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<blockquote data-quote="Steel_Wind" data-source="post: 3935084" data-attributes="member: 20741"><p>The full combat system takes into account the following:</p><p></p><p>1 - Steel Sword</p><p>2- Silver Sword</p><p>3- supplementary weapons</p><p>4- Witcher off signs</p><p>5- Witcher def signs</p><p>5- off and def potions</p><p>6 - bombs</p><p></p><p>The nature of the way the combat abilities in the game evolves is that many of those powers will not be available to you until the mid to two-thirds point of Act III.</p><p></p><p>In Act 1, you have only a steel word, a few lesser potions and one or two minor offensive signs. At that stage, your signs are, for the most point, a throw-away ability - akin to cantrips.</p><p></p><p>And no - a silver sword is not really just a "magic" weapon in D&D terms. The point is that silver needs to be used against some opponents - while steel is used against others. Being forced to switch weapons during a fight and the choices that makes you take during combat in terms of priorities has a significant impact on combat flow by Act III.</p><p></p><p>The tactical feel of combat in the game is a mix of all 6 developed to their mid-point potential - and not a mere 3 abilities at the low end. Witcher signs, especially, are underpowered in the early part of the game. (Arguably, they can become overpowered by the end game, but that's another point entirely).</p><p></p><p>End result: the combat in Act 1 flows very differently than it does by the end of Act II - and still more differently than it does in Act III, by which time bombs and developed off and def signs become a major element in combat.</p><p></p><p>It's like trying to "review" the magic system in 3.5 and its effect on a combat by only looking at level 0 cantrips and ignoring the potential of ranged attacks. It's just not a remotely fair assessment.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3935084, member: 20741"] The full combat system takes into account the following: 1 - Steel Sword 2- Silver Sword 3- supplementary weapons 4- Witcher off signs 5- Witcher def signs 5- off and def potions 6 - bombs The nature of the way the combat abilities in the game evolves is that many of those powers will not be available to you until the mid to two-thirds point of Act III. In Act 1, you have only a steel word, a few lesser potions and one or two minor offensive signs. At that stage, your signs are, for the most point, a throw-away ability - akin to cantrips. And no - a silver sword is not really just a "magic" weapon in D&D terms. The point is that silver needs to be used against some opponents - while steel is used against others. Being forced to switch weapons during a fight and the choices that makes you take during combat in terms of priorities has a significant impact on combat flow by Act III. The tactical feel of combat in the game is a mix of all 6 developed to their mid-point potential - and not a mere 3 abilities at the low end. Witcher signs, especially, are underpowered in the early part of the game. (Arguably, they can become overpowered by the end game, but that's another point entirely). End result: the combat in Act 1 flows very differently than it does by the end of Act II - and still more differently than it does in Act III, by which time bombs and developed off and def signs become a major element in combat. It's like trying to "review" the magic system in 3.5 and its effect on a combat by only looking at level 0 cantrips and ignoring the potential of ranged attacks. It's just not a remotely fair assessment. [/QUOTE]
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