You got a point. I tried to think of other games, but I can't do it.Has anoyone actually expressed disagreement with this?
You got a point. I tried to think of other games, but I can't do it.Has anoyone actually expressed disagreement with this?
Otherwise, I know some people dislike the witcher, and alchemy tree in the Witcher 2 was just broken (you can one shot the final boss), but that is a tangent.
Picking up ingredients from monsters feels like being rewarded. To stay in the preposterous comparison, clicking on herbs is similar to if all monsters were pre-killed.
If plants were rare, there'd be a point. By Witcher 3, plants are so bountiful you can literally spend tens of hours just clicking on plants.
Picking up ingredients from monsters feels like being rewarded. To stay in the preposterous comparison, clicking on herbs is similar to if all monsters were pre-killed.
If plants were rare, there'd be a point. By Witcher 3, plants are so bountiful you can literally spend tens of hours just clicking on plants.
I agree that there should always be a point to doing something in an RPG. Skyrim is an example where there's too many potions, too many herbs and nothing really rare to find. Lords of Xulima is an example of a game where herbs are very useful and almost necessary for survival. It depends on the system and how the devs implement it on whether it's good or not, and that goes for pretty much any RPG mechanic in existence, IMO.
A little. In W2, alchemy provided decent buffs, but the highlight was the alchemy tree in my opinion. The alchemy tree gave a lot of buffs in addition to the potion(s) you drank. By late game, you were the juggernaut and you could one shot most enemies.I must admit I have appreciated alchemy more in games where it's more like one of the main spellcasting systems, like in Darklands or the mentioned Witcher. Though I have experience only with the first one. Is Alchemy in the Witchers 2 & 3 significantly different?
Well, I certainly remembered immediately. And somebody posted in one of the PoE2 threads a screenshot of Henkel going full bitchy diva on Sawyer for "stealing" his marvelous coining. Worth digging up.Has anyone already noted what a cool subtitle it has? Completely unlike that turd Deathfire Henkel came up with.
(I'm too lazy to browse through all 68 pages of the thread, sorry)
They didn't streamline it, they made it similar to how it worked in W1, except you no longer had to mix herbs again everytime you ran out of that potion. Also Alchemy in W3 is EXTREMELY powerful, hands down the most ridiculous build if you use the decoctions. You're quite literally immortal. Since it also boosts the damage oils provide as well as bombs, your damage goes through the roof. Alchemy has been OP in all the Witcher games imo.A little. In W2, alchemy provided decent buffs, but the highlight was the alchemy tree in my opinion. The alchemy tree gave a lot of buffs in addition to the potion(s) you drank. By late game, you were the juggernaut.I must admit I have appreciated alchemy more in games where it's more like one of the main spellcasting systems, like in Darklands or the mentioned Witcher. Though I have experience only with the first one. Is Alchemy in the Witchers 2 & 3 significantly different?
In W3, I would argue that streamlined the process, and cut back on the strength of the alchemy tree. In addition, a lot of the potions were geared towards certain monsters and encounters.
True, which was kind of my point. Xulima does indeed do it right. The game has a very Sawyerist design philosophy for the most part btw, Josh should play it
I knew word "streamlined/simplified" would land me trouble.They didn't streamline it, they made it similar to how it worked in W1, except you no longer had to mix herbs again everytime you ran out of that potion. Also Alchemy in W3 is EXTREMELY powerful, hands down the most ridiculous build if you use the decoctions. You're quite literally immortal. Since it also boosts the damage oils provide as well as bombs, your damage goes through the roof. Alchemy has been OP in all the Witcher games imo.
True, which was kind of my point. Xulima does indeed do it right. The game has a very Sawyerist design philosophy for the most part btw, Josh should play it
Not sure what a "Sawyerist" design is. Something balanced? Serious inquiry, I don't know what that is.
Xulima has a very tight balance, at least 60 hours in on Hardcore. If you aren't picking herbs you will be suffering, IMO. But I think that's good on harder difficulties when you want a challenge and tight resource management.
Focus on BALANCE in game systems, universal attributes that all have use for all classes, party inventory with shared stash, all classes have equal combat focus (except one but it's mandatory), resting is structured around a resource system. A few other things.
I just hope they do not hide "turn based mode" behind some impossibly high stretch goal (not likely to happen ever, but that would be such a dick move).
Focus on BALANCE in game systems, universal attributes that all have use for all classes, party inventory with shared stash, all classes have equal combat focus (except one but it's mandatory), resting is structured around a resource system. A few other things.
The camping rest bonuses stacked with the multi-day bonuses you got from some inns or the stronghold, which means it wasn't completely for naught.Thanks to Josh Sawyer, we have the world's first fantasy cRPG with consumable camping supplies.
It's been too long since I've played it to remember properly, but as I recall I never used them and instead always made the trip to sleep at certain inns with nice rested bonuses.
I suggest you swing by the Obsidian forums, SomethingAwful and a few others. You'll get a feel for it.
My take? It's a mix. There are a few grogs who rage about it but play it anyway. There's significant overlap with BioWhores who whine about no romance but play it anyway. There's a bunch of casuals who happily turn the difficulty down to Story Mode and go on adventures and post portraits of their PC on DeviantArt. There's a bunch of systemfags who go hog-wild with minmaxing and quirky builds. And then there's a large population of people who have a mix of all of these characteristics to varying degrees.
Thanks to Josh Sawyer, we have the world's first fantasy cRPG with consumable camping supplies.
It's been too long since I've played it to remember properly, but as I recall I never used them and instead always made the trip to sleep at certain inns with nice rested bonuses.
So much effort wasted because PEOPLE CAN'T BE ALLOWED TO ABUSE THE REST SYSTEM! Can't control yourself? Don't worry, Josh will do it for you, like a remote helicopter parent.
I did the same but I forced myself to replay it in the summer of 2016 with the 3.0 patch expecting to drop it after 1 hour and I actually had a good time and played through the entire thing + white march.I finished the game within the first two weeks of release and have no desire to play it ever again, so I missed this 2.0/3.0 crap.