rohand
Cipher
So does this make it like the first one or is it a different beast altogether?
if you want high quality mods and a really good RPG(not a shitty cutscene simulator),then there only one way to go my friend !
That was actually my concern - how they dealt with the progression curve. The stuff about "a drowner is always a drowner" sure sounds great on paper but what happens when you put 50 or 70 or 100 hours in the game? All those drowners you struggled with in the first few hours - do you mow them down by the dozens now? If yes, that's incredibly boring. And if not....what the fuck is the point then? Where does the progression come from?The way to break the mod and cakewalk through everything (no real immunities I can recall) is to get the bonuses and sets that boost Yrden. The runewords stuff are still quite OP. I did that quest without them though.
There really isn't much grinding that you can do in the mod, everything is almost completely flat. Magic is the only thing that really seemed to scale. Unfortunately you have to spam the specific sign in order to level it, but if you pop off all of your magic at the end of encounters it will level decently. Everything else is a complete PITA to level and not worth it.
if you want high quality mods and a really good RPG(not a shitty cutscene simulator),then there only one way to go my friend !
"high quality mods"
(50 gb of texture and mesh mods)
That was actually my concern - how they dealt with the progression curve. The stuff about "a drowner is always a drowner" sure sounds great on paper but what happens when you put 50 or 70 or 100 hours in the game? All those drowners you struggled with in the first few hours - do you mow them down by the dozens now? If yes, that's incredibly boring. And if not....what the fuck is the point then? Where does the progression come from?The way to break the mod and cakewalk through everything (no real immunities I can recall) is to get the bonuses and sets that boost Yrden. The runewords stuff are still quite OP. I did that quest without them though.
There really isn't much grinding that you can do in the mod, everything is almost completely flat. Magic is the only thing that really seemed to scale. Unfortunately you have to spam the specific sign in order to level it, but if you pop off all of your magic at the end of encounters it will level decently. Everything else is a complete PITA to level and not worth it.
If a drowner is always a drowner does it mean you struggle with drowners after 100 hours the same way you did in the beginning? If so then I'm terribly confuse because while I don't know what is RPG I do know what's not - a game without a meaningful character progression.
That was actually my concern - how they dealt with the progression curve. The stuff about "a drowner is always a drowner" sure sounds great on paper but what happens when you put 50 or 70 or 100 hours in the game? All those drowners you struggled with in the first few hours - do you mow them down by the dozens now? If yes, that's incredibly boring. And if not....what the fuck is the point then? Where does the progression come from?
If a drowner is always a drowner does it mean you struggle with drowners after 100 hours the same way you did in the beginning? If so then I'm terribly confuse because while I don't know what is RPG I do know what's not - a game without a meaningful character progression.
Yes, around the midgame you tend to start mowing down drowners effortlessly. This is not really different from the base game
It's VERY different. For example with the Ghost Mode overhaul mod you never really mow drowners or anything else down, you always have to be careful and focus, precisely because they have more HP and damage as you progress the game. (I'm obviously assuming we're talking about Death March here, the only difficulty this game should be played on.)
I get that people don't like the idea of some drowners being lvl 2 and others lvl 15 but EE seems to be trading this suboptimal system for an even worse one - some enemies being no challenge whatsoever after a certain point.
Because that's obviously the reason CDPR introduced levels - to keep the challenge stable throughout the game. Sure it'd be better to create twice as many creatures and swap higher level drowners and nekkers for something unique and more challenging but the EE solution seems worse overall.
That's not really how things work. A level 10 drowner vs. a level 10 geralt is no different from a level 1 drowner vs. a level 1 geralt
That's not really how things work. A level 10 drowner vs. a level 10 geralt is no different from a level 1 drowner vs. a level 1 geralt
Dude, we're talking past each other. Stop and listen to what I'm saying - my point is levels keep the challenge stable. Am I coming across? All I'm asking how is EE handling this? Is the challenge stable too and how, without levels? I'm just trying to understand this. My only other option is to play the mod myself but since I finished a 200 hour Ghost Mode playthrough a week ago that won't be an option for a few more years.
I mean, you're saying that drowners don't become effortless in vanilla? They do
I have no idea how ghost mode plays, apparently it's its own overhaul mod that changes everything.
Every drowner is threat through whole game
You're gonna have to describe the changes ghost mode makes to the enemies to somehow make them harder at higher levels then. Because in vanilla a level 10 geralt vs. a level 10 drowner is the same as a level 1 geralt vs. a level 1 drowner. Do you just want the illusion of progress by having arbitrary numbers appear above enemies that increase throughout the game?
You're gonna have to describe the changes ghost mode makes to the enemies to somehow make them harder at higher levels then. Because in vanilla a level 10 geralt vs. a level 10 drowner is the same as a level 1 geralt vs. a level 1 drowner. Do you just want the illusion of progress by having arbitrary numbers appear above enemies that increase throughout the game?
What "illusion" of progress? If you always have to focus and bring your A game into any fight, how is it an illusion? For the fourth time - the reason there are levels is to keep mobs growing with Geralt. How is it difficult to understand? If you fix their stats....how do you prevent them from becoming a roflstomp material within the first few hours?
Eh, I'm starting to see I'll have to try the mod myself at some point. Not right now tho. Still quite emotional from my 200 hours all-achievement playthrough, capped by sipping wine with Yen and watching the sun set over my vineyard.
If we accept that a level 10 geralt vs level 10 drowner is the same as a level 1 geralt vs a level 1 drowner, what's the difference involved with simply having everything stay at level 1?