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wonszlol

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  1. Currently they only work with Melee weapons, which is a pointless limitation that only hinders build variety for no good reason. These Spells should work with Ranged weapons.
  2. Oathbreaker's entire kit is centered around Necrotic energies, so it would only make sense for their Divine Smite to also switch to a Necrotic affinity, along with a name change and appropriate visual effect.
  3. The way Animal Companions currently scale is they'll get an HP increase at level 5, 8 and 11, unlike regular characters that get an HP boost with every level. This leads to Animal Companions feeling very weak in-between those milestone levels. For example: A Wolf Companion has 13 AC and 11 HP at Ranger level 3, its HP will go up by 20 at level 5, another 30 at level 8 and finally one last increment of 30 at level 11. What this means is that until level 5, your Wolf Companion is going to have to survive on 11 HP and 13 AC, this, it should go without saying, is an absurdly low amount of survivability for a Melee Companion that can be summoned only once per Short Rest. Your Wolf Companion is going to be one-shot by pretty much anything that decides to attack it. Proposed solution to the current scaling problem: Spread the total HP an Animal Companion would accrue by 11 across EACH level, so if we go back to our Wolf Companion, instead its HP scaling like this: 11 > 31 > 61 > 91 it'd look something like this: 11 > 21 > 31 > 41 > 51 > 61 > 71 > 81 > 91 This way your Animal Companion would actually feel like it's getting stronger alongside your Ranger and its survivability would scale more smoothly with the game's difficulty. I also believe that summoning an Animal Companion should be a Ritual OR have a higher 'per Rest' usage limit.
  4. If there's one thing that bothered me in The Witcher 3 more than anything it'd have to be the lack of enemy/quest scaling. I think the decision to not scale enemies was a bad one becuase it's counterproductive to the whole choice-driven, open world concept of the game. Non-scaling enemies 'force' players to do quests, explore the world in a specific order to prevent 'outleveling' the content. Outleveling the content leads to boring and anticlimactic encounters which was especially prevalent in the later parts of the game. That being said I also don't want to the game to 'downscale' encounters that are supposed to be tough or impossible so I think the best solution would be a hybrid, 'upward' scaling. What do I mean by that? Well, it's quite a simple concept. Say Geralt is level 30 and he comes across a pack of level 5 Wolves, with the 'upward scaling mod' the pack of Wolves would scale up to Geralt's level, more or less, it doesn't have to be perfect scaling. The Wolves could 'scale cap' @ level 25 which would make them weaker than Geralt but not a one-shot pushover that's no threat. (each enemy type could have a 'hard cap', a max level to which it would scale, it could also be slightly randomized, I mean, not every single Wolf in a pack has to be the same level, there's room for variation) Now, imagine a level 10 Geralt running of into the susnset as soon as he enters Velen and he comes across a level 35 Basilisk, with the mod the Basilisk won't scale down, he will remain just as he is in Vanilla,level 35 and deadly. This is what I meant by 'upward scaling'. Enemies only scale UP, not DOWN. Think about it, such mod would allow you to freely explore the world without worrying about outleveling the content. This would make, in my eyes, The Witcher 3, a truly choice-driven, open world experience. Thank you for reading! NOTE: I am not even sure if such mod is possible with our current modding tools so please forgive my ignorance.
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