Perkel
Arcane
- Joined
- Mar 28, 2014
- Messages
- 16,599
Here is full introduction to it ( i skipped installation part ):
mod itself:
http://www.nexusmods.com/witcher3/mods/1814/?
video explaining in detail just how many changes are made and how it all works:
In short:
- adrenaline, vigor, stamina are completely redone.
Stamina is no longer used for spells and instead it is resource for dodging, parrying etc and it is very dependant on what type of armor you are using. With heavy armor each action does take a lot of stamina.
Adrenaline on other hand works like combo meter. When you parry and attack without getting hit you get % boost to your speed and damage. It has huuuge effect on battle as you can get something like 50% attack speed with it or more.
Vigor on other hand is stat used for casting spells and it uses old adrenaline ui. Though it works completely different. You start a fight with 3 pieces and this means your attacks, sign intensity etc is @ 100% but when you cast spells it reduces sign intensity up to 30%
Health itself is also redone. With each % lost health you are getting slower and slower also sign intensity decreses, stamina regen drops like a rock and your attacks won't do much damage.
- new stat poise and momentum. Like in Dark Souls wearing armor gives you poise which means that heavy armor now gives you abillity just to go through pack of enemies with whirl unlike vanilla. Also toxity overdose increases it a lot. Momentum on other hand works in way that gives you % boost to your poise depending on what action you do. So attacking with heavy attack will give you a lot of momentum while standing still will give you only base poise. Poise is represented in % so 20/100 means you have 20% poise
- dodging is super nerfed. No longer you have inv frames and you can get still hit while you dodge. To dodge you need to actually dodge attack. Depending on angle of attack you will get reduced damage and there is skill that manages that.
- targeting has been redone and if you are mouse key user you can outright use camera to target enemies without any autolock to movement like in vanilla (i think it is default option). Even old movement type targeting is a lot improved.
- unlike vanilla light attacks are mostly used on unarmored enemies like ghouls while heavy attacks are used for armored foes where light attacks mostly won't do much.
- all skills work now instead of chosen 5.
- monsters do a shitload of damage now. So even with good armor you will get hurt but on other hand your attacks do a lot more damage thus ending fights faster. Kind of like Dark Souls where making mistakes punishes you a lot, while not making mistakes gives you ability to end fight fast.
- Alchemy is mostly redone first of all there are 3 ways to use potions and oils now. Full. Meaning you can do it while meditating by fire which gives you best efficiency with potions lasting 7-15 min in real time to half, meditating without fire which gives you only like half of normal time and like vanilla game where you can chug them in combat but effects and how much it last is greatly reduced.
- Alchemy also works now like in TW1. You no longer restore everything with one alcohol but you need actual resources to do that. By default each potion/oil requires now full amount of resources needed to make first one. So in case of grapeshot you will need dog tallow and 2 saltpeper pieces for each of grapeshots. This is something which can be configured though in options. Mutagens by default require all original pieces aside from mutagen itself
- Many potions and oils work differently now and are much more interesting and due to above resource management they are usually stronger too.
- Most of the skills also are redone especially malee tree which now due to how combat now works and it is based on stats is much more engaging to plan your build
- All armor and weapons are redone. Unlike vanilla different between best and worst armors isn't that big anymore. Armor works also completely different. % damage reduction is prime stat now while armor value gives you additional % reduction. 100 armor gives you about additional 10% damage reduction. Naturally all armors now are rebalanced so for example starting armor of geralt is something like 300 armor meaning it provides base 30% damage reduction while adding good monster % damage reduction instead of flat values.
- Due to above there is no level requirement anymore on gear. Scaling on weapons also is redone and like i said best and worst gear aren't anymore heaven and earth apart in therms of stats.
- Enemy AI is reworked and enemies are a lot more agressive and some of their AI routines are reworked like wraights who use vanishing to dodge attacks now.
There are A LOT more changes that that. This is just couple of important game changing ones. Thanks to this mod combat is way more interesting now and a lot more strategical and way more lied on how you build your character and prepare than just pew pew pew fast attacks with best sword like in vanilla.
mod itself:
http://www.nexusmods.com/witcher3/mods/1814/?
video explaining in detail just how many changes are made and how it all works:
In short:
- adrenaline, vigor, stamina are completely redone.
Stamina is no longer used for spells and instead it is resource for dodging, parrying etc and it is very dependant on what type of armor you are using. With heavy armor each action does take a lot of stamina.
Adrenaline on other hand works like combo meter. When you parry and attack without getting hit you get % boost to your speed and damage. It has huuuge effect on battle as you can get something like 50% attack speed with it or more.
Vigor on other hand is stat used for casting spells and it uses old adrenaline ui. Though it works completely different. You start a fight with 3 pieces and this means your attacks, sign intensity etc is @ 100% but when you cast spells it reduces sign intensity up to 30%
Health itself is also redone. With each % lost health you are getting slower and slower also sign intensity decreses, stamina regen drops like a rock and your attacks won't do much damage.
- new stat poise and momentum. Like in Dark Souls wearing armor gives you poise which means that heavy armor now gives you abillity just to go through pack of enemies with whirl unlike vanilla. Also toxity overdose increases it a lot. Momentum on other hand works in way that gives you % boost to your poise depending on what action you do. So attacking with heavy attack will give you a lot of momentum while standing still will give you only base poise. Poise is represented in % so 20/100 means you have 20% poise
- dodging is super nerfed. No longer you have inv frames and you can get still hit while you dodge. To dodge you need to actually dodge attack. Depending on angle of attack you will get reduced damage and there is skill that manages that.
- targeting has been redone and if you are mouse key user you can outright use camera to target enemies without any autolock to movement like in vanilla (i think it is default option). Even old movement type targeting is a lot improved.
- unlike vanilla light attacks are mostly used on unarmored enemies like ghouls while heavy attacks are used for armored foes where light attacks mostly won't do much.
- all skills work now instead of chosen 5.
- monsters do a shitload of damage now. So even with good armor you will get hurt but on other hand your attacks do a lot more damage thus ending fights faster. Kind of like Dark Souls where making mistakes punishes you a lot, while not making mistakes gives you ability to end fight fast.
- Alchemy is mostly redone first of all there are 3 ways to use potions and oils now. Full. Meaning you can do it while meditating by fire which gives you best efficiency with potions lasting 7-15 min in real time to half, meditating without fire which gives you only like half of normal time and like vanilla game where you can chug them in combat but effects and how much it last is greatly reduced.
- Alchemy also works now like in TW1. You no longer restore everything with one alcohol but you need actual resources to do that. By default each potion/oil requires now full amount of resources needed to make first one. So in case of grapeshot you will need dog tallow and 2 saltpeper pieces for each of grapeshots. This is something which can be configured though in options. Mutagens by default require all original pieces aside from mutagen itself
- Many potions and oils work differently now and are much more interesting and due to above resource management they are usually stronger too.
- Most of the skills also are redone especially malee tree which now due to how combat now works and it is based on stats is much more engaging to plan your build
- All armor and weapons are redone. Unlike vanilla different between best and worst armors isn't that big anymore. Armor works also completely different. % damage reduction is prime stat now while armor value gives you additional % reduction. 100 armor gives you about additional 10% damage reduction. Naturally all armors now are rebalanced so for example starting armor of geralt is something like 300 armor meaning it provides base 30% damage reduction while adding good monster % damage reduction instead of flat values.
- Due to above there is no level requirement anymore on gear. Scaling on weapons also is redone and like i said best and worst gear aren't anymore heaven and earth apart in therms of stats.
- Enemy AI is reworked and enemies are a lot more agressive and some of their AI routines are reworked like wraights who use vanishing to dodge attacks now.
There are A LOT more changes that that. This is just couple of important game changing ones. Thanks to this mod combat is way more interesting now and a lot more strategical and way more lied on how you build your character and prepare than just pew pew pew fast attacks with best sword like in vanilla.