The Witcher 3
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Partoutatix

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  1. Partoutatix
    Partoutatix
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    Let me know of any other skills/gameplay mechanics that you find are overpowered.
  2. Bendickson
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    I'm diving back into the Witcher after a long time away, and I considered this mod after installing others of yours. After realizing how big just the regular bleed damage is,  I (now level 11) probably won't add any points beyond the first rank to Crippling Strikes. The FCR3 change to Cripping Strikes grants the normal bleed effect to enemies, which is a huge buff for the skill, but also makes adding extra points to Cripping Strikes nearly useless. The buff makes the Cripping Strikes bleed do a % of the target's health, so whether the minimum is damage is 30 or 150, it will always be exceeded anyway except against very low health enemies, which you can kill easily regardless. Consequently, this mod attempts to fix a problem that doesn't really exist. Even more so if level scaling is turned on. What boss in the game has such low health that the difference between 30 and 150 is relevant? Wouldn't the standard bleed damage be higher anyway?
  3. TheAccidentalHuman
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    Downloaded and installed, thanks.
    There's two other things that in my opinion are a bit overpowered in FCR3, the high companion damage which sucks the fun out of combat with followers and the removal of bonuses from red 5+ level enemies. I killed a level 25 griffin in Velen while being level 10 on Deathmarch, some people like it like this but having it removed for me would give me a reason to revisit older areas later on in playthroughs.
    Unfortunately my coding skills are lacking, if there's a line on some file I can change to fix these two things (or if you'd upload something) and if it's not too much trouble I'd be very thankful!
    1. mmmcock
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      https://www.nexusmods.com/witcher3/mods/1185?tab=description

      ESGO- absolutely amazing mod and a must have, and should help with what you want
      many many options to do with combat and gameplay and very versatile works with basically everything, im at 77 mods (currently) with this installed, customize your witcher experience how ever you want
      ive set my playthrough very similar to dark souls combat experience and loving it
    2. Partoutatix
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      Have you tried those FCR3 companion fights together with my other combat mods that make those enemies harder? With the player being unlikely to survive monster boss fights if unprepared I'd hoped the help from those fcr3-buffed npcs would now be welcome.

      As for the lv10 geralt vs lv25 griffin, you're barking up the wrong tree (see my other mods). I effectively removed npc levels so your lv10 Geralt wouldn't be able to easily kill a lv5 griffin, just like the lv25 griffin should be unlikely to kill you in one hit. A volcanic gryphon becomes much more dangerous than a regular griffin because it belongs to a deadlier subspecies rather than having a different level stat.
    3. TheAccidentalHuman
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      I have not but I'll give it a try and let you know.

      Although Geralt Level Scales seems like a great mod, I like coming across unleveled enemies that I cannot yet fight, my only problem is the removal of the stat buffs that comes with FCR3 which explains the lvl 10 Geralt vs lvl 25 griffin:
      • Removed huge arbitrary stat buffs on enemies with skull icons. They are already higher level than player, that alone makes them more difficult.
      It makes them too easy, in vanilla you'd either have to come back later when you've leveled enough or you'd have a 20 min fight ahead of you. Do your combat mods change these buffs back?
    4. TheAccidentalHuman
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      The combination of your other mods did make the difference, thanks for the recommendation.
    5. Paleforce
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      I've edited my FCR3 install to do exactly what you describe. Message me if you're interested. Would consider uploading it with permission from the author.
  4. jabelsk
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    I have the same issue with alternative ydren. Using FCR3 + ESGO the aoe skill melts everything because it's damage is scaled to enemy HP. Sometimes I see it doing over 1000 damage per tick.
    I just put down a few traps and everything dies, even bosses. Not fun.

    Any chance you can make a fix for ydren as well? Or at least point us to the damage equation? I've tried to fix it myself but I don't know which lines of codes control what, and never figured it out.
    1. Partoutatix
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      Did it a while back, not much time for testing/writing a mod description, so let me know if it works. https://www.nexusmods.com/witcher3/mods/4078.
    2. jabelsk
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      Didn't see that my bad.

      Thanks.
  5. mmmcock
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    OH awesome if possible can u make nerfs to a few op skills such as (in my opinion); undying, resolve (i think its called resolve - the one that lowers adrenaline point loss on hit) ect.
    1. Partoutatix
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      Sure, but how do you feel undying resolve is overpowered and how would you change it exactly? If it didn't prevent adrenaline loss would it even be worth using compared to other skills?
    2. mmmcock
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      hmm, well, with just a little thought as a kick off idea (you're the master here!); I would more think capping (lowering/nerfing) the maxed level of those skills.
      for example: Resolve maxed (teir 5 of skill level) at 50% defense against adrenaline loss,
      for Undying: the same maybe; maxed (teir 5 of skill level) at also 50% health return. (ive never liked the idea of undying anyway - makes it feel cheesy if i were to win a long battle because of it, mostly because of its ability to happen multiple times) as another idea perhaps lock the ability to be able to happen only once, when ever combat is initiated (and only resets once combat has ceased).
      Perhaps you could even make it so at least TWO or THREE bars of adrenaline are needed for it to activate it beyond the first time.

      Those are some ideas i have of how i could imagine making COMING BACK TO LIFE more meaningful in combat rather then just thinking to yourself "i'm about to die, sweet, no biggie, got an adrenaline bar"

      I would LOVE to know (if any) any ideas YOU have of other skills that just haven't felt right to you, I've had a bunch of ideas of other skills that have bothered me due to their (in my opinion) Op-ness, uselessness or just simply boring and not fun/interesting to use.
      Such as; a bunch from potion (Green) tree, and all of the 3rd block of the magic (Blue) tree (seems real lazy to just have a whole block dedicated to a percentage raise in any given sign, when you can do that already extremely well enough with sword/armor sockets). i would instead (if even possible) love to see second alternate for each sign, i would imagine that being interesting and fun to be comparing which alternate you want to have though the next battle.

      I know for sure you would have much better and more practical ideas for such things! but hopefully, as i said; this could kick off some great ideas i'm sure you could think of! and i hope you're as interested as i am in changing up the skill trees!

      --------
      EDIT:

      Basically anything that hits 100% id like to see capped between 50% - 80% max tier skill level (100% is over kill and boring), dependent on the skill for instance fleet footed would be fine in my opinion maxed between 70 - 80%
      and as the for mentioned Undying maxed between 50% - 60%
    3. Partoutatix
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      Resolve: I'm not sure the player would even notice a difference between normal adrenaline loss per hit and a 50% loss reduction. At 100% loss reduction it's not just that you lose less, but also that you can stop thinking about adrenaline point loss from getting hit. I'm not sure that at less than 100% the skill would even be worth taking, nor that it's overpowered. A good dodger wouldn't even need take the skill and would have just as much adrenaline.

      Undying: it would definitely be overpowered if tough enemies have no chance of killing you before your required 1 adrenaline bar mindlessly refills. Do you have a save with a build and fight I could check for that? Only 1 reset during combat would be a way of nerfing it if it was indeed OP, though you already have a mutation that does the exact same thing.

      Useless/boring skills: I'm only concerned with exceptionally overpowered skills/exploits that could suck the fun & challenge out of fights, making it feel absurdly unbalanced (ex: if laying down yrden traps easily kills bosses compared to swinging swords). If a skill's obviously underpowered/boring it doesn't really ruin the challenge of combat as the player just ignores it.
    4. mmmcock
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      Totally agree!

      What in your mind would you ideally like to change?
    5. Partoutatix
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      Well I only noticed the crippling strikes issue as I was fiddling with monster health regen & status effects (including bleed) in the Stronger Monster Status Effects mod.

      I still need to make it so leshens aren't literally pushed back by every single melee attack, so that they can actually feel like scary and tough boss monsters.

      As far as skills that could still be overpowered with FCR3, I don't know, though the active ones (whirl, rend, alternate signs) were easy to exploit in vanilla. Have you noticed any more?
  6. MasterChaos500
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    It nerfs all skills
    1. Partoutatix
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      What?
  7. AlfaCrysis00
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    Does the mod change skill description like in picture ( duh.. that's my dumb ass think) or just my game is bugged ? Because in my game the skill description seems same as in FCR, maybe i did something wrong ? advice would suffice . Maybe run debug console command i'm not aware of or something like that?
    Love your mods- awesome stuff and vision! Keep up master witcher!

    Edit: Don't mind it- fixed by reloading game or some sort of witchcraft.. works fine .. thank you again.