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How do we improve TW3's combat?
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>>739038960
nude mods
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Witcher 1/2 potions/meditation, make enemies relentless but well telegraphed, slow motion during dodges to target weakspots and input the direction of your swing (similar to Metal Gear rising).
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>>739038960
remove the rolling animation so it looks less like a video game and more like real life
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>>739038960
nude mods for geralt only
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>>739038960
>slow motion during dodges
Who the fuck likes that?
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>>739040224
what if the reward is instantly killing/dismembering enemies?
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let me guess
you make it even more parryslop and rollslop than it already is and then make the combat even more meaty™ and weighty™
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>>739040589
Is the execution mechanic also going to be in slow motion?
Maybe each slash should have a separate slow down?
Oh I know what it also needs. You need to have multiple camera angles for each hit as well.
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shame they got mogged by crimson desert years before they release the bitcher 4
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>>739040747
no, i actually worded it wrong, you'd get a 1sec slow motion after the dodge/parry, to aim at the weakspot. I don't know how else you can make the combat as lore friendly as possible without some kind of big comeback mechanic.
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>>739039191
this. give me my 8 hour potion buffs back.
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Either make it stat-influenced action like souls, or fully commit to the dice rolls and make it turn-based or RTWP.
Not this weird mixture of both that it currently is.
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>>739038960
Damage increase
>player dies in five hits max Vs human enemies, they do too
>monsters have varying damage and vitality based on their type/size, so you one/two shot a drowner but the big boys take a bit longer and can one/two tap your ass
>remove enemy levels so a skull level peasant is no longer invincible
>remove gear level requirements as well
that's the bare minimum which I know someone already modded in, my main issue playing on hardest difficulties was how long it took to kill everything - this is not a challenge, this is tedium
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The big thing for me is that mixing light and heavy attacks should lead to specific combo strings that have certain effects. Make the swordsmanship tree actually mean something.
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Press Y to juggleslop, press X to flyslop, slowmotion scenes, self-aware looking at the camera, punk rock music, spouting one-liners and starts dancing with jazzy funk pop in the background. Yeah, that will fire up the favelan IQ plebs usually associated with those kinds of games (chuuni weebshit trash like DMC, Gayden, Neo-FFs etc)
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>>739042108
>my main issue playing on hardest difficulties was how long it took to kill everything
Sadly your build just sucks ass. The toxic potion build for example can nearly oneshot all enemies.
Buffing weaker stuff would be better.
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>>739038960
>improve TW3's combat
Make Gerald a hot busty elven woman.
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>>739039191
>Witcher 1/2
>2
1 potions system was the best, 2fags aren't allowed to latch onto it
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>>739038960
More BANANA TAIGAH needed.
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>>739038960
Turn it into Chiv2 combat but with enemies
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>>739041865
what dice rolls are you talking about? crits? thats extremely common in western RPGS
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>>739038960
>Bring back styles, they should change up your moveset
>Add options to integrate tools and signs into your movesets, like Sekiro's prosthetics
>More precise hitboxes
>Some kind of posture system and locational damage
>Get rid of shitty leveled Diablo loot
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>>739044001
Everything is controlled by dice rolls behind the scenes. It was years ago so but there was a mod that exposed the RNG and let you adjust it with sliders.
This is why you will stunlock a level 3 drowner but a level 30 drowner will backstep your every swing even though your sword physically went through it.
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>>739038960
idk why this was never more popular, it's so good you'd expect dozens of high profile youtubers to cover it with sensational titles
it completely changes the feel of combat to be more reactionary and preparatory, overhauls the entire skill tree, removes all scaling, rebalances all gear, forces preparation tactics during contracts, makes alchemy essential - it basically fixes everything
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I didn't mind TW3's combat, enjoyed it in fact.
I liked the weighty feel, the dodge and rolls and the ability to run away.
I guess if I had to revamp the combat I'd make it easier to toggle off the combat lock and to run from battle.
Also I'd make potion and oil prep, and monster research way more important in getting reagents and defeating monsters like in TW2.
And I'd make monsters switch up their attacks from time to time, like maybe they'd switch more frequently between light and melee attacks so you'd have to adjust accordingly on the defensive side.
I'd also make trophies do more than what they currently do.
I think signs need to be more varied at higher levels. Axii and igni builds needed to have a better gimmick especially against groups.
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Add rhythm back from the first game, and reward counterstriking between enemy attacks with a heavy emphasis on maintaining attack flow, positioning, and interrupting poise.



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