Hi Flash, Thank you for a great mod -- I have extensively modded a complete combat rebalance of another RPG (Mount&Blade, also to make it faster paced and more interesting), and can appreciate all the planning and calculation that can go into such a mod. I played vanilla Witcher to nearly the end of Act 4 (on hardest) and switched to FCR after reading the forums. So far I played up to the middle of Act 4 in FCR on Normal, enjoyed it a lot, and have some comments, suggestions and bugs to report. Firstly, I started FCR on Hard, and played to the end of Act 1, but then switched to Normal due to some battles after cutscenes starting before I can do anything and losing 2/3rds of health before I was in action - this was annoying and I had to keep reloading until I got a moment when the enemies hesitated a bit and gave me time to act. This is a problem with the game, I know. BUG: when I tried to switch to Normal by drinking the potion, first it seemed to work, giving me an extra 20 vitality and noticeably faster regeneration, but after a loading a game I went back to lower hp as in Hard and regeneration was gone. So I had to restart a new game on Normal. I really like what you have done with the parry/dodge chance being greater when you are attacked from the side or the back -- it makes combat a lot more dynamic. However it also makes it simply frustrating in some situations -- when you can die from two good attacks of an enemy if one of them moves a little to the side of you, and leads to unnecery reloads -- your character can beat this group, but this time you didn't maneuver quick enough. I think the severe penalty to parry/dodge from the side is to blame -- I think it would be better to lower the penalty to parry dodge to attacks from the sides maybe to -25%, and maybe increase the penalty to attacks from the back to 75% (I'm assuming front-sides-back are 90 degree regions, or you could keep the -50 penalty to sides/back, but increase the front region to 120 degrees?) This would allow a little more room for error in your maneuvers when fighting a group of enemies, but would still punish you for getting surrounded and turning your back to the enemy. I think this is change (lowering parry/dodge penalty to attacks from the sides) would make the mod much less frustrating on all difficulties without making it any less enjoyable or difficult. If you are well prepared for a fight you should be able to win most of the time, no only when one of the enemies hesitates to flank you a little bit. a couple more comments:The mod says that Dexterity is the most important talent, but both times I found Stamina more helpful, not only because of the extra vitality, but because of the massive boosts to pain/bleeding/stun/poison/blinding you can get very early -- this is what usually led to my death - being pained or stunned or poisoned and then dying without being able to do anything about it (this also relates to lucky attacks from the sides). So when I played I first took Stamina to lvl3, and eventually to lvl5, then maxed strength (with Dexterity lvl3). I found it better to know you can take a hit when you need to and not die from the consequences than to have 15% chance to be hit instead of 30%, and be slaughtered 15% of the time) (High stamina and resistances were what I think allowed me to beat professor and Azar at the end of act II at lvl 17 after about 5 reloads)Another thing I tried was using only the silver sword, even for battles with humans, and developing only the silver group style (to lvl3 as soon as possible, not counting a couple bronze talents in steel strong in act 1). Because humans have no resistance to silver, it just has lower base damage, I decided to try fighting all my fights with that sword, and mostly group style -- and it worked great! The high parry bonuses allow you to kill most things that (except boss vampires and graveirs) in as many hits as it will take, even elite humans can be taken care of with no problems, and its a lot of fun to just stand in front of an enemy and watch Geralt dodge his blows 20 times in a row. (The other style I develop now with extra talents is silver strong, also to use on both humans and monsters)Reading the thread I saw you were trying to make the Kikimore Queen more difficult to kill, just to let you know I killed her on my second try with group style (up to lvl4) and blizzard, dealing 3 dmg per blow, she hit me maybe 5 times, but high stamina allowed for it.Fast style seems a little unnecessary, but maybe thats because I did not develop it. I also missed the additional combat effects of vanilla like extra damage when enemy is incinerated or blinded. Overall you made the talent tree slightly less varied and interesting.a couple more BUGS: The parry bonuses from group style do not always turn on. It seems like if you draw the sword and it is already in group style, they work, but if you switch from strong to group without sheathing your sword, they do not apply (possibly they also remain if you switch from group to strong style) Quen sign sometimes stays on forever, even after you meditate overnight. But sometimes it behaves as it should, I haven't tracked down what situations cause it to do that yet. Poison oil (I forget the name) stayed on my blade and poisoned enemies after applying a different enhancement to it. Thank you for your time working on this mod!