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The witcher 3 ghost mode
The witcher 3 ghost mode











the witcher 3 ghost mode

Will have to play a few hours of NG with a lv1 char to get a sense of its difficulty curve and how the loot works (personally I'd rather they just get rid of all the trash loot containers, making only chests and perhaps bookshelves lootable). It also seems to be balanced around having 4 greater mutagens equipped(red for sword builds, blue for sign builds). While drowners and humans are significantly weaker than say, a foglet, a foglet is only slightly weaker than a fiend(in upscaled vanilla the difference between them all doesn't seem to be more than 2-4 sword strikes).

the witcher 3 ghost mode

Right now I'm using it on an endgame Geralt with upscaled enemies to test the differences in power between different enemy types and that at least seems to be an improvement on vanilla, though still a long ways from perfect.

the witcher 3 ghost mode the witcher 3 ghost mode

^Can't endorse it without fully testing it, as an overhaul mod it's gonna take a while and unlike most mods I use(immersive cam, preparations) you can't configure or disable each specific thing it does to make it only change precisely what you want, in fact you can hardly change anything about it so it's not as easy to recommend. Could get rid of them or unlink them and add more of them, or have the horse carry its own separate inventory so you can have a junk-carrying pack horse together with a leanly-equipped Geralt, but no half-assed changes.Īlso not sure what the point is of going around changing skills that gave you bonuses in the order of 25% extra sword damage/sign intensity and changing it to 23% or something. I also find that if you're gonna bring back crafting item weight for the simulation/realism aspect then for the sake of coherency the different stash locations shouldn't have remained magically linked. With alchemy&crafting items having weight again my character was slightly overburdened, and in the process of selling that junk in order to be able to move freely again I got to see the taxman quest for the first time after several playthroughs(it only triggers when you're carrying tons of gold, i had 2000 when i first installed the mod), so I also wonder about the economy's rebalancing. Testing the mod out now, while I do appreciate upscaled wolves being made weak enough to die from one or two sword slashes and upscaled rats being nerfed(the toughest enemy in tw3) I don't see much of an improvement to enemies' attack patterns, they're just different, not necessarily better. Just me or Ghost Mode nerfed mounted combat? My sword swings at full gallop against armored knights seem to do little more damage than when I'm on foot.













The witcher 3 ghost mode