Current Events > Witcher 3 Enhanced Edition (Combat Overhaul Mod) Impression. it's fucking good.

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apolloooo
11/21/19 1:05:24 AM
#1:


well, depend on what you think is good.

it overhaul the whole game. the whole system and sometimes animation that it doesn't play anything like witcher 3 vanilla.

https://www.nexusmods.com/witcher3/mods/3522

basic premise is:
- Levels are deleted, both for the enemies, items and players. geralt don't have level. enemies don't have level. everything is static depending on their type, armor, etc. ghoul is weak, alghoul is stronger, etc.

instead levels are replaced by the skills. you earn skill points using it. for example everytime you swing a sword you will earn x% progress on the tree. when it reach 100% you will get one skillpoint (the trees are physical : heavy attack, light attack, defense, stamina, etc.

- even the best light armor will always have worse armor rating than the worse heavy armor et cetera. the item progression mainly based around their unique effects, upgrades instead of raw stat. (you can have a sword that have worse attack rating, but have armor piercing, or maybe poison damage, etc) and the attack variation don't vary much. so is with the armor. there is no more hunting for "the next level gear" but having appropriate effects that amplify your build.

-no i-frames during dodging/rolling. this is the biggest game changer. you cannot twirl around the combat like in vanilla. dodging / rolling is mostly done so enemies don't surround you, but for defense you have to block/counter. it makes the combat alot MORE intense and realistic and i really love it. think of instead of rolling fiesta, it's more like sekiro where blocking / parrying is more integral. you will go *clang clang* more than rolling around. the strategy basically is keeping enemies from surrounding you (attack from behind don't get blocked) and counter their attacks.

they added some more in depth parrying mechanics to complement this too. holding right mouse will block all incoming attack so like in real combat, you guard must be always up. clicking the block button when enemy attack begin will result in a counter. if your block button is held, and you press attack button, geralt will do special attack that can stagger the enemy. it also have range modifier you can set a button on. short, medium, and long. with short mode, geralt will kick your enemy, long geralt will perform a downward slash /dodge and long geralt will perform a jump attack.

-alchemy is even more important. it also overhaul the alchemy UI and system a bit. generally alchemy need more ingredients, and how the purity level works differently. each ingredient is a certain chemical reagent, with different level of purity. you can distill ingredients into pure reagent that will make top notch potion and oils or just use the raw ingredients which just result in mediocre potions but will cost you less.

i just reached velen, and it's fantastic so far. alot of the touches are really well done.

the delevelling and the nerfing of dodging and rolling is my favorite part. like when fighting enemies, you really have to pay attention of what they are. you don't need to see the numbers above their heads that it makes a more immersive experience. for example, human enemies so far are the best example.

regular bandits and brigands wear light armor, some even naked, therefore they are weaker, and i slaughter them with ease. some enemies like army deserter wears tower shield, full plate armor, and 2 of them fucked me with ease.

also the lack of equipment level makes fashion witcher 3 viable because you dont have to drop your gear immediately if you just find higher level armor like vanilla. the first armor you use can be a viable endgame gear if upgraded properly.
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apolloooo
11/21/19 1:06:21 AM
#2:


@Leanaunfurled i know you have replayed it some months ago and i recommended it too late, but if you someday want to replay the game again, i really recommend this one highly
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DrizztLink
11/21/19 1:07:47 AM
#3:


apolloooo posted...
for example everytime you swing a sword you will earn x% progress on the tree
So Oblivion.

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apolloooo
11/21/19 1:08:34 AM
#4:


it's also highly modifiable trough in-game options. you can modify almost anything from loot spawn rate, damage dealt/received slider, item prices, even alchemy payout. just almost every stat in the game have modifier you can change tweak.

for example there are players who want high stake, fast combat, you can tweak the damage amount for players and enemies so 2-3 hits will kill you or the enemies, etc.
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apolloooo
11/21/19 1:09:45 AM
#5:


DrizztLink posted...
apolloooo posted...
for example everytime you swing a sword you will earn x% progress on the tree
So Oblivion.

it's alot more nuanced than oblivion. there are 5 different skill in a category. so if you use fast attack and level it up, you got skill point that you can put in 1 of the skill inside fast attack skill tree. it can be damage, stamina cost, armor piercing, etc.
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DrizztLink
11/21/19 1:11:53 AM
#6:


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apolloooo
11/21/19 1:15:30 AM
#7:


DrizztLink posted...
I'm just shitposting, that sounds pretty cool.

the delevelling and dodging nerf especially. it means regualr ghouls still can be dangerous end game as much as it is in the beginning if you underestimate them (in a way) because the progress number isn't that linear or you can beat the final boss if you are good enough. also fighting mainly relying on countering and blocking is alot better than the ballet dancer simulator of vanilla. even the cling clang sound feels like i am playing sekiro.
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apolloooo
11/21/19 1:22:50 AM
#9:


Also they modified some signs too. Yrdern is actually useful now even for non specters enemies type. In the circle, enemies are slown down take little continuous damage and most importantly have chance of being snared that it immobilize them. Very useful crowd control because crowds are #1 killer if they surround you.

I think igni is a bit nerfed. It mostly used to prevent regenerating enemies from healing or give debiff/enemies who are weak to fire. It is not become useless either because the burning animation makes a room for you to strike them without guard and immobilize them for a bit.
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SoundNetwork
11/21/19 1:26:10 AM
#10:


I always thought dodging didnt have enough i frames in the witcher EH

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apolloooo
11/21/19 1:30:31 AM
#11:


SoundNetwork posted...
I always thought dodging didnt have enough i frames in the witcher EH

It's not as ridiculous as dark souls sometimes, but i dunno how the mod does it, but it makes the dodging and twirl strategy dont work at all.

When i just started, i played it by memory of my first playtrough and keep dodging everywhere and died like a dozen time to the first pack of ghouls you meet. After i learn you are supposed to block more (and they are very generous with the block stamina cost and damage reduction. Most attacks are blockable. Some attacks are unblockable especially with big enemies like griffin body slam, but as long you keep your guard up, and in the right direction you can block everything including projectiles)

Basically it makes dodging / rolling alot less powerful, costly but makes blocking more powerful and add some new counter system to deepen the block mechanics.

It was balls hard (you can easily set modifier tho) but when you *get* how it meant to be played, it feels amazing. Like, it feels so good when 3 enemies came at you you kick the first guy, turn the camera angle, block the second, then perform a sidestep counter-slash on the third the move the camera, and lunge on the first guy, then defend annother attack from the 2nd guy again.

Visually, the movement become alot restricted in a sense you arent doing as flashy moves like in vanilla but the actual combat itself become alot more dynamic.

The mod isn't controller friendly tho. Since aiming is direction based, and your position against enemy matter, you have alot more movement better with mouse.
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SoundNetwork
11/21/19 1:39:55 AM
#12:


I don't see how making dodging more useless than it already is an improvement. Dodging should be riskier than blocking more rewarding. There's no reason to dodge anymore yo

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apolloooo
11/21/19 1:41:20 AM
#13:


SoundNetwork posted...
I don't see how making dodging more useless than it already is an improvement. Dodging should be riskier than blocking more rewarding. There's no reason to dodge anymore yo

The reason to dodge is delegated dodging unblockable attack and preventing enemies from surrounding you.
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