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I just came from trying out Risen 2 and running away screaming from its fencing-style combat... and then I came to Gothic 3... and now I know what inspired the melee combat in Risen 2!!!

The issue with the attacks is that each swing and the reaction to each swing is so underwhelming that it's very easy to lose track of what's even going on. A combo is initiated by a left-click, but right-clicks can follow, adding quicker strikes. Though I keep right-clicking, the combo just ends unexpectedly and then whatever enemy I'm fighting wails on me for a long chain of attacks with me not sure what to do or what I did wrong.

I don't think Gothic 3 is worthless, I like a lot of what I'm seeing in the game, but I'm really not sure how to handle melee properly.
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bushwhacker2k: I just came from trying out Risen 2 and running away screaming from its fencing-style combat... and then I came to Gothic 3... and now I know what inspired the melee combat in Risen 2!!!

The issue with the attacks is that each swing and the reaction to each swing is so underwhelming that it's very easy to lose track of what's even going on. A combo is initiated by a left-click, but right-clicks can follow, adding quicker strikes. Though I keep right-clicking, the combo just ends unexpectedly and then whatever enemy I'm fighting wails on me for a long chain of attacks with me not sure what to do or what I did wrong.

I don't think Gothic 3 is worthless, I like a lot of what I'm seeing in the game, but I'm really not sure how to handle melee properly.
True; what happens is the enemy got a blow in ending the combo (some take a lot of time before actually doing anything) then there is some sort of delay mechanism simulating reaction to being hit that allows them to continue hitting without a response. Same works in reverse if you can time the hits correctly, enemies cannot easily harm you. I think running then starting over is the answer but -- its not a very satisfying way to fight. Still, at least one didn't have to study for a PhD in fighting to master the system like in I and II.
Changes made in the community patch made melee much more difficult in Gothic 3. In the base game you could take down just about any human opponent just by constantly attacking, but with the patch you need to be much more careful with your timing (this is actually pretty similar to how melee worked out in Gothic 1 and 2). If you go the melee route it will be fairly difficult at the start until you're able to boost up your armor (so that you can take more hits) and your strength (so you can really dish out the damage). I'd personally recommend going two-weapon style if you go pure melee, as some of the moves available make taking on groups quite a bit easier (the spin move is quicker than comparable moves with other weapons and chains into other attacks better). Towards the beginning the best way I found of handling single opponents is to wait for them to attack then run to the side to dodge and follow up with an attack while they're open. With animals most are best handled by waiting for them to attack then interrupting their attack with a quick strike. Overall learn to read the attacks of your opponents and the timing of the attacks- it can take a little while, but doing so is pretty much essential to being able to fight effectively in melee.
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DarrkPhoenix: Changes made in the community patch made melee much more difficult in Gothic 3. In the base game you could take down just about any human opponent just by constantly attacking, but with the patch you need to be much more careful with your timing (this is actually pretty similar to how melee worked out in Gothic 1 and 2). If you go the melee route it will be fairly difficult at the start until you're able to boost up your armor (so that you can take more hits) and your strength (so you can really dish out the damage). I'd personally recommend going two-weapon style if you go pure melee, as some of the moves available make taking on groups quite a bit easier (the spin move is quicker than comparable moves with other weapons and chains into other attacks better). Towards the beginning the best way I found of handling single opponents is to wait for them to attack then run to the side to dodge and follow up with an attack while they're open. With animals most are best handled by waiting for them to attack then interrupting their attack with a quick strike. Overall learn to read the attacks of your opponents and the timing of the attacks- it can take a little while, but doing so is pretty much essential to being able to fight effectively in melee.
I never played anything other then gold and fully patched. Always assumed the more difficult melee was a product of gold since so many stated that gold was much harder then pre-gold and recommended new players not start with the gold add on. Was that the balancing feature in 1.75 (I believe)?

EDIT: wait a minute - I may be confused: I'm speaking of "Night of the Raven" while the post is for III. I still didn't realize that 1.75 made combat harder, though - at least I didn't notice that after I added the patch before starting a new game.
Post edited January 14, 2014 by lordhoff
According to the CP changelog the alterations were introduced in 1.70 (and mostly fell under the Alternative Balancing and Improved AI options. Enemy AI was changed quite a bit to make better use of blocking and breaking out of block and stun lock, and when fighting multiple opponents the AI was changed so that several opponents would attack you at once (in the original game only 1 opponent would go after you at once in melee, while the rest just stood around).

From the changelog:

Only with AI switch turned on: New melee AI for NPCs

- When NPCs use weapons, they are able to block an attack completely.
- The hero can block constantly for 2.5 seconds at most.
- NPCs can't block forever, too, but longer than the hero.
- A successful block can be recognized by a corresponding sound.
- Enemies won't hit from too far away so often.
- NPCs who use a weapon can walk in a circle around the hero.
- The "intelligence" (or error frequency, resp.) of NPCs is attached to the level of difficulty.
- Arena fights are one level harder than other fights.
- Animals and monsters are able to sprint to their enemies.
- Hit probability of animals and monsters potentially improved.
- Animals and monsters use different combat tactics when the player rightclicks constantly.
- Nearly all animals and monsters now chase after the hero longer than before.

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Only with AI switch and/or "Alternative Balancing" turned on:

- The hero can be attacked by a maximum of one, two or three melee enemies at the same time (depending on the level of difficulty).
- Attack frequency of boars, wolves, Temple guards etc. decreased. Exceptions: zombies and mummies.
- Attack movements of trolls are slower.
- Some mages are able to summon creatures who help them when the hero attacks them or their comrades.
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DarrkPhoenix: According to the CP changelog the alterations were introduced in 1.70 (and mostly fell under the Alternative Balancing and Improved AI options. Enemy AI was changed quite a bit to make better use of blocking and breaking out of block and stun lock, and when fighting multiple opponents the AI was changed so that several opponents would attack you at once (in the original game only 1 opponent would go after you at once in melee, while the rest just stood around).

From the changelog:

Only with AI switch turned on: New melee AI for NPCs

- When NPCs use weapons, they are able to block an attack completely.
- The hero can block constantly for 2.5 seconds at most.
- NPCs can't block forever, too, but longer than the hero.
- A successful block can be recognized by a corresponding sound.
- Enemies won't hit from too far away so often.
- NPCs who use a weapon can walk in a circle around the hero.
- The "intelligence" (or error frequency, resp.) of NPCs is attached to the level of difficulty.
- Arena fights are one level harder than other fights.
- Animals and monsters are able to sprint to their enemies.
- Hit probability of animals and monsters potentially improved.
- Animals and monsters use different combat tactics when the player rightclicks constantly.
- Nearly all animals and monsters now chase after the hero longer than before.

-----------------------------------------------------------------

Only with AI switch and/or "Alternative Balancing" turned on:

- The hero can be attacked by a maximum of one, two or three melee enemies at the same time (depending on the level of difficulty).
- Attack frequency of boars, wolves, Temple guards etc. decreased. Exceptions: zombies and mummies.
- Attack movements of trolls are slower.
- Some mages are able to summon creatures who help them when the hero attacks them or their comrades.
It's possible that I never played it prior to the changes. The stun lock may need more work, then - still was devastating if you mistimed a blow.
Just checking- is the Community Patch built-in with this version?
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bushwhacker2k: Just checking- is the Community Patch built-in with this version?
Yes. I think the current GOG install uses CP version 1.74
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bushwhacker2k: Just checking- is the Community Patch built-in with this version?
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DarrkPhoenix: Yes. I think the current GOG install uses CP version 1.74
Yes but the current version is v1.75 as shown here
http://forum.worldofplayers.de/forum/threads/1140053-Gothic-3-Patch-1-75-release

or is that not the proper Community Patch ?
Post edited January 18, 2014 by Kank
Yeah, the most recent versions is 1.75, but I guess GOG hasn't rolled it into the installer. People have upgrade manually if they think any of the changes in 1.74 to 1.75 are worth it for them.
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bushwhacker2k: Just checking- is the Community Patch built-in with this version?
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DarrkPhoenix: Yes. I think the current GOG install uses CP version 1.74
Thanks, good to know- explains the comments I was hearing about difficulty when I started a new game on Medium with Alternate AI. D:

Melee against non-Ogres/Shreks(or w/e they're called) is usually insanely easy, but I can actually die pretty frequently like this.
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DarrkPhoenix: Changes made in the community patch made melee much more difficult in Gothic 3.
Wait wait, harder? I thought it was supposed to make it fairer. I recall combat being won by whoever got the first strike (stun-lock). Now I'm reading that the hero can't stun-lock as well anymore, but are enemies just as good as ever?
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DarrkPhoenix: Changes made in the community patch made melee much more difficult in Gothic 3.
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MadOverlord: Wait wait, harder? I thought it was supposed to make it fairer. I recall combat being won by whoever got the first strike (stun-lock). Now I'm reading that the hero can't stun-lock as well anymore, but are enemies just as good as ever?
I haven't played much, but I think enemies are less prone to stun-locking you.

In G3 vanilla you would get enough armor that barely anything could hurt you and then you generally just stunlock enemies since they make literally no use of their numbers (unless they have ranged units).

But yes, melee combat is harder with Alternate AI on.

(Ogres and Shreks(once again I actually never remember what they're called) are incredibly dangerous in melee even without Alternate AI though)
Post edited January 20, 2014 by bushwhacker2k
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MadOverlord: Wait wait, harder? I thought it was supposed to make it fairer. I recall combat being won by whoever got the first strike (stun-lock). Now I'm reading that the hero can't stun-lock as well anymore, but are enemies just as good as ever?
Blocking works quite a bit better with the patch (so you can interrupt a series of melee attacks with a block), plus in my experience getting stun-locked didn't happen very much anymore. Overall I'd say the combat is both fairer and more difficult- you can no longer defeat any single opponent just by backing them into a wall and doing figure-eights with your sword, and you have to be much more careful when fighting multiple opponents, but you won't lose a fight just because an opponent gets in a lucky hit then keeps wailing on you while you're stun-locked.
About the combat system - all gothic games are full fledged rpgs but with a strong action element. Meaning you will probably die a lot even to relatively weak enemies if you just buttonmash mindlessly. Otoh if you get the timing right you can try to tackle waaay stronger enemies if you are wiling to put inordinate amount of time for each enemy. But generally as in all rpgs you are supposed to fight enemies that are about equal to you in dmg output because of odd hits you will get from time to time.

G3 specific - there are three groups of enemies. Monsters: just left click, step back and repeat. Humanoids: block is your best friend. Many claim these are the easiest because of that but in my experience steamrolling here requires adequate level/weapon especially when fighting more than one. Also player skill and use of special attacks to break blocking definitely helps. The third and most annoying for me are wolves and the like because even with right timing you are frequently hit with a jumping attack. The only solution I see it to get a few levels to one hit kill them. I didn't mention end game creatures like trolls or dragons as you won't meet many early on. In fact the approach is the same as with wolves - level up like mad.