization go away in the new game, replaced by a system of rewards that scales with challenge relative to the character strength. The more challenging a particular task is, (relative to the strength of the main character at the time he performs this task) the more longer-lasting, and meaningful the reward should be. As a good rule of thumb, the most powerful sword in the game should not be more than twice as powerful as Geralt's starting equipment. This way, getting good items will be meaningful, but this alone will not dictate the pace of the game. Playing as Geralt should not be about hoarding items.
If nothing else, I hope that CDPR includes an easy-to-use database editor for the new game so people can alter the stats on the items (and other things) as they see fit, should they feel inclined to do so. (The existence of an editor for the Infinity Engine kept me coming back to Baldur's Gate 2 for 5 years xD)
3. Character Progression
One of the biggest gripes I have about The Witcher 2 concerns character progression. I feel the game would have felt much better overall if Geralt started the game around level 20 instead of level 1 (with appropriate balancing of mobs, of course.) Not only does Geralt feel weak at lvl 1, he feels inadequate - he seems unable to perform in a capacity befitting his legendary reputation. Together with tiered itemization, this weak start makes it so that Geralt at the end of The Witcher 2 is literally hundred times stronger than Geralt at the beginning of the game. This makes absolutely no sense when you consider that Geralt is already about 100 years old. In fact, I'd argue that Witcher 3 could do away with character progression altogether and it won't be any worse for it. At the same time, I realize that some people absolutely love skill trees and the feeling of growth that comes with progression in levels, so a meaningful compromise for The Witcher 3 would be to make Geralt become about twice as strong as the game goes on, but no more than that.
One of the best ways to tone down the insane scaling seen in both Witcher games is by nerfing the skill tree. Simply put, skills in The Witcher 2 were too powerful. Such powerful specialization marginalized non-specialized skills by the end of the game. For example, going down the swordmaster tree essentially meant combat became a left-click fest; your signs, bombs, and traps were all inferior to simple left-clicks. In similar fashion, individual signs became useless unless upgraded, block was vastly inferior to dodge unless fully upgraded in 2 different trees (block damage reduction, riposte, and vigor reduction), more than half of the potions were useless unless one specialized in alchemy, etc. I ask that CDPR take a more nuanced approach to skill trees for The Witcher 3 (i.e., increases of 5, 10% instead of 50, 100%).
4. Alchemy
While the ritualized potion-drinking in The Witcher 2 was interesting and faithful to the spirit of the witchers - mutants who hunt monsters by carefully studying them and preparing for them with concoctions only they can handle - I feel alchemy became something of a chore in The Witcher 2, which is unfortunate because alchemy in the original game was one of my favourite parts of the game.
I'm of the opinion that any good mini-game must give the user the chance to engage his brain. This is usually achieved by building the game on a few basic rules and giving the user freedom in the execution of their strategy. Alchemy in the original game is a game of experimentation based on only 2 rules - which base to use for potion/bomb and quality of the base which contrains the maximum number of ingredients that can be mixed. Recipes merely facilitate this process. Together with the presence of seconary substances (albedo, nigredo, and rubedo) granting additional effects, this rule-set presents the user with endless choices that take into consideration overall cost, ingredient rarity, and additional combat bonus. Contrast this with alchemy in The Witcher 2 which is best described as a card-collecting game with minimal strategy involved in the execution. There are as many rules as there are recipes, for it is impossible to create anything without them.
5. Dialogue and Other Role-Playing Elements
There is a minor gripe concerning interruptions in conversations in that it doesn't feel like interruptions at all. The interruptions portrayed in The Witcher 2 are mostly of one person interjecting while another person is in the middle of a sentence, yet there is no overlapping of voice to convincingly portray this. For me, this makes the flow of conversation pretty awkward because it feels so unnatural. I hope CDPR improves on this particular bit for the new game.