Posted May 20, 2011
Oddhermit: Combat design/concept is better than the first game IMO, the issues are in the details.
-Signs and blocking need to be more responsive, just don't work sometimes and I'm not sure why. Perhaps they need to allow them to interrupt attack animations/attack chains.
-Blocking shouldn't require vigor - or at least require less. It's already relatively inferior to dodging anyway, which costs none.
-The aiming auto-adjust system needs to be toned down, it should adjust for only a bit of an angle, rather than attacking and lunging toward what seems like random enemies at times.
-Mutagen system is counter-intuitive, since you can't change them majority of them will never be used by anyone - only the best. Should've made less powerful talents only allow less powerful mutagens or something as well as allowing them(and talents as well really) to be changed. What sounds good on paper doesn't always work in practice and players shouldn't be discouraged from experimenting with builds.
-Bombs/Traps are pretty powerful, I'm pleased with them so far. Should be able to collect traps without disarming them first however, really no need to make it a two step process.
-Smaller, group based enemies probably hit too hard. Things like drowners and nekkers/nekker warriors in numbers greater than 2-3 are pretty much suicide to face unless you cheese them by running in and out of their range.
-Igni should be a conal AoE or do more damage - not a full circle spam it until everything dies like the first game. It doesn't do enough damage to be worth using single target.
-Aard probably probably needs the conal treatment as well.
-Yrden seems fine to me - maybe could deal more damage though, Geralt really just needs more vigor so he can use them without feeling like it's a waste.
-Axii seems fine, pretty useful.
A few of your suggestions already exist, you just need to spend points in the magic tree to get them. AoE Aard+AoE damage from the Sword tree is amazing for taking out groups of smaller enemies. That and bomb/trap spam.-Signs and blocking need to be more responsive, just don't work sometimes and I'm not sure why. Perhaps they need to allow them to interrupt attack animations/attack chains.
-Blocking shouldn't require vigor - or at least require less. It's already relatively inferior to dodging anyway, which costs none.
-The aiming auto-adjust system needs to be toned down, it should adjust for only a bit of an angle, rather than attacking and lunging toward what seems like random enemies at times.
-Mutagen system is counter-intuitive, since you can't change them majority of them will never be used by anyone - only the best. Should've made less powerful talents only allow less powerful mutagens or something as well as allowing them(and talents as well really) to be changed. What sounds good on paper doesn't always work in practice and players shouldn't be discouraged from experimenting with builds.
-Bombs/Traps are pretty powerful, I'm pleased with them so far. Should be able to collect traps without disarming them first however, really no need to make it a two step process.
-Smaller, group based enemies probably hit too hard. Things like drowners and nekkers/nekker warriors in numbers greater than 2-3 are pretty much suicide to face unless you cheese them by running in and out of their range.
-Igni should be a conal AoE or do more damage - not a full circle spam it until everything dies like the first game. It doesn't do enough damage to be worth using single target.
-Aard probably probably needs the conal treatment as well.
-Yrden seems fine to me - maybe could deal more damage though, Geralt really just needs more vigor so he can use them without feeling like it's a waste.
-Axii seems fine, pretty useful.
Post edited May 20, 2011 by slophlong