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Combat in The Witcher: Poetry in motion

The new combat system in The Witcher 3 has been redesigned in order to combine traditional RPG elements with the speed and precision of a dedicated fighting game. Smooth and responsive, the system gives players full control of Geralt’s blade, challenging them to match their reflexes against those of a master swordsman. They will feel what it’s like to be a true witcher, the ultimate monster slayer. Players familiar with the combat mechanics in The Witcher 2 will find that every aspect of the skirmish is now approached with a fresh perspective, expanded and polished to shine, while still retaining the spirit known from the previous game.

Players can:

  • unlock new blocking moves, attacks and evasions,
  • discover ways to stun foes, ignite them and control their minds with enhanced witcher Signs,
  • poison their blades, set traps and blow their enemies to bits with bombs.


When combined, these attacks kill more efficiently, challenging players to experiment, think creatively and devise new tactics.
An introduction to the basics of combat can be found .

Dynamic, fluid and rooted in traditional RPG systems

Through a series of new features, players can merge their skills with Geralt’s developing combat acumen:

  • The number of attacks, parries and other combat moves has been greatly increased and rendered fluid with 96 new action sequences (compared to 20 in The Witcher 2).
  • Three different sets of movement animations let Geralt adjust his stance to match the dangers he faces.
  • Players enjoy complete control of Geralt in combat as there are no QTEs or scripted timing attacks.
  • A new camera system, superior even to that utilized in the Xbox 360 version of The Witcher 2, shows fights in all their glory while keeping the focus on what the player needs to see.
  • Geralt’s character development visibly affects his behavior in combat: obtaining a Swordsman skill might increase attack animation speed, while a Mage ability could turn the Igni Sign into a torrent of blue flame.
  • Geralt has two distinct moves at his disposal to avoid harm: Rolling & Backstepping. Key to mastering the game's combat is realizing when each of these is best used. Rolling, a slightly slower action, is utilized mainly for repositioning - it grants few invulnerability frames and covers a longer distance but can be easily interrupted. Backstepping on the other hand covers much less ground but whilst it's being performed Geralt will take no damage from enemy blows. During the animation any damage will be nulled so it's of the essence to try and use it at the best possible moment. After the invulnerability frames have expired any damage dealt by enemies will be received in full.

 

Enemy Level Ranges


Enemies in The Witcher 3: Wild Hunt are divided into three categories, or ranges:

  • White: The enemy is weak compared to the player and should pose no problem. Still, be weary of mobs or even small groups while playing on "Death March!" since such situations can prove treacherous.
  • Green: The enemy is close to your level - keep in mind that you since are alone whilst facing a group of equally strong, or stronger enemies the battle might prove a challenge.
  • Red/Red Skull: The enemy is of much higher level (6+) and should not be attempted. Chances of survival are very slim HOWEVER victory is not impossible. This video explains how you can tackle enemies of such level difference:
    - by FiOth


Use your brain, they’ll use theirs

Combat is realistic, dynamic and rewarding, featuring smart enemies and living battlefields:

  • Each of the 80 monsters Geralt can encounter has its own habitat, strengths and weaknesses.
  • Improved crowd AI means enemies communicate with each other in combat, coordinating their efforts to surround Geralt or deploy combo attacks.
  • Monsters and other foes do not scale with the player: beasts that crush players with a single swipe at the outset become sword fodder by the game’s end.
  • Enemy morale shapes their actions: opponents flee or fight more cautiously when scared, attack recklessly when desperate, and beg for mercy on their knees when defeat is inevitable.
  • The environment is a factor in combat, and Geralt can use it to his advantage: he might destroy a hive to unleash an angry swarm of hornets on a foe, or cast the Aard Sign to bury a group of thugs beneath a toppled stack of barrels.


Courtesy of 20WaystoeataSandwich

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