Monocause said:
Mrowak said:
VentilatorOfDoom said:
DraQ said:
VentilatorOfDoom said:
Monocause said:
proper TW2 gameplay - ie. leaping, slashing, maiming, killing,
You mean mashing the button furiously and hitting spacebar at random intervals? Exactly, that's the proper TW2 gameplay.
[intelligence] So you say that dying constantly is proper TW2 gameplay?
Are you calling me a liar, pancake? Like Moncause did when he "called bullshit" on this whole "you don't need to spend your skillpoints" thing? Maybe you should try it and see for yourself.
@DraQ
VoD is right. Tested it myself. Without modding shit you can cheese the game almost all the way to act 3. Unfortunately, TW2 is very cheese-vulnerable. The fact that the skills you get work in "let's reduce the obstacle", and not like "let's add a new ability whose thoughtful usage in conjunction with others will be required to win" hurts the gameplay. TW2 is piss poor easy. Play Way of the Samurai games and compare.
Yeah, I know that it is possible. Just like it's possible to win Arcanum by spamming harm all the way or abuse piss-poor LoS mechanics in infinity engine games with AoE spells or abuse switching locations.
Yeah, but even at Codex Arcanum isn't liked for its combat, nor it was its main point. Compare it to TW2 where all skills revolve around fighting. Can't say anything about Infinity Engine games.
Trouble is, it's absolutely no fun to win every fight by throwing dozens of bombs - and when you play the game properly using bombs as a supplement only you just won't last very long without upgrading your character. It might be possible if you like watching the game over screen a lot. Which I don't.
I played the game that way. Wasn't seeing game over screen that often.
I played the game on hard and often had to use Raffard's Decoction as my basic 380 vitality wasn't enough and a single mistake might mean death because, say, the faggot with Seltkirk's armor backstabbed me for 200+ damage. I even died to a group of nekkers once in the tunnels under Vergen when I got careless and allowed them to surround me. Leaping ain't gonna save you if you're fighting 4+ enemies in tight spaces, you gotta parry and use crowd control signs. When you're fighting 1v1 then sure, the witcher pretty much always wins. As it should be.
Leaping like mad is the main save-your-skin device. That, and Quen. I honestly tried using other signs and blocking parrying, but it quickly proved there was no point. Roll, roll, Quen, slash, slash... Crowd control? What crowd control? Was there need for any?
Without upgrading my character I'd have only 2 vigor points compared to 6 I had, and two is not nearly enough for effective crowd control (especially since aard gains AoE on lvl2 iirc and igni incineration on lvl2 and AoE on lvl3). Signs would deal pitiful damage and would often fail or couldn't cause critical effects. I'd have 150 vitality less which is a significant difference in terms of survivability. Less critical effects resistance which in multiple fights means painful death. My leap would be shorter which means it would be much easier to surround me, especially in tight quarters. I wouldn't get heliotrope which near the end-game often was a life-saver. I'd have 20% damage reduction less. Even with all these upgrades I still died pretty often whenever I got too cocky which makes me believe that playing the game without upgrading your char, while it might be possible, simply makes it a pain in the ass.
So yes, the combat system is easily exploitable - which would be probably easily fixed by introducing a cooldown (say, an igniting animation) and friendly fire on bombs and other throwables but no, it isn't broken and is entirely satisfying with many challenging moments as long as you refrain from hitting "r" repeatedly. Larping? Sure, in a way, but I play games to enjoy them and not abuse poor mechanics at the first sight of them. I haven't used explosive arrow for the same reason in Div2 and avoided Harm in Arcanum or didn't make Potions of OMFGFUUUU OVER NINE THOUSAND in Morrowind.
I don't know bro. I would really love to see things your way, but to me the combat system in TW2 is quite simplistic and ultimately boring - roll, roll, slash, slash etc. This comes from someone who actually tried modding stats, monsters, equipment etc. to make the game a little bit more challenging. It actually did...
About skills: The additional 150 hp from skills you get does make things easier, but there's that - instead of you getting access to solutions to a set of new problems (e.g. different enemies) they just make easier for you to withstand a few punches more. In effect skills are mostly meaningless provided that you know when to hit space and where to roll. How about different combat styles, different attacks, different spells to tackle different enemies? Or maybe make it so one set of potions makes you especially effective against one type of creatures, but useless against another. Or traps being useful?
This brings me to another disappointing aspect of the game. Despite dev's assurances there's no need for any real tactics at all (Gop's "different styles, different tactics..."). The fact remains that once you find one way of "pacifying" enemies, there's no need to ever use anything different - it will be applicable to all situations and to all kinds of foes. For example - Quen is useful always and in every encounter; in alchemy build once you mix thunderbolt and gadwall you are unstoppable; when in doubt - roll (which effectively makes blocking useless); spam bombs like there's no tomorrow etc. In the whole game there's no need for any variation - if you manage to find one effective 'tactic' it will work on everything like a charm.
There's always this little prejudice I have. Perhaps it's me being spoiled by the books and such, by the combat didn't look very 'witchery' to me... which annoyed me to no end. I really shouldn't have played Way of the Samurai before starting TW2.