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Since theoretically I can unlock 2 special moves in 2 talent trees, can I learn Heliotrope and Group Finisher at once? If so, how do I switch them, if not, which is the one I'm gonna have, the one I unlocked first or last?
I am aiming for sword/sign hybrid, giving 1 talent point to each talent instead of two. I wonder if that's possible.
Is that actually possible? I thought the level-cap was picked precisely so you cannot learn 2 ultimates.
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KnThrak: Is that actually possible? I thought the level-cap was picked precisely so you cannot learn 2 ultimates.
It takes only 7 talents to unlock each ultimate. So that means 21 talents to unlock all three. It'd be cool: generate adrenaline from poisoning, slow down time, kill everyone with a group finisher while dealing huge damage amounts on each hit.
It's possible to acquire both the magic power move (enemies slow down) and the group finisher move from the sword skill tree - just be careful where you spend skill points instead of just plinking them down willy-nilly.

In general, once you have both skills, a full adrenaline bar, and at least one enemy within sword range, activating your adrenaline moves will first kill off up to three enemies, then activate the slow-mo sphere.

The combat mechanics among groups are downright annoying, and I'm happy I accidentally ended up focussing on adrenaline generation and the magic/sword tree end skills, as the Signs are all greatly reduced in utility in groups of NPC and the enemies will insta-flip to face you even when being attacked by multiple friendly NPCs.

Without the ability to take out a healthy number of foes at a fairly steady pace (on Normal difficulty, with a few +5% adrenaline mutagens, I found I was generally able to chain the slow-mo effect so that just as the previous effect was wearing off, I had a full adrenaline bar again), group combat would be a completely frustrating mess. Friends block your signs, the autotargetting swiches around wildly, and getting surrounded by enemies and/or friends means almost certain death. Couple this with long chains of "dramatic" fight sequences where saving is not allowed, and I can easily see players quitting out of sheer frustration.

I'm glad I bought The Witcher 2, and I hope those involved make bank - but I also hope they'll re-examine the collossal screwups made with TW2, particularly those issues which TW1 had handled just fine. If TW3 ignores such issues or makes them worse, I won't be buying TW4. :P
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ancientgamer: It's possible to acquire both the magic power move (enemies slow down) and the group finisher move from the sword skill tree - just be careful where you spend skill points instead of just plinking them down willy-nilly.

In general, once you have both skills, a full adrenaline bar, and at least one enemy within sword range, activating your adrenaline moves will first kill off up to three enemies, then activate the slow-mo sphere.

The combat mechanics among groups are downright annoying, and I'm happy I accidentally ended up focussing on adrenaline generation and the magic/sword tree end skills, as the Signs are all greatly reduced in utility in groups of NPC and the enemies will insta-flip to face you even when being attacked by multiple friendly NPCs.

Without the ability to take out a healthy number of foes at a fairly steady pace (on Normal difficulty, with a few +5% adrenaline mutagens, I found I was generally able to chain the slow-mo effect so that just as the previous effect was wearing off, I had a full adrenaline bar again), group combat would be a completely frustrating mess. Friends block your signs, the autotargetting swiches around wildly, and getting surrounded by enemies and/or friends means almost certain death. Couple this with long chains of "dramatic" fight sequences where saving is not allowed, and I can easily see players quitting out of sheer frustration.

I'm glad I bought The Witcher 2, and I hope those involved make bank - but I also hope they'll re-examine the collossal screwups made with TW2, particularly those issues which TW1 had handled just fine. If TW3 ignores such issues or makes them worse, I won't be buying TW4. :P
Well shit, what insane adrenaline combo would happen if you unlock all the three ultimates.

Also, it seems you are much farther than me in-game, and I wanted to ask whether there are Vitality Regenration in Combat inducing mutagens, since I didn't have Melitele's Heart (Darn Newboy, I don't need your stupid Dragon book, and yeah I know I could've killed him or convince him in the prologue to give me the amulet) and if I screw up and didn't drink any potions, I can't just roll around to restore Vitality.
There are in-combat vitality regeneration skills, but I found them to be near-useless. Basically, take note of how long it takes to regenerate health just standing still out of combat, then realize that your in-combat regen will be a small fraction of that rate. Finding tactics that help you avoid getting hit in the first place is the better plan.

Making the best use of signs is the way to go, even if it amounts to dodge-roll spam and sniping with Aard until you get a stun so you can one-hit kill an enemy. Quen is so useful it should be overpowered, and I'm happy I didn't discover it until it really became necessary later on in Chapter 3.
Post edited May 21, 2011 by ancientgamer
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ancientgamer: There are in-combat vitality regeneration skills, but I found them to be near-useless. Basically, take note of how long it takes to regenerate health just standing still out of combat, then realize that your in-combat regen will be a small fraction of that rate. Finding tactics that help you avoid getting hit in the first place is the better plan.

Making the best use of signs is the way to go, even if it amounts to dodge-roll spam and sniping with Aard until you get a stun so you can one-hit kill an enemy. Quen is so useful it should be overpowered, and I'm happy I didn't discover it until it really became necessary later on in Chapter 3.
That's what I do, but since I'm playing on hard with no compromise, one mistake is all it takes for a group of enemies to surround me and drain my health incredibly fast while there is nowhere to dodge. I invested fully in dodge rolls so I move faster with them around the map than running and in Aard so groups of enemies fly away (it's especially cool to lure them near a mountain and then do an Aard and 3 enemies at once fly into the abyss.

Quen is indeed overpowered, I used it only in the fight against Letho since he used it too. I think I might invest in Quen related skills to stop worrying about combat vitality regeneration.
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ancientgamer: I'm glad I bought The Witcher 2, and I hope those involved make bank - but I also hope they'll re-examine the collossal screwups made with TW2, particularly those issues which TW1 had handled just fine. If TW3 ignores such issues or makes them worse, I won't be buying TW4. :P
That's one issue I found just as annoying, was I the only one here who thought the 3 stances from Witcher 1 were incredibly cool?
Plus they made sense, you had to choose the right stance, and mixed packs meant you had to switch around a lot. Sure the latter upgrades were overpowered (easily fixable), but the stances themselves... well... I miss them a lot, especially since the new combat system feels rather last-minute-tacked-on.

As if they developed the game with stances, then decided 3 weeks before press to remove them. For reasons I do not know.
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ancientgamer: I'm glad I bought The Witcher 2, and I hope those involved make bank - but I also hope they'll re-examine the collossal screwups made with TW2, particularly those issues which TW1 had handled just fine. If TW3 ignores such issues or makes them worse, I won't be buying TW4. :P
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KnThrak: That's one issue I found just as annoying, was I the only one here who thought the 3 stances from Witcher 1 were incredibly cool?
Plus they made sense, you had to choose the right stance, and mixed packs meant you had to switch around a lot. Sure the latter upgrades were overpowered (easily fixable), but the stances themselves... well... I miss them a lot, especially since the new combat system feels rather last-minute-tacked-on.

As if they developed the game with stances, then decided 3 weeks before press to remove them. For reasons I do not know.
Hmm? AFAIK the stances are still there; your primary is the Fast stance and your secondary is your Strong stance, instead of choosing a stance and letting all your attacks be of a single stance, you can now mix and match on a per-stroke basis. The Group stance is now gone as a regular move, but Geralt does slash multiple enemies automatically when they are within range at the higher levels (sort of like collateral damage or splash effect cos you're supposedly just targeting one), and there's even a group finisher.

I miss the old 6 to 8-man killing machine we could do with TW1's Geralt too, but combat here's a lot more fun, varied and tactical. Overwhelming at first, but surprisingly intuitive once you get the hang of it. It's one of those easy-to-learn, hard to master things, as rightfully so; apparently the devs were inspired by the combat in Arkham Asylum, which went by the same principles. Except with Geralt you've got lots more choice in your style of fight; Finesse, Brute Force, Projectiles, Explosives, Traps, and Signs.
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ancientgamer: I'm glad I bought The Witcher 2, and I hope those involved make bank - but I also hope they'll re-examine the collossal screwups made with TW2, particularly those issues which TW1 had handled just fine. If TW3 ignores such issues or makes them worse, I won't be buying TW4. :P
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KnThrak: That's one issue I found just as annoying, was I the only one here who thought the 3 stances from Witcher 1 were incredibly cool?
Plus they made sense, you had to choose the right stance, and mixed packs meant you had to switch around a lot. Sure the latter upgrades were overpowered (easily fixable), but the stances themselves... well... I miss them a lot, especially since the new combat system feels rather last-minute-tacked-on.

As if they developed the game with stances, then decided 3 weeks before press to remove them. For reasons I do not know.
Well, it's a fact they planned combat as it is for at least 1 year, as they stated in interviews this is gonna be the way the combat is done.

The new combat systems allows linking fast with strong and more thing which were impossible in Witcher 1(yes I loved the combat and stances too).

Think about it: You have Steel and Silver Strong, Steel and Silver Fast, and if you unlock Whirl, you also have the Steel/Silver Strong/Fast Group style. So basically you have 8 stances instead of 6 in the witcher 1.
The biggest problem I have with the new combat system is the lack of mobility. "What? That's crazy, I dodge roll all over the place", you say? Mostly true, except that NPCs block you - completely. If you do end up surrounded, which is actually quite easy to do in battles with NPC allies, you're boned. Can't push your way out, can't jump over or roll away from them.

Then there's the matter of invisible closed doors and locking your ledge climbing abilities away in combat which completely flies in the face of the idea of a "tactical" combat system in addition to the incredibly contrived feel which greatly harms immersion.

Is the combat system hard? Overall, not particularly, not for most action gamers - it just has several major flaws.
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ancientgamer: The biggest problem I have with the new combat system is the lack of mobility. "What? That's crazy, I dodge roll all over the place", you say? Mostly true, except that NPCs block you - completely. If you do end up surrounded, which is actually quite easy to do in battles with NPC allies, you're boned. Can't push your way out, can't jump over or roll away from them.

Then there's the matter of invisible closed doors and locking your ledge climbing abilities away in combat which completely flies in the face of the idea of a "tactical" combat system in addition to the incredibly contrived feel which greatly harms immersion.

Is the combat system hard? Overall, not particularly, not for most action gamers - it just has several major flaws.
Excuse me, is this Assassin's Creed 3 we're talking about or The Witcher 2?
It's an Action RPG, not an action adventure, yet it offers much more than most other Action RPGs.
This game is much more mobile during combat than Assassins Creed, in AC the whole combat system is 99% about parrying and retaliating without any emphasis on movement.

In Witcher 2, lets just say if you stand in one spot for longer than 3 seconds, you're dead, thats how important it is to spam that roll/dodge move.
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darkwoof: The Group stance is now gone as a regular move, but Geralt does slash multiple enemies automatically when they are within range at the higher levels (sort of like collateral damage or splash effect cos you're supposedly just targeting one), and there's even a group finisher.
Oh, I didn't actually know that - I suspect that's in Swordsmanship (going Alchemy here, myself)?
Not so bad then. Although I still kind of miss the stances. Also, is it me or were the TW2 animations no longer choreographed by an actual swordfighter? The moves look very different, even simple swings.
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darkwoof: The Group stance is now gone as a regular move, but Geralt does slash multiple enemies automatically when they are within range at the higher levels (sort of like collateral damage or splash effect cos you're supposedly just targeting one), and there's even a group finisher.
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KnThrak: Oh, I didn't actually know that - I suspect that's in Swordsmanship (going Alchemy here, myself)?
Not so bad then. Although I still kind of miss the stances. Also, is it me or were the TW2 animations no longer choreographed by an actual swordfighter? The moves look very different, even simple swings.
Well, you *could* just keep clicking only the LMB for the Fast stance and just the RMB for the Strong stance, but of course they'd still look different from the TW1 counterpart. From what I heard, they not only did NOT drop the emphasis on real swordfighting - they went a step further. The swordfighting in TW2 is more than just cheoreographed - it is now motion-captured. This meant that swordfighting was designed to look more realistic, and with realism, sometimes it means they had to cut back on the more exaggerated, often overpowering moves.

Like I said, I loved it in TW1 when I was the total badass slicing up 6-8 people in a single circular swing, but while that's often seen in "kung-fu" movies, it doesn't happen all that often in real life.