Is there a lot of combat in The Witcher 3?

yourender

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Aug 26, 2015
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I'm thinking about getting The Witcher 3 but I usually enjoy games like that for combat rather than story so I figured I'd check if there's lots of nice combat in the game or if it's all story mostly.

Thanks, God bless!
 
Solution
Well, TW games are known more for their story than combat, but you DO have to fight a lot. It's mostly simple swordplay, with some dodging and counters, but you also can apply the right oils to your sword for the creature you're fighting to get the most combat efficiency.

Plus you have signs that give you powers like throwing fire, having a shield, a magic trap that weakens ghost type enemies, etc. There's also potions that give you certain abilities. Lastly, there are runes that can imbue your weapons or armor with certain buffs.

The thing I hate most about the combat is Geralt always does jump twirls when swinging his sword. It's very repetitious, and very similar to the way Edward twirled with his sword in AC IV. There's no true...
Well, TW games are known more for their story than combat, but you DO have to fight a lot. It's mostly simple swordplay, with some dodging and counters, but you also can apply the right oils to your sword for the creature you're fighting to get the most combat efficiency.

Plus you have signs that give you powers like throwing fire, having a shield, a magic trap that weakens ghost type enemies, etc. There's also potions that give you certain abilities. Lastly, there are runes that can imbue your weapons or armor with certain buffs.

The thing I hate most about the combat is Geralt always does jump twirls when swinging his sword. It's very repetitious, and very similar to the way Edward twirled with his sword in AC IV. There's no true parry, just a block, and no lunges. The dodge is also very stiff, a short hop in combat stance.

I loved the way Ubi did combat animations in AC 3. Connor was bad ass at fighting. He could attack vulnerable leg muscles with his tomahawk, and did an aggressive forward roll attack move. It actually felt like you were playing an agile native american.

Don't get me wrong, I liked both AC IV and TW3, but there were also many times I really got sick of the swordplay. It literally looks like a ballerina twirling constantly. :sarcastic:
 
Solution

Many would call it shallow, with a combination of tedium and repetition. The tedium being having to stop and use a different oil or potion every time you encounter a new creature, and the repetition being the constant twirling.

 


Like I said before, it makes your sword more effective against them, but your sword also has to be in good condition to make full use of it. The swords will constantly take damage. When they get below 50% of new condition, the percentage of condition text will go red, and a red sword icon will appear onscreen. This means at that point the oil will no longer give it's full benefit. You'll see a number of percentage drop in the effect of the oil when placing the cursor over the sword to look at it's stats, usually something like -5%, -7%, etc.

Constantly having to repair swords is another one of the tediums. There are various levels of repair kits that offer different percentages of repair you can find when scavenging, or you can pay a blacksmith to repair them. There is always plenty of money if you scavenge and sell a lot, but the game definitely has it's little annoyances that take away from the flow of the gameplay. However if you forget to check the condition of your sword before a tough battle, you CAN stop gameplay and go into the menu to repair it. You'll have to reapply the oil it had if you do though.

 
I would correct one thing, there is a clear parry system, which will block the incoming attack, and knocks the attacker off balance. The trick is that it doesn't work for all opponents (mostly humanoids with 1h weapons, and some 2h), and you also have to time it. It's pretty essential when fighting enemy who use shields. If you just hold it down, it becomes more of a block and just prevents or reduces incoming damage. If you time it, it knocks them off balance and they drop their guard for 1 or 2 free attacks.

I found the combat in The Witcher 3 to be decent, though I won't call it a great combat system. It's definitely gotten better over the Witcher 2. You also get 2 dodge options, one to stay within combat range, and doesn't use stamina, and another to leap much further, and drains some stamina.

Then you get the signs, which can be a big part of your combat or not, depending on how you build. I liked to use signs, as it does add depth to the combat, so it doesn't feel like you are just randomly swinging your sword at everything, or going dodge crazy. Aard gives you the ability to knock weaker enemy down, and stun stronger ones. Weaker ones often become 1 shotable once knocked down, bigger enemy will drop their guard for a moment, to allow you to attack. Igni is a fire attack, which can be very potent against some enemy, while others it may only serve to lower enemy armor and cause them to drop their guard like Aard. Quen is a shield, and when upgrade can be an active shield which can be used to knock back opponents or to heal yourself. Yerden is more of a slow trap, and can be used for damage, but at higher levels, the damage becomes low, and it's slow to set one, so I stopped using it. Axii is mostly for mind control. I never used it in combat, but it can put enemy to sleep, or make them fight on yourself.

All and all, I'd say the combat is better than Skyrim, but not as good as something like Batman AA.
 

Except it's animation is never one of using the sword to thrust aside another person's sword. There's just one simple protect-your-front block type animation. That's what I meant. A parry in expert swordplay often sets up an attack via exposing a weakness, not stunning. It's more than just a block.

Also, the second defensive move you spoke of is a roll, not a dodge. Most don't advise rolls while in combat, it's more for momentarily, retreating because it takes you out of attack range.

The combat is way too simplistic as far as it's moves. For a game with so much depth, it should have been fleshed out better.

 

I think it's safe to say most playing the game, even with signs buffed a lot, still use swordplay a lot. I know, because I've buffed signs quite a bit, and it would take a LOT longer to defeat enemies with just signs, or you'd have to keep drinking stamina potions, which you only have so many of in inventory.

It's quicker to use both signs and sword, and actually repetitious either way. Plus most signs only stun to finish off with sword.

 


While you do use sword play, you aren't spinning, because you mix in dodges, spells, and attacks, rather than just attack, attack, attack. You only feel like you are spinning when you are linking sword swings together.
 

Oh PLEASE, all sword attacks involve Geralt doing a 360 jump, it's unavoidable when attacking with sword, and you DO need to use the sword a lot. You're in total denial, even avid fans of the series know the sword animation is shallow and repetitive.

 


I guess I don't have ax to grind about it. I consider the twirling when you spin around and attack one mob after another, with your camera spinning and you spinning with it. This is what happens when you continuously attack. And you clearly have a sensitive spot about it. If your attacks are limited to 1 or 2 attacks in a row against a single stationary target, it doesn't spin the camera much. If you are strictly talking about the animation, big deal. That's the Witcher way.

And you'd be surprised at how little you have to swing your sword at times. There are a number monsters I never used my sword against, and many others which were 1 shot when on the ground, that has no spin animation at all.
 

I only ever mentioned the sword attack animation, you're the one that drug the camera into the conversation.

Saying "it's the Witcher way", doesn't make it any easier to take. You shouldn't have to go out of your way to avoid repeated sword attacks just because of this crap animation. And it's not just repetitive, it's very unrealistic.

 


I'm not saying you have to go out of your way to avoid the spinning. I'm saying if you play with signs as primary method of attack, you don't spin a lot. As far as it being unrealistic, this is a fantasy game, where you are a mutant with exceedingly fast speed, strength and reflexes. I'm not sure you are going to be restricted to realistic combat styles.
 
Actually you did, you even implied you could use just signs, when in fact most signs are really meant to stun for a sword attack.

Obviously I was referring to just the sword animation itself, not the entire theme of the game. You like to drag things in out of context don't you?

 


My point was that if you are much faster than anyone else, a spinning attack becomes possible and greatly increases the power of the attack. In the same manner that round house kicks aren't used in the UFC that often, but then they land, they cause huge damage. When you fail, you are left vulnerable. Realistically speaking, if you were a mutant with super speed, you can go out of your way to use attacks that would be unrealistic for a normal person.

I also never meant to say you could only use signs, but I did say that you'd be surprised at how often you can win a fight only using signs. There are a few mobs which are super vulnerable to Igni, and many others which are weak against Aard and fall to the ground to be finished off with a single attack. In the first 15 ish levels, Yrden can be used as your sole attack while it zaps everything near it.
 

I don't get the feeling you know what real sword fighting looks like.

 
The problem with Witcher 3's combat is that the game will perform some flashy, fancy animations for Geralt which takes away control from the player. Sometimes Geralt just leaps 10 metres to an enemy (which Frag Maniac is discussing about i think) when you had no intention of doing so. This is severe lack of control for the player but you do get flashy animations instead (which i don't care about). Also killing a boss is easier than killing a horde of smaller enemies which itself says a lot about the combat. There are some really bad hitboxes too. You can easily see those bad hitboxes in bare fist fights.
 


I don't think you understand that if you are super human, with more speed and strength than anyone else, the optimal combat style is not going to be the same and you can pretty much only use your imagination without this fantasy world existing. Real sword fighting developed based on fighting other people of near equal strength and speed. And science can prove that a spinning attack creates more momentum and would be more powerful, but almost certainly isn't taught because how vulnerable it leaves you. Speed would likely change that.

EDIT: Keep in mind, we are talking about a combat system where it takes multiple hits to kill someone and there is a difference between a weak and strong hit, more like hand to hand combat would be.
 


I thought he was talking about that too, but as he has made clear more recently, he was strictly talking about the animation of spinning attacks. I also hate being taken out of combat where I didn't want to go too, which is in part why I learned to fight the way I did. I also experimented with locking a target, which will also prevent that, but sometimes I do want to switch targets, so I didn't do that much.