01.10.2019
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Deception is a new adventure mod for Witcher which gives players 2 hours of roleplay mystery thriller with light combat. The Witcher Faster Movement Mod This mod will enable the Witcher to move anywhere between 15%-25% faster than normal. The second is the Debug Console Enabler. It unlocks the console so you can use console commands to fix broken things, change settings, spawn enemies, and other similar tasks. Third, you will want the Mod Merger. Witcher 3 has a mod limit. The Mod Merger combines compatible mods into one so you can load more than the limit allows. BETTER COMBAT ENHANCED. 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).

The

That is how the combat is designed at core. It would take more than a mod to change the essence of how you fight. I agree, the fighting is very counter-intuitive and frustrating at first. I hated it, just like you, but I persevered. Before long, after you start to get into the swing, it becomes much less of a chore and you actually start to not even notice how clunky it is - it becomes, one might say, natural.

The witcher 1 combat system mod

My advice is to not get bent up over it and just keep at it. If you allow yourself to get frustrated you will hate what is an awesome game and that will be your loss. Hickory: That is how the combat is designed at core. It would take more than a mod to change the essence of how you fight.

I agree, the fighting is very counter-intuitive and frustrating at first. I hated it, just like you, but I persevered. Before long, after you start to get into the swing, it becomes much less of a chore and you actually start to not even notice how clunky it is - it becomes, one might say, natural.

My advice is to not get bent up over it and just keep at it. If you allow yourself to get frustrated you will hate what is an awesome game and that will be your loss. This is a perfect advice of Hickory, wolfwarstorm. It's an unusual combat system, and so it takes more than one hour to get used to it. But afterwards it's fun.

File credits- Luigi Auriemma for his great tool to extract and reimport files inside bundles. Without him this mod would not have been possible Thanks!- Polymorpher for the great tutorial on how to work with QuickBMS.

He surely made my work a lot easier with his easy to follow instructions- Users on CDPR forums that are a great source of information for ideas on changes to apply. I think at last 30% of the changes in this mod are taken from there (and I'm not the only one that wander the forums in search of good changes to employ, it seems;) ).- The users of this mod without whom feedback I would have much more trouble on testing the balance properly. Thanks to you all for your help and suggestions!- CDPR for the game. Without you, naturally, nothing of this would make sense. Thank you first of all for creating a really wonderful game. Updated mod for patch 1.07Restored 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.

Witcher 3 Combat Mod Reddit

It gives 100% bonus to mutagens per rank, screwing everything.VERSION 1.XXUpdated mod for patch 1.07Igni: 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. 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. Version 2.00.

VERSION 2.00All 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. 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. 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.

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).

Version 1.24a. 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.

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). Version 1.22b.

Removed arbitrary bonuses given by the game to enemies of higher (or lower) level than you. 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%. 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. 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. Version 1.18. Decreased starting vitality to 4000.

The Witcher Combat Mod

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). Version 1.17.

Witcher 3 House Mod

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.

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. Version 1.13a. 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).

The Witcher Battle Arena Mod Apk Data

Version 1.12. BETTER COMBAT ENHANCEDThe good old Better Combat for Witcher 2 has come to this new chapter. A mod that strives to create a better gameplay experience for what it concerns combat, with changes to rebalance the difficulty curve in the game, improvements on combat dynamics, tailoring of skills so that all of them are useful with no clear overpowered choice that put all the others to shame, and so on and so forth.The enhanced version introduces new changes in the tree layout, for a substantial revision of the gameplay giving more freedom to players in the creation of their preferred builds and some modification and balancing on skills that was no possible before.