Posted May 20, 2015
Alright the beef I have now with Witcher 3 is that it's pretty much the same as Dragon Age Inquisition (With improvements mind you.).. But I feel like this takes far too much away from the story up till now.
The biggest design mistake in my opinion is the levels system and the way "quests" are done. For example.
I bought a map from a merchant in Velen. Thought it would give me an interesting armor piece and was excited to do it.. Boom. The level requirement for it was 33 meaning that it was completely impossible to do. So with this comes an issue. You made me interested in a content that I have NO CHANCE of doing until later in the game and there's constant level restrictions everywhere I go.
In the starting area, I could pretty much take on any quest and do it without an issue. It felt seamless in its execution. But in Velen everything falls apart and turns into an MMORPG.
Spoilers for WItcher 2 ahead:
I'll bring up Witcher 2, in the end of it, you killed an elder dragon. Solo.. You don't have amnesia in Witcher 3, so there's no point taking away all the power that we had.. Yes I can understand it's a new game, so you gotta make things harder. But in that case don't give us a carrot and tell us that you can only get it after you reach a certain level. That's not how Witcher 2 was where you could do pretty much everything without thinking of your level and if you got an quest that you had to do later, it was usually just a "Hey there's this treasure in your next area" and you acknowledged it without thinking of the levels or anything..
The controls themselves also feel not well thought out. The strong attack requires you to hold down a keyboard button while pressing the mouse button which doesn't feel good. While you went for the Assassin's Creed mouse layout with the block and parry being on the RMB. In WItcher 2 it was on E, and it worked fine.. Because you also had the alternative of dodging out of the way, so most of the time you rather dodged and gave them a power attack.. Now it's far more fiddly. And I can't see the reason of taking the block away from the E key, especially when it has no combat function and you can't even bind block to E without unbinding all the other keys that are on it (ALthough all of them are non-combat keys.)
The biggest design mistake in my opinion is the levels system and the way "quests" are done. For example.
I bought a map from a merchant in Velen. Thought it would give me an interesting armor piece and was excited to do it.. Boom. The level requirement for it was 33 meaning that it was completely impossible to do. So with this comes an issue. You made me interested in a content that I have NO CHANCE of doing until later in the game and there's constant level restrictions everywhere I go.
In the starting area, I could pretty much take on any quest and do it without an issue. It felt seamless in its execution. But in Velen everything falls apart and turns into an MMORPG.
Spoilers for WItcher 2 ahead:
I'll bring up Witcher 2, in the end of it, you killed an elder dragon. Solo.. You don't have amnesia in Witcher 3, so there's no point taking away all the power that we had.. Yes I can understand it's a new game, so you gotta make things harder. But in that case don't give us a carrot and tell us that you can only get it after you reach a certain level. That's not how Witcher 2 was where you could do pretty much everything without thinking of your level and if you got an quest that you had to do later, it was usually just a "Hey there's this treasure in your next area" and you acknowledged it without thinking of the levels or anything..
The controls themselves also feel not well thought out. The strong attack requires you to hold down a keyboard button while pressing the mouse button which doesn't feel good. While you went for the Assassin's Creed mouse layout with the block and parry being on the RMB. In WItcher 2 it was on E, and it worked fine.. Because you also had the alternative of dodging out of the way, so most of the time you rather dodged and gave them a power attack.. Now it's far more fiddly. And I can't see the reason of taking the block away from the E key, especially when it has no combat function and you can't even bind block to E without unbinding all the other keys that are on it (ALthough all of them are non-combat keys.)