- Joined
- May 5, 2018
- Messages
- 6,241

My brain refuses to comprehend what I'm dealing with. Apparently:
"HOW DOES IT WORK?:
it seems that the game has 4 types of enemies: Low, normal, High and Deadly."
Source: https://forums.cdprojektred.com/ind...emies-harder-removes-buffs-and-debuffs.52708/
While this mod explains that:
"Changed high level (red nameplate) enemies health increase from 350% to 50% and attack power increase from 500% to 50%."
Source: https://www.nexusmods.com/witcher3/mods/501
So my understanding of this is that an enemy is considered "deadly" if over 10 levels higher than Geralt. They kill you (typically) in 1, possibly 2 shots. So you get to within 10 levels of them, and maybe 2-3 shots. But get within "normal" level range: and the HP sponge and 500% (or less for "high" enemies) magically dissapears.
So: I can kick the shit out of some "high" enemies that do minimal damage to Geralt, while others do 1/3 HP per hit. And I'm wearing armor that has the same resistance per enemy. So what's that all about, other than to gotcha! the player?.
This is the second time I've tried to play this game, after rage quitting a few days ago. I played it about a year ago, and did the right thing by avoiding all red skull enemies.
And it took months just to play Novigrad.
Why have CDProjekt placed such a tax on player's time with this mechanic?. It's like playing BG1 and having the developer ramp up enemies on a certain map (who are the same creature type as every other enemy in the game) by putting them behind 'Heart of Fury' difficulty. And then when you clear the map at higher levels, the treasure is really not much different.
So...why? Other than to put a 4th wall breaking, rule breaking mechanic in the game that packs it out unnecessarily, provokes my autism greatly, and taxes my time.
This is worse than level scaling in Oblivion. What's the point? How does it improve the game? What was the thinking behind it?.
Edit: "Deadly" enemies get buffed +800% HP and +500% power.
"HOW DOES IT WORK?:
it seems that the game has 4 types of enemies: Low, normal, High and Deadly."
Source: https://forums.cdprojektred.com/ind...emies-harder-removes-buffs-and-debuffs.52708/
While this mod explains that:
"Changed high level (red nameplate) enemies health increase from 350% to 50% and attack power increase from 500% to 50%."
Source: https://www.nexusmods.com/witcher3/mods/501
So my understanding of this is that an enemy is considered "deadly" if over 10 levels higher than Geralt. They kill you (typically) in 1, possibly 2 shots. So you get to within 10 levels of them, and maybe 2-3 shots. But get within "normal" level range: and the HP sponge and 500% (or less for "high" enemies) magically dissapears.
So: I can kick the shit out of some "high" enemies that do minimal damage to Geralt, while others do 1/3 HP per hit. And I'm wearing armor that has the same resistance per enemy. So what's that all about, other than to gotcha! the player?.
This is the second time I've tried to play this game, after rage quitting a few days ago. I played it about a year ago, and did the right thing by avoiding all red skull enemies.
And it took months just to play Novigrad.
Why have CDProjekt placed such a tax on player's time with this mechanic?. It's like playing BG1 and having the developer ramp up enemies on a certain map (who are the same creature type as every other enemy in the game) by putting them behind 'Heart of Fury' difficulty. And then when you clear the map at higher levels, the treasure is really not much different.
So...why? Other than to put a 4th wall breaking, rule breaking mechanic in the game that packs it out unnecessarily, provokes my autism greatly, and taxes my time.
This is worse than level scaling in Oblivion. What's the point? How does it improve the game? What was the thinking behind it?.
Edit: "Deadly" enemies get buffed +800% HP and +500% power.
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