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Version2.26
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- Manual
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This page was last updated on 16 August 2015, 12:26PM
- Changelogs
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Version 2.26
- Slight change on signs costs (Aard: 52, Yrden/Igni: 55, Quen/Axii: 60)
Slight stamina cost/delay of actions.
Next version I will remake the installer for the new Mod Manager (didn't have the time in these days).
P.S: I'm still investigating why Toxicity of Mutagens is more than it should be. However it seems to be also a problem of the vanilla game and not only of the mod.
- Slight change on signs costs (Aard: 52, Yrden/Igni: 55, Quen/Axii: 60)
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Version 2.25
- Tweaked damage done by single monsters.
Tweaked damage done by attacks (for enemies). Heavier attacks do more damage than before.
Tweaked difficulty levels slightly.
- Tweaked damage done by single monsters.
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Version 2.24
- Made some adjustment to difficulty.
Tweaked stamina cost/dealy of actions.
Increased stamina regeneration delay of Quen to 5 seconds.
Slightly decreased efficacy of Yrden.
Slightly decreased health effect of alternate Quen.
- Made some adjustment to difficulty.
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Version 2.23
- Updated mod for patch 1.08
Corrected bug with Dancing Star bomb not working correctly.
Fixed bug with Golden Oriole that should have had only 50% resistance to poison on rank 1.
Sorry for the wait on the update, I was on a short holiday and I returned just today to find a new patch ;)
P.S: The icon changes for some mutagens are in patch 1.08
- Updated mod for patch 1.08
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Version 2.22
- Made some changes so that sign intensity for base Quen has much more effect than before.
Very slightly decreased base toxicity degeneration.
Resolved bug with Fast Metabolism that gave much less bonus to toxicity degeneration than planned.
Changed Elder Leshy trophy to give +50 toxicity and +0.5s toxicity degeneration.
- Made some changes so that sign intensity for base Quen has much more effect than before.
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Version 2.21
- Refreshement: decreased vitality bonus by rank to 6% (was 8%).
Endure Pain: increased vitality bonuse to 10% by rank (was 5%).
Fixative: swapped with Poisoned Blades (sorry, requires restart; you don't need to restart but now that Oils last normally more is best to have an option that increase their efficiency instead than their duration).
Lowered Decoctions Toxicity to 60 (was 70).
Fixed Water Hag trophy having the bonuses of Grave Hag and viceversa.
NOTE: Please DON'T use the "Create restore point" option in the automatic install as for the moment it doesn't work properly and with the new tool (Bundle Explorer) it doesn't let the update process work correctly. Create the backup of the bundles manually (that's always best and you have to do it only once; the best is to create a new folder in which to put the backups).
- Refreshement: decreased vitality bonus by rank to 6% (was 8%).
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Version 2.20
- Overhauled installation to use bundle explorer instead of QuickBms (this creates much less problematics when reimporting back files and less possibilties of corrupting the original bundle).
Corrected bug with some changes (as for example the one of Oils) not working correctly.
Slightly increased base health (4500 instead of 4000).
Slightly increased base stamina regen.
Griffin Techniques: increased stamina regen per piece to +2s (total +8s).
Some small tweaks on enemy bonuses.
Overhauled Trophies bonuses in the game, these are the changes:
Cave Troll: +500 Health
Nekker: +5% crit chance
Nekker Warrior: +10% crit chance
Dead Drowner: +20% adrenaline on hit
Minion/Wildhunt dog: +20% elemental resist
Leshy: +50 Toxicity
Elder Leshy: +100 Toxicity
Forktail: +20% Attack Power
Wyvern: +25% Igni
Royal Wivern: +50% Igni
Fogling: +20% physical resist
Czart/Chort: +5s stamina regen
Lamia/Ekhidna: +3% kill chance on hit
Erynie: +20% potion duration
Cockatrice: +50 Armor
Wraith: +25% Yrden
Nightwraith: +50% Yrden
Noonwraith: +25% Aard
Noonwraith2: +50% Aard
Ekimmara: +25 Health Regen while in combat
Arachas: +50% bonus exp (human and monster)
Grave Hag: +40% Quen
Water Hag: +20% Quen
Fiend: +25% Axii
Bies (fiend2): +50% Axii
Succubus: +15% Burning chance per hit
Katakan: +100% critical damage
Griffon: +15% Sign Intensity
Royal Griffon: +30% Sign Intensity
Arch Griffon: +40% Sign Intensity
Dao/Earth Elemental: +15% Bleeding chance on hit.
Doppler: +15% Poison chance on hit.
IMPORTANT NOTE: The new installation requires Java to work. If you haven't it already be sure to download it from here: https://www.java.com/it/download/ and, after the installation, restart the PC.
- Overhauled installation to use bundle explorer instead of QuickBms (this creates much less problematics when reimporting back files and less possibilties of corrupting the original bundle).
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Version 2.12a
- Made some balancing tweaks since some previous changes drastically reduced the difficulty of the mod especially on death march and when facing groups of enemies. Now everything works as it did previously (and as it should).
Tweaked a little more low/high level enemy bonuses.
- Made some balancing tweaks since some previous changes drastically reduced the difficulty of the mod especially on death march and when facing groups of enemies. Now everything works as it did previously (and as it should).
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Version 2.12
- Whirl: increased stamina usage while using it.
Counterattack: decreased rank 3 critical chance bonus to +15% (was +35%).
Firestream: increased base channelling damage.
Tweaked stamina cost/delay of actions.
Balanced strength of monsters and humans depending on level (I did overdo a couple of bonuses/penalties).
Next version will introduce the changes to the trophies. I wanted to upload this update asap to fix the issue with low level enemies being too strong.
- Whirl: increased stamina usage while using it.
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Version 2.11a
- Resolved bug with automatic installer that didn't work correctly when users selected the option to create a restore point. In that case the selected folder was not recognized properly after that point and installation couldn't continue.
Thanks to ChiefyWombat for debugging and resolving the issue and I'm very sorry for the inconvenience. To users that reported the problem: you were actually correct and you selected the right folder, and it was actually my fault
- Resolved bug with automatic installer that didn't work correctly when users selected the option to create a restore point. In that case the selected folder was not recognized properly after that point and installation couldn't continue.
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Version 2.11
- Refreshment: increased bonus to vitality per rank to 8% (was 3%).
Tweaked Ciri damage output (please provide me feedback if now is balanced, thanks).
Increased stamina cost/delay taken while rolling.
- Refreshment: increased bonus to vitality per rank to 8% (was 3%).
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Version 2.10
- Updated mod for patch 1.07
Restored Side Effects.
Synergy: replaced with Fast Metabolism.
Igni: increased base damage to 150 (was 100).
Firestream: decreased base damage (also CDPR added a separate burn effect to the skill in 1.07 so it should be now much more balanced).
Toned down damage of low level monsters as I increased it a little too much.
New Setup program courtesy of ChiefyWombat with his tool WSM. My huge thanks to him for the beautiful work.
Sorry for the change in the tree layout hence another time but I HAD to do this change because Synergy is completely bugged and it is still so in 1.07, so I had necessarily to remove it. It gives 100% bonus to mutagens per rank, screwing everything.
VERSION 1.XX
Updated mod for patch 1.07
Igni: increased base damage to 150 (was 100).
Firestream: decreased base damage (also CDPR added a separate burn effect to the skill in 1.07 so it should be now much more balanced).
Toned down damage of low level monsters as I increased it a little too much.
IMPORTANT: If you are using the Synergy skill and you are above 1 rank in it please remove it and DON'T use the skill anymore as it will screw all the balance in the mod. Not my fault.
NOTE: Version 1.xx will be online for a week so to give the possibility of updating to users then it will be discontinued. I suggest you to start a new play-through with version 2.0 and patch 1.07.
- Updated mod for patch 1.07
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Version 2.01
- Exchanged the skill Side Effects with Fast Metabolism.
Refreshment: increased the vitality bonus to 3% per rank (was 2%).
Protective Coating: decreased bonus to defence to 4% (was 5%) but increased number of ranks to 5 (was 3).
Sadly this update will require a restart to work (I know I know). I'm really sorry but I didn't consider at first that without Fast Metabolism skills like Refreshment will have much less value and anyway the skill is somewhat essential for an heavy alchemy build now that Acquired Tolerance is gone.
However you need to restart only if you plan to go heavy alchemy, elsewhere there's no need as the changes will not effect you anyway if that's not the case.
I really hope that since I produced this update very soon the trouble caused by the restart will be minor. From now on there should be no reason to alter the trees as everything else is balanced.
- Exchanged the skill Side Effects with Fast Metabolism.
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Version 2.00
- VERSION 2.00
All alternate signs/swords (i.e. Firestream or Whirl) usable from the beginning, without needing a slot reserved for the ability.
Ability to parry arrows usable from the beginning without investing a slot on it (but NOT reflecting arrows at the attacker as Geralt is not a sort of Jedi).
Trimmed some too strong or never used skills from the trees (both for visual consistency and balance reasons).
Tweaked the balance of some skills for these changes.
Made human/monsters of low level more powerful to simulate a sort of scaling in them. Naturally this will not be the same thing as a real scaling mechanic but it should make low lever encounters not such just a nuisance as before.
Balanced human health/strength ratio (hopefully now humans should be balanced in power).
Specific trees changes:
Whirl: Usable from beginning and removed from the tree.
Rend: Usable from beginning and removed from the tree.
Arrow Deflection: Usable from beginning and removed from the tree.
Cold Blood: Removed from the tree.
Razor Focus: Transferred in General skills.
Aard Sweep: Usable from beginning and removed from the tree.
Firestream: Usable from beginning and removed from the tree.
Magic Trap: Usable from beginning and removed from the tree.
Puppet: Usable from beginning and removed from the tree.
Delayed Recovery: Removed from the tree.
Poisoned Blades: Removed from the tree.
Efficiency: Removed from the tree.
Acquired Tolerance: Removed from the tree.
Fast Metabolism: Removed from the tree.
Specific skill changes:
Rend: now it costs 65 stamina to use (it is a one time cost only instead of depleting stamina for as long as you kept it) and the attack is an automatic power attack critical hit. Adrenaline adds +10% damage for every point.
Puppet: now it always breaks if attacking the controlled target and this last does half damage than normal.
Quen Channelling: improved the strength of the effect.
Razor Focus: changed to give 1 adrenaline point and +10% bonus to adrenaline generation for every attack. 1 rank only (as all general skills).
Bombs: item count changed to 2/3/4 by rank.
Ekhinda decoction: added a hard cap to vitality regeneration of 35%.
OLD VERSION (1.28):
Made human/monsters of low level more powerful to simulate a sort of scaling in them. Naturally this will not be the same thing as a real scaling mechanic but it should make low lever encounters not such just a nuisance as before.
Balanced human health/strength ratio (hopefully now humans should be balanced in power).
- VERSION 2.00
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Version 1.28
- Increased charges of all oils but they are static now (they don't increase by rank).
Changed food ranks to have all the same duration; the only difference is the strength of the vitality regeneration effect.
Reduced permanent shrine bonuses to +10% (was +20%).
Slightly reduced damage dealt by enemies in Death March difficulty.
Made slight adjustments on damage/health ratio in Normal and Broken Bones difficulties.
EDIT:
Damn, forgot to add this change in version 1.28 so I have to make a new update. Please download the mod again
Green Mutagens: changed vitality bonus to +100/150/200.
Blue Mutagens: changed sign intensity bonus to +4/6/8.
Red Mutagens: unvaried at attack power bonus +3/4/5.
Green Mutagens bonus per linked skill: +100 (+66.67 for general skills)
Blue Mutagens bonus per linked skill: +4% (+2.334% for general skills)
Green Mutagens bonus per linked skill: +3.334% (+1.667% for general skills)
These changes have been made so that 3 swords skills linked to a Greater Red Mutagen will give +15% attack power bonus, 3 signs skills linked to a Greater Blue Mutagen will give +20% sign intensity bonus and 3 alchemy skills tied with a Greater Green Mutagen will give +500 vitality. For general skills (yellow ones) the bonuses attached to mutagens are +10% attack power for Greater Red Mutagen, +15% sign intensity for a Greater Blue Mutagen and +400 Vitality for a Greater Green Mutagen.
- Increased charges of all oils but they are static now (they don't increase by rank).
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Version 1.27b
- Made some slight changes so that in general groups of monsters are weaker and more random in their strength in comparison to solo monster fights.
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Version 1.27a
- Oils: changed bonus to damage to +10/20/30 (only 5% as the first rank was a little too low).
Smoothed level progression so that lower levels are easier to achieve (to reduce the initial spike in difficulty) and then become slower and slower.
Corrected little mistake I made for Rend.
- Oils: changed bonus to damage to +10/20/30 (only 5% as the first rank was a little too low).
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Version 1.27
- Oils: decreased bonus to weapon damage per rank to +5/15/25% (was 10/25/50%).
Tweaked damage done by humans and their effect resistances.
Tweaked monsters resistances.
Tweaked fistfights balance a little more.
Slightly increased damage done by Rend.
Slowed levelup progression even more as by end-game even by the previous slower progression you could still overlevel primary quests by 5 levels or more(requires restart).
- Oils: decreased bonus to weapon damage per rank to +5/15/25% (was 10/25/50%).
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Version 1.26a
- Tweaked fistfights to be more balanced (hopefully).
Slight adjustments to armour stats for humans.
- Tweaked fistfights to be more balanced (hopefully).
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Version 1.26
- Tweaked humans strength once more for more balance.
Overhauled armour stats on humans opponents so that it makes much more of a difference in the fight. Naked humans will be much more easily killed in comparison to full plate armoured enemies.
Made Wild Hunt minions more powerful.
Reduced penalty to stamina regeneration in guard mode to 35%. Half was a little too harsh with the last changes to parries depleting stamina.
Now if only I could change the strength of animals as dogs and wolves too the mod would be perfect but sadly for now I cannot do it.
- Tweaked humans strength once more for more balance.
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Version 1.25
- Added slight cost for all actions (attack, parry, dodge, roll etc.)
Quen: costs 52 stamina, blocks only 1 hit (as a base, can be improved with sign intensity).
Revisited signs stamina cost/delay.
Tweaked alternate Igni burn duration and cost/strength ratio.
Tweaked more humans health/strength.
I had to change Quen because I discovered that in the way it was before could be exploited greatly if you used it as the only sign. I didn't notice this before because I'm usually testing mixed builds to check various skills but yesterday, among other things, I tried sticking to Quen only for a sword build and it was no good. Since it was used primarily as an opener stamina was already replenished before the encounter and this meant you could use Quen immediately after it broke if you used no other signs in the meantime, and, given the strength of the shield that meant a free 10/15 hits invulnerability, plus at that point another Quen was available again.
So, at the end of the day, Quen with the instruments I have at my disposal now cannot be truly balanced one way or another. I think that with this new version, while still not fully balanced, at last it has its uses without the possibility of being exploited as before. Sure, it's not very different from how it works in vanilla but given the other changes in the stamina regeneration delays plus the much reduced strength of the shield the reasons why Quen was OP there are much reduced (if not nullified).
- Added slight cost for all actions (attack, parry, dodge, roll etc.)
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Version 1.24a
- Quen: reverted it back to how it was in old versions with just a slight less stamina regeneration delay (uses all stamina, 8 sec stamina regen delay)
Slightly increased humans enemies health.
I had to revert back the changes to Quen because they broke the Ghost mutagen decoction proper functioning. Anyway probably the previous way Quen worked is even better than the recent one.
- Quen: reverted it back to how it was in old versions with just a slight less stamina regeneration delay (uses all stamina, 8 sec stamina regen delay)
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Version 1.24
- Reverted back modifications to fistfights I did a while ago because with the new changes to human encounters they are not more needed (and would make fistfights too easy).
Rend: reduced final adrenaline damage (to be relative as the previous changes to Battle Trance).
Tweaked monsters resistances.
Corrected error with Ancient Leshen decoction not increasing parried stamina regeneration.
Ok, that's it. This version will be the final one for a little while (barring bugs). I now need a pause to beta test the changes in the mod thoroughly to then fine tune them in view of finalizing the mod. Please in the meantime provide feedback on your playing experience so that I can gather more information possible on what to tweak to bring the mod to perfection in the future.
- Reverted back modifications to fistfights I did a while ago because with the new changes to human encounters they are not more needed (and would make fistfights too easy).
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Version 1.23
- Made common human enemies (bandits) much easier to beat. Special encounters (as human boss fights) retain their previous difficulty.
Melt Armor: decreased armor penetration per rank to 10% (was 15).
Slightly decreased damage of alternate Igni.
Slightly decreased damage bonus given by adrenaline points.
Tweaked slightly difficulties.
The changes to human encounters turn the gameplay more similar to the lore of the books. Bandits should pose little challenge to a Witcher, apart in special circumstances (as many of them of much higher level in a group, and even then they can be beaten using a little of strategy).
- Made common human enemies (bandits) much easier to beat. Special encounters (as human boss fights) retain their previous difficulty.
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Version 1.22b
- Corrected error that didn't make the changes in levelup bonuses (as introduced in v1.22) for humans work correctly.
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Version 1.22a
- Resolved bug (present in the vanilla game) that didn't enable the armour penetration of Rend to work properly. (I missed it myself all this time).
Reduced armour penetration of normal heavy attacks so that they don't automatically bypass every amount of armour no matter how strong (you need Rend to do it).
Slightly increased damage of Rend.
- Resolved bug (present in the vanilla game) that didn't enable the armour penetration of Rend to work properly. (I missed it myself all this time).
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Version 1.22
- Removed arbitrary bonuses given by the game to enemies of higher (or lower) level than you. In this way you will be able to fight enemies much higher level than you if you can cope with their strength, without the engine setting limitations on this possibility.
Slightly adjusted some bonuses given to enemies.
The bonuses should be tied to the characteristic of the enemy itself (including its level, if it is a boss or not, etc.) and not adding an artificial bonus on top that makes "skull level" encounters forcibly have 100% resistance to everything and 3 times the vitality, just because they are higher than tot levels than you (let the strength of the creature itself decide how difficult the encounter is, not an arbitrary external imposition).
- Removed arbitrary bonuses given by the game to enemies of higher (or lower) level than you. In this way you will be able to fight enemies much higher level than you if you can cope with their strength, without the engine setting limitations on this possibility.
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Version 1.21
- Precise Blows: critical chance decreased to 1% per rank, critical damage increased to 20% per rank.
Crippling Strikes: bleeding damage decreased to 8 vitality/second per rank.
Strength Training: damage decreased to 5% per rank.
Crushing Blows: critical chance increased to 3% per rank, critical damage decreased to 15% per rank.
Cat School Techniques: damage per piece decreased to +2.5%. Decreased critical hit damage to 25%.
Bear School Techniques: increased damage bonus to +7.5% per piece.
Griffing School Techniques: increased sign intensity to +7.5% per piece.
Poisoned Blades: decreased chance to apply poison to 1% per rank, but increased the impact the level of the oil makes.
Killing Spree: decreased critical hit chance bonus to 3% per rank.
Thunderbolt potion: removed critical hit chance bonus on third rank.
Katakan decoction: changed to give 1.5x the actual critical chance.
Corrected strange behavior of followers not doing enough damage.
Made some changes to the installation so that what the various options do can be better understood.
Critical hits were far too common, and so the damage output was far higher than I'd like to (especially for light armored builds). Positioning will be much more important now as doing a critical by just attacking will be a rare occurrence (outside of using certain combinations of items/skills).
- Precise Blows: critical chance decreased to 1% per rank, critical damage increased to 20% per rank.
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Version 1.20a
- - Decreased mutagen decoctions toxicity to 75 (was 90).
- Decreased White Honey potion count to 1.
- - Decreased mutagen decoctions toxicity to 75 (was 90).
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Version 1.20
- - Changed potions to last 1 hour game time (4 minutes), independently from rank. Only strength of potion is tied to rank now.
- Slightly increased mutagen decoctions duration to 4 hours game time (16 min). Was 15 (more of an ingame duration formality than anything else).
- Slowed down toxicity degeneration.
- Fast Metabolism: decreased toxicity degeneration bonus to +0,25s per rank (NOTE: you will not see this small bonus in the skill description for now, but I found a possible way to fix this for the future).
- Quen changed to work slightly different. Now it costs only 30 stamina to cast, but it will shield only from a single hit and it will delay stamina regeneration by 12 seconds.
I decided to go for a "middle of the road" way between the changes in the beta version and the already present ones. I think this is the best solution to make a strategic using of potions more meaningful without however making them a simple formality.
- - Changed potions to last 1 hour game time (4 minutes), independently from rank. Only strength of potion is tied to rank now.
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Version 1.18a
- Aard Sweep: had to put it back to 3 ranks (elsewhere Aard bugs and doesn't work). Increased distance bonus to +1.67 per rank (was 1) so that 3 ranks are 5 yards.
Hunter Instinct: increased the bonus to critical damage to vanilla 20%.
Slightly decreased adrenaline degeneration by being hit so that it is easier to maintain.
NOTE: the changes in Aard requires a new game to take fully effect. You don't need, however, to start a new game as you can play saved games without problems. Just DON'T upgrade Aard over third rank or it will bug out. I'm sorry for the inconvenience but I didn't know about this possible issue.
P.S: in a short time I will release a new beta version with complete changes to the potions to work as in Witcher 1 and also other things that will alter gameplay a little. I will provide it as a separate download so users can test it out and provide feedback. If the changes are found to be good they will be introduced in the next update.
- Aard Sweep: had to put it back to 3 ranks (elsewhere Aard bugs and doesn't work). Increased distance bonus to +1.67 per rank (was 1) so that 3 ranks are 5 yards.
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Version 1.18
- Decreased starting vitality to 4000. 4500 was a bit too much with the recent changes.
Changed all potions to have 2, 3 or 5 uses (depending on type) for all ranks.
Thunderbolt decoction: changed damage bonus to +30/35/35% (was 25/30/35).
White Raffard's decoction: changed vitality bonus to +25/50/70% (was +20/40/60%).
Dancing Star: increased damage to 100/150/200 (was 100 for all ranks). Reduced burning duration to 3/5/7 (was 4/7/10).
Devil's Puffball: increased damage to 100/150/200 (was 100 for all ranks). Reduced poison duration to 10/15/20 (was 10/20/30).
Dimeritium: reduced duration to 10/15/20 (was 15/30/30).
Dragon's Dream: changed damage to 250/350/500 (was 300/400/400), and reduced duration to 10/15/20 (was 15/30/30).
Grapeshot: changed damage to 500/650/800 (was 600/700/700) and increased damage ratio for silver/physical to 1.5:1 (was 1:1).
- Decreased starting vitality to 4000. 4500 was a bit too much with the recent changes.
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Version 1.17
- - Metabolism control: increased toxicity bonus to +40 (was 25).
- Slightly reduced Quen base shield strength.
- Slightly increased alternate Yrden base and bonus by rank damage.
- - Metabolism control: increased toxicity bonus to +40 (was 25).
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Version 1.16
- Reduced toxicity of all potions to x2/3 instead than x2 (so, for example, a potion that had toxicity of 50 has now toxicity of 37.5)
P.S: I know that said that updates would be slower from now on but I think this is an important update and I wanted to release it asap. With the changes in the Enhanced version of the mod potions are more important (given the absence of innate skill bonuses). After some testing the ability to mix more potions together it is very important in certain encounters on higher difficulties.
- Reduced toxicity of all potions to x2/3 instead than x2 (so, for example, a potion that had toxicity of 50 has now toxicity of 37.5)
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Version 1.15
- - Supercharged Glyphs: damage per second increased to 7 (was 5).
- Shockwave: increased damage per rank to 30 (was 20).
- Aard/Yrden/Igni/Quen/Axii intensity: increased bonus per rank to 8% (was 6).
- Green Mutagens: changed vitality bonuses back to 50/100/150 as in vanilla. Linked bonus +150 (was 100).
- Yellow link: increased vitality bonus to +100 (was 50).
- Petri Philter: increased sign intensity bonus to +20/25/30% (was 15/20/25%).
- Decreased stamina regeneration bonus for enemies in Death March that was overdone (and after a certain value the surplus makes no difference anyway).
- Slight tweaks to stamina delay for actions.
- Slightly decreased base damage for heavy attacks.
- Other general minor balancing tweaks.
P.S: Updates from now on should slowdown considerably. So if you are bored on having to install the mod every new day be happy because now I'm quite happy with the result and so in case of minor tweaking I will wait to have a bunch of them before updating.
- - Supercharged Glyphs: damage per second increased to 7 (was 5).
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Version 1.13a
- Lowered duration of status effects because I made them last too long in the previous update.
Crippling Strikes: bleeding damage increased to 10 vitality/second per rank. Decreased duration to 5 seconds (as it was originally).
- Lowered duration of status effects because I made them last too long in the previous update.
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Version 1.13
- Tissue Transformation: increased vitality increase to 150 per rank (was 100).
Killing Spree: increased critical hit chance bonus to 5% per rank (was 4).
Whirl: increased stamina regeneration delay after use and slightly decreased adrenaline cost.
Rend: increased stamina regeneration delay after use.
Slightly increased adrenaline degeneration after being hit.
Increased degeneration ratio of adrenaline by time.
- Tissue Transformation: increased vitality increase to 150 per rank (was 100).
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Version 1.12a
- Crippling Strikes: increased damage to 8 per rank (was 6).
At first I thought to nerf it much in comparison to the normal version because now you can take the skill as early as you want to, but now, pondering a little about it, I think that there's no point in doing so just because anyway the skill balances by itself as the game progresses and given the increase in health of enemies the "boost" you can have in the beginning is marginal at best. So, as for other skills, the reduction is now just slight (and more for balance purposes than anything else, really).
- Crippling Strikes: increased damage to 8 per rank (was 6).
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Version 1.12
- Tweaked status effects so that poison > bleeding > fire in duration and fire > poison > bleeding in strength.
Crippling Strikes: bleeding damage decreased to 6 vitality/second per rank. Increased duration to 7.5 seconds (was 5).
Devil's Puffball: increased damage to 100 as vanilla (the balancing is done in the poisoning effect in comparison to fire bombs).
- Tweaked status effects so that poison > bleeding > fire in duration and fire > poison > bleeding in strength.
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Version 1.11a
- Slightly increased damage done by alternate Igni.
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Version 1.11
- Aard Sweep: made the stagger effect last longer for the alternate usage of Aard. The price is, however, longer stamina regeneration delay.
Tweaked slightly stamina cost of alternate signs.
- Aard Sweep: made the stagger effect last longer for the alternate usage of Aard. The price is, however, longer stamina regeneration delay.
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Version 1.10c
- Crippling Strikes: bleeding damage increased to 8 vitality/second per rank (was 5).
Slightly lowered stamina cost of alternate Quen.
- Crippling Strikes: bleeding damage increased to 8 vitality/second per rank (was 5).
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Version 1.10b
- Upped a little the base shield strength of Quen (less for normal version that has higher stamina regeneration overall), given the highly increased damage enemies do overall.
Since Quen is a "once at a time" sign most of the time now, it makes sense to have it able to sustain at last a couple of good hits.
- Upped a little the base shield strength of Quen (less for normal version that has higher stamina regeneration overall), given the highly increased damage enemies do overall.
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Version 1.10a
- Upped base vitality to 4500. This will give more room in the starting of the game in the higher difficulties while retaining the challenge in the later game.
NOTE: To have the vitality update simply equip/unequip a slot or a mutagen.
- Upped base vitality to 4500. This will give more room in the starting of the game in the higher difficulties while retaining the challenge in the later game.
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Version 1.10
- Mutagen Yellow links: changed to give +3% attack power, +5% sign intensity bonus and +50 vitality (was +10% attack power).
Aard/Yrden/Igni/Quen/Axii intensity: increased bonus per rank to 6% (was 5).
Flood of Anger: increased sign intensity per rank to 6% (was 5).
- Mutagen Yellow links: changed to give +3% attack power, +5% sign intensity bonus and +50 vitality (was +10% attack power).
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Version 1.09
- Slightly lowered damage done by enemies in Death March.
Removed changes to amor resistances as they are not needed given the already much increased difficulty.
- Slightly lowered damage done by enemies in Death March.
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Version 1.08a
- Added changes to resistances to relic armors as I forgot those.
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Version 1.08
- Steady Shot: increased damage to +50%.
Tweaked difficulty settings a little more.
- Steady Shot: increased damage to +50%.
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Version 1.07
- Blue Mutagens: changed sign intensity bonuses to 4.5/6/7.5%
Green Mutagen linked vitality bonus: +100 (was 200).
Blue Mutagen linked sign intensity bonus: +7.5% (was 10%).
Red Mutagen linked power attack bonus: +5% (was 10%).
- Blue Mutagens: changed sign intensity bonuses to 4.5/6/7.5%
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Version 1.06
- Cat School Techniques: decreased critical damage to 26% (30 was overdone).
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Version 1.05a
- Made some small tweaks on difficulties for a smoother gap curve between them.
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Version 1.05
- Green Mutagens: changed vitality bonuses to 50/75/100 (was 50/100/150).
Blue Mutagens: changed sign intensity bonuses to 4/6/8% (was 5/7/10%).
Red Mutagens: changed attack power bonuses to 3/4/5% (was 5/7/10%).
Decreased light armor resistances by 80% (max 6%).
Decreased medium armor resistances by 50% (max 15%).
Slightly increased damage of alternate Igni.
Cat School Techniques: Increased critical hit chance to 30% (was 25). [forgot to make this change]
- Green Mutagens: changed vitality bonuses to 50/75/100 (was 50/100/150).
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Version 1.04
- Reverted back the changes in mutagen slots in 1.01 because they didn't work as planned.
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Version 1.03
- - Sustained Glyphs: increased number of traps uses to the default of +2. With the base default of 4 with the 3 updates it will come to the same number of traps as vanilla (but with the nerfed damage so it's fine).
- Made little tweaks to installer.
- - Sustained Glyphs: increased number of traps uses to the default of +2. With the base default of 4 with the 3 updates it will come to the same number of traps as vanilla (but with the nerfed damage so it's fine).
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Version 1.02
- Resolved bug introduced in version 1.01 that didn't make the mod work properly. This is what you get when you are in an hurry.
Sorry for the inconvenience.
- Resolved bug introduced in version 1.01 that didn't make the mod work properly. This is what you get when you are in an hurry.
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Version 1.01
- First three skill slots are now opened every new level instead of every 2 (so 0/1/2 instead of 0/2/4).
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- Author's activity
- Load more items
- Mod page activity
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May 2025
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04 May 2025, 3:08PM | Action by: Bassed
Endorsed
'Better Combat Enhanced'
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02 May 2025, 2:36PM | Action by: Aberda00
Endorsed
'Better Combat Enhanced'
April 2025
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29 Apr 2025, 11:42PM | Action by: alkofribas
Endorsed
'Better Combat Enhanced'
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28 Apr 2025, 2:09AM | Action by: stea4two
Tracked
'Better Combat Enhanced'
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26 Apr 2025, 5:05AM | Action by: rogue1122
Endorsed
'Better Combat Enhanced'
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24 Apr 2025, 10:48AM | Action by: wgiyv
Endorsed
'Better Combat Enhanced'
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23 Apr 2025, 11:12PM | Action by: RumBakats
Endorsed
'Better Combat Enhanced'
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22 Apr 2025, 4:26PM | Action by: shwomplr
Endorsed
'Better Combat Enhanced'
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21 Apr 2025, 10:45AM | Action by: sanua6785765
Endorsed
'Better Combat Enhanced'
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13 Apr 2025, 9:04AM | Action by: bLuRYf4cE
Endorsed
'Better Combat Enhanced'
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13 Apr 2025, 6:06AM | Action by: lostpr0phet210
Tracked
'Better Combat Enhanced'
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09 Apr 2025, 9:37PM | Action by: AZGZRH
Endorsed
'Better Combat Enhanced'
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08 Apr 2025, 2:03PM | Action by: Nory993
Tracked
'Better Combat Enhanced'
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01 Apr 2025, 11:09PM | Action by: DasHylletid
Tracked
'Better Combat Enhanced'
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01 Apr 2025, 9:04PM | Action by: iRavenlord
Tracked
'Better Combat Enhanced'
March 2025
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31 Mar 2025, 4:25PM | Action by: Justanickname94
Endorsed
'Better Combat Enhanced'
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29 Mar 2025, 8:24PM | Action by: Sponma
Endorsed
'Better Combat Enhanced'
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29 Mar 2025, 1:03PM | Action by: Nipose
Endorsed
'Better Combat Enhanced'
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27 Mar 2025, 7:08PM | Action by: GoozerFella
Untracked
'Better Combat Enhanced'
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26 Mar 2025, 7:46PM | Action by: OGisPing
Endorsed
'Better Combat Enhanced'
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