NotAGolfer
Arcane
Sure. And now tell me how that's supposed to work in a setting where garden variety monsters are the norm and really powerful ones are the exception. It's not like there are different areas for low and high level chars in the Witcher universe. Every place is basic medieval landscapes, villages and towns in the first place. And then there are monsters and monster contracts on top of that, disturbing the peace or civil war or whatever is happening on the non-supernatural level atm.
So in late game you still find drowners and other lowly monsters but now you are supposed to mop the floor with them? Even more than you already did at the beginning of the game? I mean you do, with the ones you met earlier. Other drowners take their place and pose a comparable challenge for higher level chars. Geralt still feels the same power level compared to all the monsters variants in the lore book, because now there are stronger ones waiting in the areas you are supposed to explore late game anyway. So as long as you don't run into high level areas on low level or come back on higher level and do low level quests that earn you close to zero XP now anyway, as long as you don't waste your time intentionally like that it doesn't feel like Geralt becomes much more powerful in comparison to the enemies (unless you overlevel him by doing every quest and destroying every monster nest etc).
So what again is the problem? Didn't you guys also bitch about how Geralt isn't supposed to get stonger because he's Geralt and already powerful enough to deal with all of it?
Again, this treadmill is there since the dawn of CRPGs. It's nothing new. So why bitch about it here? Because it's more apparent than in a levelscaled open world like Skyrim?
Or because it's more apparent than in a linear kind of game?
I mean what kind of moronic complaint is "He beat a dragon once and now [insert random monster type] are supposed to be a challenge lel" anyway?
This is a fucking game, it better have challenge in its gameplay. And not just when he meets his next dragon.
I have a different problem with this design. I'm still not sure if I'm grateful for the game telling me how difficult quests and enemies are compared to my level because that way it doesn't waste my time or if I should be butthurt because that's too much handholding.
This is a storyfag game, so I tend towards the first. I don't really want to wander back and forth trying to find the right challenges for my level or even have to chancel a quest I begun because I realize that I can't beat that monster yet.
I want to know before starting it so the narrative doesn't get disrupted too often.
A little more effort than labeling it "intended for level 20" in the journal wouldn't have hurt though. Maybe something more immersive like that bullshit about weak and great disturbances in the force in Star Wars. And then you can translate that into level requirements yourself. ^^
So in late game you still find drowners and other lowly monsters but now you are supposed to mop the floor with them? Even more than you already did at the beginning of the game? I mean you do, with the ones you met earlier. Other drowners take their place and pose a comparable challenge for higher level chars. Geralt still feels the same power level compared to all the monsters variants in the lore book, because now there are stronger ones waiting in the areas you are supposed to explore late game anyway. So as long as you don't run into high level areas on low level or come back on higher level and do low level quests that earn you close to zero XP now anyway, as long as you don't waste your time intentionally like that it doesn't feel like Geralt becomes much more powerful in comparison to the enemies (unless you overlevel him by doing every quest and destroying every monster nest etc).
So what again is the problem? Didn't you guys also bitch about how Geralt isn't supposed to get stonger because he's Geralt and already powerful enough to deal with all of it?
Again, this treadmill is there since the dawn of CRPGs. It's nothing new. So why bitch about it here? Because it's more apparent than in a levelscaled open world like Skyrim?
Or because it's more apparent than in a linear kind of game?
I mean what kind of moronic complaint is "He beat a dragon once and now [insert random monster type] are supposed to be a challenge lel" anyway?
This is a fucking game, it better have challenge in its gameplay. And not just when he meets his next dragon.
I have a different problem with this design. I'm still not sure if I'm grateful for the game telling me how difficult quests and enemies are compared to my level because that way it doesn't waste my time or if I should be butthurt because that's too much handholding.
This is a storyfag game, so I tend towards the first. I don't really want to wander back and forth trying to find the right challenges for my level or even have to chancel a quest I begun because I realize that I can't beat that monster yet.
I want to know before starting it so the narrative doesn't get disrupted too often.
A little more effort than labeling it "intended for level 20" in the journal wouldn't have hurt though. Maybe something more immersive like that bullshit about weak and great disturbances in the force in Star Wars. And then you can translate that into level requirements yourself. ^^
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